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Egozi44

Allies and HC issues

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Hi there mina (everyone)

 

 

I would like to get any help I can with these issues

Thanks in advanced

 

 

1. I manage to make many stuff to work with allies on my mod, but there are few stuff I didn't was able to

 

A. Beam cannon can support ally obelisk in my mod but I didn't mange to make it support Ally's venom, it will start shoot through the ally's venom and then will stop

 

B. I tried to make aircrafts to be able to reload/land on ally's airfield just like RA3 done

However simple changes just made the ally's aircraft to land and ascend in loops without actually landing and reload

 

C. Scrin and Black hand scan support powers are only visible to the player, is there any way to make them being visible to allies as well?

 

2. There's a bug that makes hammerhead to spot for venom, where I can disable that thing?

 

3. I asked it back in May 2015 but I try to mess with it again and it really bothering me

 

Are viscroid's HC is coded? Edit their w3x to use kw infantry shader or tw infantry shaders will make them show HC only on WB...

 

gfd.PNG

 

I tried to give them different shaders, made HC, spm, nm, skins for them and the HC work but ruin the entire skin on the process (unsurprisingly), I know that viscroid default shader not really support nm and SPM and have HC that made to be showed like gdi infantry, that why I only tried them out on shaders that support nm and SPM textures, but it seem the viscroid didn't was build to support these shaders or at least it's skin isn't so it result in bad looking vis with working HC

 

h.PNG

 

I tried fixing it with max but needless to say it broke the animations and I don't have the skill to fix it by hand ^^....

 

 

Anyway any clue if they coded so I will know I'm not wasting my time?

 

And if they aren't any clue what I can do to fix their HC?

 

 

Maybe ea cen it since it resemble terrorists and made kids to run to their mommies. ... just kidding

Edited by Egozi44

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1 A and B. attach the coding. you don't call your doctor and say " my balls are itchy, can you fix it'? You go into his practise show him your nuts and he says: "Was she worth it?"

 

C. Those are the vibration and power scans right? not sure if that is possible or atleast i can't think of atm.

 

2. spot for venom? needs more details. Is it beam forwarding? or what do you mean?

 

3. import the viceroid mesh, give it a new shader in 3dmax and export it again. Did you export the model from somewhere else or was it some left overs you found on the internet? also attach the viceroid xml

Edited by Ravendark

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1. A&B my test were over year ago, the stuff I edited were really simple though, iirc where it showed in the xml stuff like Only same player I added allies, and where it showed allies="false" I changed to true

I will extract the xml when I be home but you can easily look at it yourself

 

C. Yup vibration and power scan

 

 

2.; Yea beam forwardimg just like beam cannon do with venom when they go to the doctor and shot lazer on his balls xD

 

3. I extracted it from KW ofc, I also took a look on TW files but didn't messed with them

 

I added it, Gave it tw inf shaders, add the textures, HC and attach the material, the HC preview showed they working alright

 

Then saved, max save option recommand me to save the mesh as hier with animation something.. (second option from left)

 

And it broke the a animations, the Vis become a moving meat ball and I didn't saw working HC in game (well it may was because it was meat ball..)

 

What really bothering me though is that by default settings they should work, by using tw inf shader they seem to work in World builder

Yet in-game they not showing up

 

I will post the xml and tell you the w3x I used when I be home

Edited by Egozi44

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try this for the aircraft:

 

<ParkingPlaceBehavior
id="ModuleTag_ParkingPlaceBehavior"
HealAmount="0"
NumRows="2"
NumCols="2"
ApproachHeight="130"
ParkInHangars="true"
DoorOpenTime="2s"
DoorCloseTime="2s">
<CanParkHereFilter
Rule="ANY"
Relationship="SAME_PLAYER ALLIES"
Exclude="SUMMONED TRANSPORT" />
</ParkingPlaceBehavior>



as for the viceroid, if you imported it without animation data and then exported again, you wont have animations.

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Thanks will try this

Do I need to do it for the aircraft or the airport? (Or for both)

 

As for the Vis how I add the animations though.?

 

After adding the mesh I need to press on import animation button and just choose any animation one by one and save?

 

Oh and what save option I should choose? Save as simple mesh? Hier,?

