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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 05-27-2006, 07:34 PM   #21 (permalink)
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Onto the original thing. If I remember, the capitals effect it. If your model is F23.w3d, and you put down f23 in the code, it may not work. Dunno for sure, but I remember having problems with capitals before.
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Old 05-27-2006, 09:08 PM   #22 (permalink)
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did you put down .w3d?
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Old 05-28-2006, 04:01 AM   #23 (permalink)
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Okay, I'm positive that the .w3d directory is correct. It has to be, otherwise the .ini wouldn't be changed, now would it? But, yes, I've double-checked that.

I checked the capitals, and I tried the ini with and without .w3d at the end of the model - nothing worked.

I tried to add a model in before, a long time ago - a custom designed hover-tank... ran into the same problem... although I probably had a file directory wrong back then. It was a pretty cool tank, too.... I'm pretty sure I still have the model.

I'm sure it's exported into .w3d as well. I even checked it using the .w3d viewer, and it at least shows my f23 with the texture (when the texture is in the folder with it, because that's how it works). So ... I'm confused.

What's more irritating, is that every tutorial stops after applying a texture - nothing about correctly exporting the durn thing to get the fx all correct.



That's the model with no texture applied.



That's the model with the texture applied - the black area on the left ruddervator is due to a rendering glitch with the model - fixed it after I noticed the problem - but it didn't cause a problem for the .w3d model.

I'll keep trying and try exporting with various settings..... although somehow I have the impression that's not the problem.

The path of my various folders within the .w3d is:

w3d folder "Art/w3d/"
textures "Art/textures/"
INI "Data/INI/"

Nothing before the given folders such as "my documents" or "C:"
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Old 05-28-2006, 09:34 AM   #24 (permalink)
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send me the w3d and textures i wanna see if it will work for me [dont worry i wont steal your model, i dont need it for my mod]
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Old 05-29-2006, 11:20 AM   #25 (permalink)
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it's not case sensitve
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Old 05-29-2006, 01:17 PM   #26 (permalink)
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you sure you exported the geometry of the plane right?
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Old 06-01-2006, 02:39 AM   #27 (permalink)
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Where do you want me to send the model and texture?

You can use the model if you want - so long as you portray the F-23 in a somewhat realistic manner - although I doubt it fits into your mod anywhere. I'm currently touching up a little on the model, and doing a new texture. The bad news is that I altered the mesh enough that its UVW coordinates are completely different than that of the original skin - and I'll probably have to wait a couple weeks until after I get back from a trip I begin this weekend before I can sit down and bend it to my will.

Just a question... in looking at the Aurora locomotor a year or so ago, I was able to create a jet that would either climb or dive when it went to attack, move, return to base, etc..... is it possible to create a condition locomotor that will initiate a dive when in a certain proximity to the target? This might create some issues if the aircraft is nearly on top of the target when instructed to attack... but I'm curious non the less... I'll have to go back in and look at the code .... I know the A-10 does it in the OCL... if I remember right.... but that won't help with the locomotors.
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Old 06-01-2006, 04:44 PM   #28 (permalink)
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send to either my aim, or my yahoo

and

well... if you have different attack locomotors that should help...EG the aurora...it has 3 locomotors, one for attack, one for return, one for move... you could lower the preferred height on the attack one and have the move and return ones on a heigher height... that might work...
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