Modding Union

Modderecke => Modelling / Skinning => Thema gestartet von: Tukolp am 20. Mai 2017, 16:13

Titel: Texture formats
Beitrag von: Tukolp am 20. Mai 2017, 16:13
Hello there,

I've done some modelling, and I have a question about models and file types,
If someone could help, it would be apreciated.
My question is on revora :
https://forums.revora.net/topic/108328-new-building-dont-have-shadows-ingame/#entry1058763
Titel: Re: Texture formats
Beitrag von: Walküre am 20. Mai 2017, 17:15
Hi. You may surely forward your question to the German forum as well, provided that it is written in German. Otherwise, just asking for support in the English boards will suffice :)

Wenn man die Frage verstehen kann und das Problem lösen, ist man sehr willkommen eine Art von Antwort zu geben.
Titel: Re: Texture formats
Beitrag von: Rekudo93 am 20. Mai 2017, 20:32
Please set codes
Titel: Re: Texture formats
Beitrag von: Tukolp am 20. Mai 2017, 23:59
It's realy basic, I'm experimenting with rohangoldenhall's modell.
Want to import it to a bigger structure, to be a part of it, but I would use only the "gate" I tried to insert it to isens fortress ini, It builds up, but I always have some pink, or "slided" textures the slided ones are not in their place, and my modells looks weird textured. I use 3dmax8, with ea mod sdk.

Object IsenTestBuilding

SelectPortrait = BPIFortress
 
Draw = W3DScriptedModelDraw ModuleTag_Draw
ExtraPublicBone = ARROW_01

OkToChangeModelColor = Yes
UseStandardModelNames = Yes
StaticModelLODMode = Yes ;// Will append M or L to the skin name depending on GameLOD

DefaultModelConditionState
Model = rbgh

WeaponLaunchBone = PRIMARY ARROW_
End
End   


;// ***DESIGN parameters ***
DisplayName         = OBJECT:IsengardFortress
Description     = OBJECT:IsengardFortressDescription

Side                = Isengard
EditorSorting       = STRUCTURE
ThreatLevel = 1.0
PlacementViewAngle  = -45
CommandPointBonus = GENERIC_FORTRESS_COMMAND_POINT_BONUS

BuildCost           = 10
BuildTime           = 3
BountyValue         = ISENGARD_FORTRESS_BOUNTY_VALUE
VisionRange         = ISENGARD_FORTRESS_VISION_RANGE      ;// Shroud clearing distance
ShroudClearingRange = ISENGARD_FORTRESS_SHROUD_CLEAR

CommandSet          = IsengardFortressCommandSet

WeaponSet
Weapon = PRIMARY EvilFortressArrowTowerBow
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

ArmorSet
Conditions        = None
Armor             = FortressArmor
;DamageFX          = StructureDamageFXNoShake
End

;// *** AUDIO Parameters ***

#include "..\..\..\Includes\StandardBuildingEvaEvents.inc"

EvaEventDieOwner = EvaFortressDie

VoiceSelect = IsengardFortressSelect
VoiceSelectUnderConstruction = BuildingEvilVoiceSelectUnderConstruction

SoundOnDamaged = BuildingLightDamageStone
SoundOnReallyDamaged = BuildingHeavyDamageStone

UnitSpecificSounds
UnderConstruction = BuildingConstructionLoop  ;// Built first time
;//UnderRepairFromDamage = NoSound ;// Repaired No animation on the building, so don't bother playing sound
UnderRepairFromRubble = BuildingConstructionLoop ;// Repaired from completely destroyed (not used???)
End

CampnessValue = CAMPNESS_FORTRESS

ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior
MaxUpdateRangeCap = 800
AnimationSound = Sound:UpgradeIsengardFortressWizardTower Animation:IBFWTower_AS.IBFWTower_AN Frames:980
End

;// *** ENGINEERING Parameters ***
RadarPriority       = STRUCTURE
KindOf              = PRELOAD COMMANDCENTER VITAL_FOR_BASE_SURVIVAL STRUCTURE IMMOBILE CASTLE_KEEP MP_COUNT_FOR_VICTORY SELECTABLE FS_FACTORY AUTO_RALLYPOINT MADE_OF_WOOD SCORE DOZER_FACTORY

Behavior            = GettingBuiltBehavior GetBuiltBehaviorTag
WorkerName   = MordorWorkerNoSelect
SpawnTimer = DEFAULT_STRUCTURE_HEALDELAY
End

Behavior = CastleMemberBehavior ModuleTag_CMB
End

Body                        = StructureBody ModuleTag_05
MaxHealth              = ISENGARD_FORTRESS_HEALTH
MaxHealthDamaged      = ISENGARD_FORTRESS_HEALTH_DAMAGED
MaxHealthReallyDamaged   = ISENGARD_FORTRESS_HEALTH_REALLY_DAMAGED
End

Behavior                  = StructureCollapseUpdate ModuleTag_06
MinCollapseDelay        = 000
MaxCollapseDelay        = 000
CollapseDamping         = .5
MaxShudder              = 0.6
MinBurstDelay           = 250
MaxBurstDelay           = 800
BigBurstFrequency       = 4
FXList                  = INITIAL   FX_FortressCollapse
;FXList                  = ALMOST_FINAL  FX_FortressCollapse
DestroyObjectWhenDone = Yes
CollapseHeight = 120
End

Behavior = ProductionUpdate ProductionUpdateModuleTag
;;;UnitPreparationTime =8000;;;;;;;;;; 8.0 second prep needs to be set in THingTemplate, for Trebuchet, now
End

Behavior = QueueProductionExitUpdate QueueProductionModuleTag
UnitCreatePoint = X:40.0 Y:0.0 Z:0.0
NaturalRallyPoint = X:106.0 Y:0.0 Z:0.0
ExitDelay = 50
End

Behavior = CitadelSlaughterHordeContain ModuleTag_SlaughterMe
PassengerFilter = GENERIC_FACTION_SLAUGHTERABLE
ObjectStatusOfContained = UNSELECTABLE ENCLOSED
CashBackPercent = 200%
ContainMax = 99 ;// give it a huge capacity, just in case player sends his whole army in at once
AllowEnemiesInside = No
AllowAlliesInside = No
  AllowNeutralInside = No
  AllowOwnPlayerInsideOverride = Yes
EnterSound = GUI_RingReturned
EntryOffset = X:125.0 Y:0.0 Z:0.0
EntryPosition = X:30.0 Y:0.0 Z:0.0 // entry position needs to be offset from the root transform, otherwise fortress obscures point.

ExitOffset = X:125.0 Y:0.0 Z:0.0
StatusForRingEntry = HOLDING_THE_RING
UpgradeForRingEntry = Upgrade_RingHero Upgrade_FortressRingHero
ObjectToDestroyForRingEntry = NONE +TheDroppedRing
FXForRingEntry = FX_OneRingFlare
End
/code]
Titel: Re: Texture formats
Beitrag von: Rekudo93 am 21. Mai 2017, 11:05
would you send me your modell??

i will look if i found something wrong.
And if you wish i could create a Build-Animation and a Damage-Animation.

Please send the Modell as PM!