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MOK999

Problem With Weapon And animation

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hi,so i Extract basiliak from cnc4 and modify it on 3ds max 9 to get it to work with cnc3 (i not change bones and other thing just get it to work with cnc3) that went good,but when i try export a animtion for it not worked just a frozed model,i'm sure this problem with export settings or w3d tool settings,anyway other is the laser weapon not showing at game.here the gameobject:

 

<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance" xmlns:xi="http://www.w3.org/2001/XInclude">
  <Tags></Tags>
  <Includes>
    <Include type="all" source="Art:Basiliak/nu_basil_fp.W3X" />
    <Include type="all" source="Art:Basiliak/nu_basil_skn.W3X" />
<Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris01.W3X" />
<Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris02.W3X" />
<Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris03.W3X" />
<Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris04.W3X" />
<Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris05.W3X" />
    <Include type="all" source="Art:Basiliak/NodBasiliak.Xml" />
    <Include type="all" source="Art:Basiliak/FXNodBasiliakLaser.Xml" />
    <Include type="all" source="Art:Basiliak/FXNodBasiliakLaser_Veteran.Xml" />
    <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" />
    <Include type="instance" source="DATA:BaseObjects/BaseDebris.xml" />
  </Includes>
  <GameObject id="NodBasiliak" inheritFrom="BaseVehicle" SelectPortrait="Portrait_NodBasiliak" ButtonImage="Portrait_NodBasiliak" Side="NOD" EditorSorting="UNIT" BuildCost="3000" BuildTime="30" CommandSet="NodBasiliakCommandSet" CommandPoints="100" KindOf="PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE AIRCRAFT PRODUCED_AT_HELIPAD HAS_HEALTH_BAR NO_COLLIDE ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS CAN_BE_FAVORITE_UNIT SLAVE_OWNER" RadarPriority="UNIT" ProductionQueueType="AIRCRAFT" UnitCategory="AIRCRAFT" WeaponCategory="CANNON" VoicePriority="232" EditorName="NodBasiliak" Description="Desc:NodBasiliak" TypeDescription="Type:NodBasiliak">
    <DisplayName xai:joinAction="Replace">NAME:NodBasiliak</DisplayName>
    <!-- <GameDependency>
<RequiredObject>AlienReactor</RequiredObject>
</GameDependency> -->
    <ArmorSet Armor="GDIOrcaArmor" DamageFX="VehicleDamageFX" />
    <LocomotorSet Locomotor="AlienDevastatorWarshipLocomotor" Condition="NORMAL" Speed="40.0" />
    <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" />
    <Draws>
      <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true" InitialRecoilSpeed="12.0" MaxRecoilDistance="4.0" RecoilDamping="2.0" RecoilSettleSpeed="2.0">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="nu_basil_skn" />
          <!-- Right Laser Turret -->
          <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" />
          <WeaponRecoilBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" />
          <WeaponMuzzleFlash WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" />
          <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" />
          <!-- Left Laser Turret -->
          <WeaponFireFXBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" />
          <WeaponRecoilBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" />
          <WeaponMuzzleFlash WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" />
          <WeaponLaunchBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" />
          <Turret TurretNameKey="NAN_RFLASER" TurretID="1" />
          <Turret TurretNameKey="NAN_LFLASER" TurretID="2" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW">
          <Model Name="NU_BASIL_FP" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED">
          <Model Name="nu_basil_skn" />
        </ModelConditionState>
        <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED">
          <Model Name="nu_basil_skn" />
          <Texture Original="NUL_AircraftN" New="NUL_AircraftN_DMG" />
 <ParticleSysBone BoneName="BONE_CONTACT_POINT_04" FXParticleSystemTemplate="GDIPredDamagedFire" FollowBone="true" />
          <ParticleSysBone BoneName="BONE_CONTACT_POINT_02" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" />
          <ParticleSysBone BoneName="BONE_CONTACT_POINT_01" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" />
