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Coding in Edain 4.00

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calsash:

--- Zitat von: Gnomi am 26. Feb 2016, 22:14 ---Did I ever write that the button wouldn't work? ;)
I wrote that it is black (or invisible), so I wrote exactly what you wrote: The texture doesn't work.

Believe me: I've done enough map.ini coding to know what I'm talking about. :P ( 6 years ago I did my first big map.ini :P (40.000+ lines))

--- Ende Zitat ---
Jesus 40k lines XD

Glorfindel23:

--- Zitat von: Gnomi am 26. Feb 2016, 22:14 ---Did I ever write that the button wouldn't work? ;)
I wrote that it is black (or invisible), so I wrote exactly what you wrote: The texture doesn't work.

Believe me: I've done enough map.ini coding to know what I'm talking about. :P ( 6 years ago I did my first big map.ini :P (40.000+ lines))

--- Ende Zitat ---

The button is working perfectly ann his texture also look :
The probleme is not this







(My problem is not the button, I want change the texture of the armor of the unit in the game  :) )

Gnomi:
Therefore you have to change the whole skin. Via map.ini you can just use another skin, so you can only swap one skin with another, not change a skintake only parts of a skin. on 3rdage is a good tutorial for that.

Glorfindel23:

--- Zitat von: Gnomi am 26. Feb 2016, 22:37 ---Therefore you have to change the whole skin. Via map.ini you can just use another skin, so you can only swap one skin with another, not change a skintake only parts of a skin. on 3rdage is a good tutorial for that.

--- Ende Zitat ---

Thank you for your answers fast ! I go to see :)

________________________ ________________________ __

If someone is interested, I've resolved my problem "how to add the transparancy for one tree :

my code :


--- Zitat ---Object TreeShire01

RemoveModule ModuleTag_Opt_01
  ; *** ART Parameters ***
  ;------ This was done because we needed to add fade effect to tree.
;  Draw                  = W3DTreeDraw ModuleTag_Opt_01
;    ModelName = SB_Tree01
;    TextureName = SB_Trees.tga
;
;    DoTopple         = Yes
;    ToppleFX         = FX_ToppleTree
;    BounceFX         = FX_TreeBounce
;    KillWhenFinishedToppling = No
;    SinkDistance     = 9;
;    SinkTime         = DEFAULT_TREE_SINK_TIME
;  End

ReplaceModule ModuleTag_01
  Draw                  = W3DScriptedModelDraw ModuleTag_01New 

  StaticModelLODMode = yes

 
    DefaultModelConditionSta te
      Model             = SB_Tree01
    End

    ModelConditionState = PASSENGER CLUB
      Model = None
    End

    AnimationState = PASSENGER CLUB
      EnteringStateFX = FX_TreeBecomeClub
    End

    AnimationState = PASSENGER
      EnteringStateFX = FX_TreePickUp
    End
   
    ; These are the model conditions and animation states required for trees that can burn. 
    ModelConditionState = BURNED
      Model = SB_Tree01 ; use default nondeath model in place of this.
    End

    AnimationState   = AFLAME ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End

    AnimationState   = DYING BURNED ;Currently on fire
      ParticleSysBone     = None FireTreeSmall
      ParticleSysBone     = None TreeEmbers
    End
    ; End of stuff required for burn. 

        StaticSortLevelWhileFadi ng = 2
    AlphaCameraFadeOuterRadi us = 600
    AlphaCameraFadeInnerRadi us = 200
    AlphaCameraAtInnerRadius = 10%
  End
End
 
  ;Behavior = FireWeaponCollide ModuleTag_03
  ;  CollideWeapon  = TreeFireDealDamageWeapon
  ;  RequiredStatus = AFLAME       ; I can only fire if I am on fire
  ;End
 
  ; *** DESIGN parameters ***
  DisplayName      = OBJECT:Prop
  EditorSorting    = SHRUBBERY
  CrushableLevel   = 1 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

; SupplyOverride = 10 ; This overrides the value in gamedata.ini
   
  ArmorSet
    Conditions      = None
    Armor           = NoArmor
  End

  TransportSlotCount  = 1                 ;how many "slots" we take in a transport (0 == not transportable)

  ; *** ENGINEERING parameters ***
; KindOf           = SHRUBBERY IMMOBILE CLUB TREE SELECTABLE;
  KindOf           = SHRUBBERY IMMOBILE CLUB SELECTABLE;

  ; Note no SwayBehavior, as this is handled in the W3DTreeBuffer.
AddModule ModuleTag_SEE
    Behavior = SlowDeathBehavior ModuleTag_SEE
        DeathTypes = ALL
        SinkDelay = 1000
        SinkRate = 8     ; in Dist/Sec
        DestructionDelay = 4000
    End
End

AddModule ModuleTag_CMB
    Behavior = CastleMemberBehavior ModuleTag_CMB
    End
End


;  Shadow              = SHADOW_DECAL
  InstanceScaleFuzziness = 0.1
 
End
--- Ende Zitat ---

calsash:
Im still having no luck with the command set :/

Object ElvenBarracks
 CommandSet = LothlorienBarracksComman dSetNewName
End

CommandSet LothlorienBarracksComman dSetNewName
InitialVisible = 8
    1      = Command_ConstructBruchta lSchwertkämpferHorde_Sum moned
    2      = Command_ConstructLothlor ienBerserkerHorde
    3      = Command_ConstructElvenKn ightHorde
    4      = Command_ConstructDorwini onNaturmagier
    5      = Command_ConstructDorwini onWinzer
    6      = Command_StartCitadelSelf Repair     
    7      = Command_ConstructLindonW arriorHorde
    8      = Command_ConstructHeavenW arriorHorde
End     

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