Edited by Egozi44

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airtower, its the parkingbehavior module.

 

Not sure (as i don't use assets from other versions, games or mods) i normaly only open meshes and hierachy to have a look how somethings are setup. I don't really re use assets. As far as i know you need to bind everything together again, meshes to bones with a wwskin and re animate. Last i heared you couldnt export animations directly...but i could be wrong there. I know adding new infantry is easier as you can reuse the skeleton and animations that came with the example art sdk packs. But those were max files and not exported w3d.

 

Like i said i am a noob when it comes to re using existing models from kw, tt or left overs on the internet. You might want to ask about how to merge animation data with model data back together from people who are more familiar with exported TT models etc. I think bibber wrote those tools aswell so he might have a better aswer wther or not you can import animation aswell into max.

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Ok, you wanted me to add ALLIES to Relationship so it will look like this " Relationship="SAME_PLAYER ALLIES"

 

and Change the ALL to ANY correct? it didn't work, it made all planes that need to park unbuildable to the player at all.... you see their button gray (I done it only to the faction's airports and not the aircrafts themselves)

 

 

Here the Vis xmls (I used three type of Vis in my mod, but the third one was Vis I imported from TT so it other model and doesn't count)

 

 

 

Viceroid.xml

 

Viceroid2.xml

 

Also if you want the Vis files to mess around with, here

http://www.mediafire.com/download/gqfzsjmvo94dgst/Vis.rar

 

 

NUVISROD_SKN.AUVISCEROID is the one I open with max

 

Oh yea and adding

 

<Include
type="all"
source="ART:Static/Visceroids/HC_NUVisceroid.xml" />

 

to their gameobject didn't worked

 

 

Any other xml you wanted me to upload?

Edited by Egozi44

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Try changing OkToChangeModelColor="False" into true.

 

Btw did you add your mod to the cfg file of worldbuilder?

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Yea I added it to the WB cgf so I could add my pony to kw and make it shoot laser, dream of every kid!

 

Just kidding xD

 

WB.jpg

 

Well you saw kane in the picture above so it could answer your question~

 

 

I will try what you said about the Vis,

 

Do you have any idea about the airport though?

 

 

 

 

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Holy...

Apparently my VIS xml that was extracted with the buggy 1.08 ver didn't showed that line at all, that why I didn't knew I can change it from false to true o_O

 

Thank D=

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i had a look at your viceroid in max, it doesnt show the working HC by just importing it, i had to reaply the texture map again before it showed up, after that it looks good and working.

Like i said the re exporting + animation thing is alot more complex but all by all your textures should work.

 

As for the airport try the following:

 

<ParkingPlaceBehavior
                id="B3283851"
                HealAmount="0"
                NumRows="2"
                NumCols="2"
                ApproachHeight="130"
                DoorOpenTime="2s"
                DoorCloseTime="2s"
                ParkInHangars="True"
                LowersOntoParkingPlaceOnProduction="False"
                CanSetRallyPoint="True">
                <CanParkHereFilter
                    Rule="NONE"
                    Relationship="SAME_PLAYER ALLIES"
                    >
                  <IncludeThing>anything that can land there</IncludeThing>
                  <ExcludeThing>anything that should'nt</ExcludeThing>
                </CanParkHereFilter>
</ParkingPlaceBehavior>
Edited by Ravendark

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In my last comment I generally meant that what you said about turning false to true solved it for me :P

As far as I know most TW units won't show HC in max without re-adding their textures and using the right shader, that what I do to check if the HC working at all

 

 

 

sshot0017.9.jpg

 

sshot0015.14.jpg

 

They hard to see with the new skin I made to the tamed ones, but I fine with it, worst case I can just edit their HC texture

 

 

 

 

 

I will try the airport code soon

Edited by Egozi44

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Sorry for the delay, It let me build aircraft again but they still can't park in ally's airport, you have the option but they will just ascend and descend in loops

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Maybe the issue lie somewhere in the return to dock ability?