          <ParticleSysBone BoneName="FXENGINEWING01" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" />
          <ParticleSysBone BoneName="FXENGINEWING02" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" />
          <ParticleSysBone BoneName="NAN_CHASSIS" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" />
          <ParticleSysBone BoneName="FX_WEAPON01" FXParticleSystemTemplate="VenomDamagedFire" FollowBone="true" />
          <ParticleSysBone BoneName="FX_WEAPON02" FXParticleSystemTemplate="VenomDamagedSmoke" FollowBone="true" /><ParticleSysBone BoneName="BONE_CONTACT_POINT_04" FXParticleSystemTemplate="GDIPredDamagedFire" FollowBone="true" />
          <ParticleSysBone BoneName="BONE_CONTACT_POINT_02" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" />
          <ParticleSysBone BoneName="BONE_CONTACT_POINT_01" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" />
          <ParticleSysBone BoneName="FXENGINEWING01" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" />
          <ParticleSysBone BoneName="FXENGINEWING02" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" />
          <ParticleSysBone BoneName="NAN_CHASSIS" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" />
          <ParticleSysBone BoneName="FX_WEAPON01" FXParticleSystemTemplate="VenomDamagedFire" FollowBone="true" />
          <ParticleSysBone BoneName="FX_WEAPON02" FXParticleSystemTemplate="VenomDamagedSmoke" FollowBone="true" />
        </ModelConditionState>
      </ScriptedModelDraw>
      <LaserDraw id="ModuleTag_LaserDraw2" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".03" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="30" LaserWidth="20" WeaponSlotID="1" LaserStateID="2">
        <FXShader ShaderName="Laser.fx" TechniqueIndex="0">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXNodBasiliakLaser</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
      </LaserDraw>
      <LaserDraw id="ModuleTag_LaserDistort2" UseDistortionShader="true" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".01" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="1" LaserWidth="50" WeaponSlotID="1" LaserStateID="2">
        <FXShader ShaderName="Laser.fx" TechniqueIndex="0">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXRailGunCoreDistortion</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXRailGunCoreMask</Value>
            </Texture>
          </Constants>
        </FXShader>
      </LaserDraw>
      <!-- Veterancy -->
      <LaserDraw id="ModuleTag_LaserDraw1_Veterancy" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".03" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="30" LaserWidth="20" WeaponSlotID="1" LaserStateID="1">
        <FXShader ShaderName="Laser.fx" TechniqueIndex="0">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXNodBasiliakLaser_Veteran</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_03" />
      </LaserDraw>
      <LaserDraw id="ModuleTag_LaserDraw2_Veterancy" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".03" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="30" LaserWidth="20" WeaponSlotID="1" LaserStateID="2">
        <FXShader ShaderName="Laser.fx" TechniqueIndex="0">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXNodBasiliakLaser_Veteran</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXLaserOverlay</Value>
            </Texture>
          </Constants>
        </FXShader>
        <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_03" />
      </LaserDraw>
      <LaserDraw id="ModuleTag_LaserDistort1" UseDistortionShader="true" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".01" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="1" LaserWidth="50" WeaponSlotID="1" LaserStateID="1">
        <FXShader ShaderName="Laser.fx" TechniqueIndex="0">
          <Constants>
            <Texture Name="Texture1">
              <Value>FXRailGunCoreDistortion</Value>
            </Texture>
            <Texture Name="Texture2">
              <Value>FXRailGunCoreMask</Value>
            </Texture>
          </Constants>
        </FXShader>
      </LaserDraw>
    </Draws>
    <Behaviors>
      <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate">
        <WeaponSlotHardpoint ID="1" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM">
