MOK999 0 Posted June 14, 2013 (edited) 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 June 14, 2013 by MOK999 Share this post Link to post
MOK999 0 Posted June 15, 2013 ok i fix the weapons,so at least answer this how to export a animtion from max. Share this post Link to post
Guest Rabbit Posted June 17, 2013 Sorry nobody here could help you. We don't have many people in the modding scene on this site for Tiberium Wars. Share this post Link to post