[en] - Modding Corner > Coding
Coding in Edain 4.00
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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