          <Weapon Ordering="PRIMARY_WEAPON" Template="NODAvatarLaser" />
        </WeaponSlotHardpoint>
        <WeaponSlotHardpoint ID="2" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM">
          <Weapon Ordering="PRIMARY_WEAPON" Template="NODAvatarLaser" />
        </WeaponSlotHardpoint>
      </WeaponSetUpdate>
      <LaserState id="ModuleTag_DefaultLaserState" LaserId="1" />
      <Physics id="ModuleTag_Physics" />
      <ProductionUpdate id="ModuleTag_ProductionUpdate" />
      <ModelConditionUpgrade id="ModuleTag_AllFactionUpgrade" AddConditionFlags="USER_6">
        <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
      </ModelConditionUpgrade>
      <StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_03">
        <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
      </StatusBitsUpgrade>
      <Physics id="ModuleTag_Physics" />
      <SlowDeath id="ModuleTag_Death" SinkDelay="0s" SinkRate="0.5" DestructionDelay="0.03s">
        <OCL Type="INITIAL">
          <OCL>OCL_NodBasiliakInitialDebris</OCL>
        </OCL>
        <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUPERNATURAL" />
        <Sound Type="INITIAL" List="ALI_DevastatorWarship_SoundDie" />
      </SlowDeath>
      <SlowDeath id="ModuleTag_SuckedIntoTheVoid">
        <DieMuxData DeathTypes="SUPERNATURAL" />
        <Sound Type="INITIAL" List="ALI_DevastatorWarship_SoundDie" />
      </SlowDeath>
    </Behaviors>
    <AI>
      <JetAIUpdate id="ModuleTag_03" NeedsRunway="false" KeepsParkingSpaceWhenAirborne="false" AutoAcquireEnemiesWhenIdle="YES">
        <UnitAITargetChooserData CanPickDynamicTargets="false" SympathyRange="25.0" />
        <LockonInfo />
      </JetAIUpdate>
    </AI>
    <Body>
      <ActiveBody id="ModuleTag_Body" MaxHealth="11000" />
    </Body>
    <Geometry IsSmall="false">
      <Shape Type="BOX" MajorRadius="80.0" MinorRadius="32.5" Height="25.0" ContactPointGeneration="VEHICLE"></Shape>
    </Geometry>
    <AudioArrayVoice>
      <AudioEntry Sound="ALL_Basiliak_VoiceAttack" AudioType="voiceAttack" />
<AudioEntry Sound="ALL_Basiliak_VoiceCreate" AudioType="voiceCreated" />
<AudioEntry Sound="ALL_Basiliak_VoiceMove" AudioType="voiceGuard" />
<AudioEntry Sound="ALL_Basiliak_VoiceMove" AudioType="voiceMove" />
<AudioEntry Sound="ALL_Basiliak_VoiceAttack" AudioType="voiceAttackAfterMoving" />
<AudioEntry Sound="ALL_Basiliak_VoiceRetreat" AudioType="voiceRetreatToCastle" />
<AudioEntry Sound="ALL_Basiliak_VoiceSelect" AudioType="voiceSelect" />
<AudioEntry Sound="ALL_Basiliak_VoiceSelectBattle" AudioType="voiceSelectBattle" />
    </AudioArrayVoice>
    <AudioArraySound>
      <AudioEntry Sound="ALI_DevastatorWarship_MoveStart" AudioType="soundMoveStart" />
      <AudioEntry Sound="ALI_DevastatorWarship_MoveLoop" AudioType="soundMoveLoop" />
      <AudioEntry Sound="ALI_DevastatorWarship_AmbientDelayedLoop" AudioType="soundAmbient" />
    </AudioArraySound>
    <ShadowInfo Type="VOLUME" />
    <VisionInfo VisionRange="630" ShroudClearingRange="400" />
    <CrusherInfo CrusherLevel="2" CrushableLevel="2" />
  </GameObject>
  <GameObject id="NodBasiliak_Debris01" inheritFrom="BaseDebris" EditorName="NodBasiliak_Debris01">
    <Draws>
      <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true">
        <ModelConditionState ParseCondStateType="PARSE_DEFAULT">
          <Model Name="NodBasiliak_Debris01" />
        </ModelConditionState>
      </ScriptedModelDraw>
    </Draws>
  </GameObject>
  <ObjectCreationList
    id="OCL_NodBasiliakInitialDebris"> 
   <CreateObject
       Options="IGNORE_ALL_OBJECTS"
Disposition="RANDOM_FORCE RELATIVE_ANGLE"
MinForceMagnitude="2.0"
MaxForceMagnitude="5.0"
DispositionIntensity="5.0"
MinLifetime="1.0s"
MaxLifetime="3.s"
MinForcePitch="90d"
MaxForcePitch="-75d">
<Offset
x="0.0"
y="0.0"
z="0.0"></Offset> 
      <CreateObject>NodBasiliak_Debris01</CreateObject>
    </CreateObject> 
</ObjectCreationList>
</AssetDeclaration>

Thanks and advance.

Edited by MOK999

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ok i fix the weapons,so at least answer this how to export a animtion from max.

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Guest Rabbit

Sorry nobody here could help you. We don't have many people in the modding scene on this site for Tiberium Wars.

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