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I found some annoying issue, I tried to add old orca model TW have to the game, it appear in-game and I gave it two states, one when it fly (unit) one when it "husk" (no pilot)

The issue is that no matter what I tried the Orca is unselectable at all, even when it have "SELECTABLE" in it's Kindof,

 

I also added new Scrin aircraft to the game and it can be selected but when it on land/dock the mouse just "miss" it or stop show you can select it after few seconds each time you place it over the unit, it just move to the air field instead, Both planes have SELECTABLE and good geometry so I don't understand why I can't select one at all and why I have hard time select the other when it docking, is it related to the 3D model? Does 3d models have geometry or something else aside from what we do in the xml that make them ignore it?

 

 

The only thing I done with the scrin's plane was to take Stromrider and change it's model, same with the Orca's husk (just took normal husk and switch model)

 

I did tried to mess with the geometry though and gave them better one... but still same result o_o

Edited by Egozi44

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Geometry is for ingame collision checks, the model itself has boxes for picking (W3DCollisionBox referenced by a CollisionBox element in the RenderObject element of the SubObject element of the W3DContainer).

Edited by Lauren

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Most units have a translucent box in their model thats called PBBox or something like that. IT used to display the pickbox/selectionbox and healthbar size arround the unit, altho iirc you can change the healthbar size codewise in the xmls, not sure tho. If you can't select a unit it could be it is missing from the model, this could be the case for units that are initialy unselectable, like special power units like the airstrike orca. You should be able to drag select units without a pick box iirc.

Edited by Ravendark

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The orca bomber are actually selectable if you only add "selectable" line to their xml

 

So if I will take let say venom geometry and add it to the orca's w3x I should be able to select it right?

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altho iirc you can change the healthbar size codewise in the xmls, not sure tho.

Indeed, thats possible. But if the collisionbox is missing it won't work codewise.

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The unit box seem alright

1.jpg

 

 

However the Orca seem to not have one

 

Any chance I can send it to someone to take a look and may even fix it? (as you don't must max to fix it)

 

Just take a note that the Assault mothership does work and let me select it in-game, but when it docking, if you try to select it by simply press on it the mouse will "disappear" after few seconds and will "move" to the airport

if you using selecting window it work alright though

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The orca bomber are actually selectable if you only add "selectable" line to their xml

 

So if I will take let say venom geometry and add it to the orca's w3x I should be able to select it right?

Just add a box with max and export the model. If you are afraid of breaking things, create a empty model with just a box in it and export that with the correct settings, then add that w3x file to the orca in a seperate draw.

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I thought about it but I don't know which shader and skin it supposed to use (can't find it on other units) and under what settings I supposed to save the box? Simple mesh?

 

Also what lines I need to add were? I found more than one boxs in one unit (probably for sub object? )

And the box geometry also sometime present in a sperate obbox w3x while also have another obbex geometry in other w3x. ... that confuses me as I don't sure what obbex is for who..

 

Oh also for the orca case where I suppose to add the box? To the skn of damage and in undamage one?

Edited by Egozi44

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All the box needs is "Export geometry" (its a box), "Hide" (its invisible) and "OBBox" (its an Object Bouding Box). Shaders and textures wont be exported for it anyway.

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I thought about it but I don't know which shader and skin it supposed to use (can't find it on other units) and under what settings I supposed to save the box? Simple mesh?

 

Oh also for the orca case where I suppose to add the box? To the skn of damage and in undamage one?

 

<Draws>
<ScriptedModelDraw>
All the model and animation stuff and so on.
</ScriptedModelDraw>
<!- new draw for pick box only
<ScriptedModelDraw>
                id="ModuleTag_Draw_BoxOnly"
                OkToChangeModelColor="true">
                <ModelConditionState
                    ParseCondStateType="PARSE_DEFAULT">
                    <Model
                        Name="Myboxmodel" />  
               </ModelConditionState>         
</ScriptedModelDraw>
</Draws>

Just export as a hierachical model, could be simpel mesh is enough not sure.

Edited by Ravendark

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Thank you, I was able to solve my box issue =D

 

So now lets move back to the original topic, if there's no way to make airports to work with allies lets move to the venom and beam thingy or the hammerhead bug

in the hammerhead case I'm don't sure where I can even add the filter to exclude it, is it somewhere in the beam ability?

 

 

 

On quick note, where I change the Height again? the orca is a bit lower than the normal one

Nvm... (it the locomotor Egozi! keep look at the locomotor you baka)

Edited by Egozi44

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