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dvs1

splicing models

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Since I moved the sensor pod from the Cmd Post to the Airfield, I'd like to also slice off the model and transfer it too.

 

This is what I mean.

 

post-10465-0-57300900-1462337428_thumb.jpg

 

Has anyone ever done such a thing?

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Also, I want to know if its possible to add a 3rd upgrade pic.

 

I've had a few times where I crashed the mod because I missed something and I'm asking before trying to save myself a few hours of unnecessary work.

 

See picture for better explanation

 

post-10465-0-56543700-1462338540_thumb.jpg

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I'm only asking because I never had to do that with warcraft, and I've read about the export problems people have had. I'm gonna give it a shot either way, since I have the 2 models.

 

I modded warcraft games for years. But Kane's Wrath... this is a beastly beast, and I've been writing code since 99. The only thing more touchy imo is c++, which I walked away from back in '05.

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As the upgrade models are seperate anyway you just have to modify the containers. Remove the model from the command post and pate it in the w3dcontainer of the air field. Maybe add a bone to the hierarchy to attach it it.

 

For the additional upgrade icon: it's possible, but atm very very hard. You would have to edit the ui files, for which there is no good editor yet (as the icon is sensitive to the selection it's not as easy as you basically have to fiddle with action script in binary form - as said no editor yet).

 

I'm curious, why do you think WC is easier to mod? I tried that at some point and I was put off quite fast.

Edited by Lauren

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Right (about the containers). I looked at the code and figured it was just a copy/paste job in the right place. I haven't tried this yet, since its still just an idea.

 

I was working on the Predator trying to get the adaptive armor fx to show. The effect works, it's immune to EMPs and even has the sound, but trying to get the shader to work for it like it does for the Titan and Mammoth is proving a bit more difficult. I compared the shader info for the titan and mammoth saw it was identical, copied it, added it to the gupredtank file, everything compiles fine but the predator I get is the basic GDI one instead of my modded one.So the problem is with the w3x file.

 

The additional icon upgrade, that space is used in the global conquest game. What I hadn't considered is there'd be a conflict to try such a thing.

 

It was easier to edit the db and the models for WC3. Changing the skins and even the proportions, like the head, or an arm were possible. I added a Ranger class and a new Hero, incorporated a new build tree to include wc2 features, fun stuff like that.

 

What I can't understand is why I can't get Photoshop CS5 to open the .dds files for KW but they did for WC just fine? I got a plugin for Photoshop too to open them, but if I edit them and save, its a blank file. I can't get anything to open in 3DS Max 9 either. I even hunted down my old copy to put on this computer, got the sp2, but the import script doesn't work, so I open the w3x files in Dreamweaver to edit them. The EA w3x viewer won't show any textures either, even tho they're all there. So I'm working with the same file extensions, but having to work thru a different set of problems to achieve the same result. That's why I say KW is a beastly beast.

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I'm actually planning to add support for the fbx file format to WrathEd, so that might get rid of some of your problems. The w3x viewer issue could be related to it actually not finding the textures. Try including them via a relative path instead of using the ART: macro. Also make sure you actually have texture elements in the xml file(s).

Edited by Lauren

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Okay, Lauren. I fixed the sound problem. Here's how, so you understand the process which lead me to the answer.

 

I did not mess with the internal files for the Mirage Tank. I remembered it worked (audio), and then it didn't, and it hasn't since. It was when I switched from WE 1.07 to 1.08. I went back and got 1.08, unzipped it to a fresh folder, compiled the SampleMod, started it, built Mirage Tank, and no sound. So I figured that the problem was with WE 1.08.

 

Further, I got the WE 1.07, unzipped it to a fresh folder, compiled the SampleMod, started it, built the Mirage Tank and viola, there was sound. But not while selecting. For everything else, but not while selecting.

 

It was then I stopped being a monkey, because monkeys are only good for pushing buttons. I started a fresh pot of coffee too since I was at this bug hunting process all night. I started watching closely what was going on, but here's the part you would be interested in. I did a compile with WE 1.08 and then WE 1.07. Here was the difference.

 

WE 1.07 would compiled the audio assets. I could read this, so it was on the screen long enough for me to clearly see what it was doing.

 

WE 1.08 would not compile the audio assets. It would start to, then stop, window would close in a flash, no error, nothing in the log, just no nothing. It would then proceed to the next step.

 

I added audio files for a vehicle I added and WE 1.07 caught every mistake made in the AudioEvent and AudioFile xml's that were mine. After I fixed each of them (I hit paste twice on a large block of code), I compiled the SampleMod again and tested it. All sounds worked. Again, the significant difference here was that WE 1.08 was not compiling the audio assets but WE 1.07 was.

 

I also determined why I was getting what I call a 'ghost error'. I would get an error for a "select" audio but it was on my AudioEvent/AudioFile xml every singe time, even though I had already fixed it. I would check the files each time I tried the compile and got the error. After a few times, I remembered that the Mirage Tank had no voice on "select" so I checked it's AudioEvent.xml file and found a typo in the id attribute. The error said that there was a 'key already made with that name and it would skip over it'. That's why I call these things ghost errors. I already fixed the one, but it would give me the same error message without telling me there was second one somewhere.

 

<AudioEvent

id="ALL_MirageTank_VoiceSelect2"

 

 

The "2" in this string is the typo. I removed the 2, tested it, and there is voice on selection now. I went back to the 1.07 & 1.08 zip files and checked the AudioEvent file in both of them, the typo exists in each.

 

I opted to clear my bugs out now before trying to start anything new. When I get a lot of changes done and its flawless, I'll copy the folder, increment my # on it, and add new changes. This way I don't have to backtrack.

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Ah, I forgot to include that this was my experience and a disclaimer is that my results may not be replicable for the WE 1.08 not compiling audio assets.

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I believe I already answered you in regard to the voice and mirage tank issue in your older thread

 

The reason your mirage tank had no selected voice was because who ever made it didn't add all the right code lines to the right conditions in the audio xml and the typo you found (been year ago since I messed with it so I didn't recall that xD)

 

It also don't have good 3D formation but I can't blame the guy for not making it

 

I can send you mine if you want

 

 

Be sure to try all the other WED versions I sent you in your old thread, the voice issue is not present in ver 1.08 buggy

 

The reason it happends in 1.07 is because some lines get extracted in a way that only work in TW, the sounds and voices miss few words that KW need

 

 

Just extract the same unit twice with 1.07 and 1.08 buggy (not gamma) And compare the sound lines, you will see what is missing

Edited by Egozi44

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Yeah, you did. I forgot about it by the time I got back around to it a few days later. I was more focused last night and had a growing things of things that needed corrected so I systematically tackled them all. I'm finishing up the last one, and I'm looking for a missing texture that will hopefully be in the art packs I'm searching.

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