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maaz88

Two Questions: Scaling and Invisible unit

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I got two questions. 

1. I added cyborg commando from cnc4 art files and xml from KW Reloaded mod source code. The unit is invisible in the game. Please help

2. If I want to scale up or down a certain unit, how is it done? I mean which files I have to scale?

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Posted (edited)

The commander is really shy and will prefer if we won't disturb him xP

1. Jokes aside, that happens cause the SKN files still use TT's shaders, you need to change them to KW's shader,

You will also have HC issues if you won't know how to edit the textures with PS or make them via max, the KWRELOADED xml are also not complete and will cause him to act funny at some situations due to missing conditions.

 

2. you need bibber's scaling tool, you need to choose all of the w3x files the commando uses and set the factor,

1.0 is the default and won't change anything,  1.1 + will increase the size while 0.9- will reduce it.

Edited by Egozi44
  • Upvote 1

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I got the part 2 answer. for part 1. How are shaders changed? thats something I havent done before.

I dont think the unit will act funny because it was fine in KW Reloaded mod. I used the same source code. The invisible unit moves, fires does everything except being visible.

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I used them once and eventually had to make them from zero to fit my own needs ;P

The commando will stop using animations at some situations while keep moving, and iirc it also had few missing codes.

 

To change shader you need to either open the file with max or open it with notepad, press "F3" look for shader,

When you find the shader name, change it to the one TW or KW uses depend on the game you mod

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I changed the shader, but it still didnt work. Looks like I am out of luck on modding. Every new thing I try keeps on failing.

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Hey,  I was able to solve the invisibility issue. The characters showed up. NOD Commando and BlackHand from cnc4, I had to scale them because they were like the size of Raidertank. Thanks to you and some tutorials about textures, I used Crazybump for normal and specular .dds creation. I also edited the xml according to the animations available for these guys. Like there was no suppression anim for these.

Except for the fact that when I scaled they went invisible again. I have no idea why?

Edited by maaz88

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How you made them to appear though? by changing the c&c4's shader to kw's?

scaling alone don't supposed to rest/change the shader again.

maybe the file became corrupted somehow or you change something in the xml?

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There were two things i found missing, the NRM and SPEC dds files were not there i added them through Crazybump. I included those in the SKN.w3x with notepad++. and the shader was not as per cnc3. They appeared in game after that. Cnc4 commando, blackhand and engineer. I rescaled the commando with bibbersw3x scaler, then it became invisible again.

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Simply adding nrm or spec to the SKN not always going to work because it depend on the shader, some shaders don't even support these textures so forcing them in may do nothing or make the file unusable to the sdk.

try extract the files again, resize them with bibber tool, and change the shader to the nod shader and use the same texture they came with by default before you try anything else

Edited by Egozi44

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The infantry showed up in the game without rescaling only, but the textures look awkard, sometimes they become white sometime red, looks real bad. Can you please tell me what are the proper shaders for Infantry and Vehicles that can be used for these imported units. 

Also if you could help me define the animations from cnc4, I mean what is meant by those names fore.g. , NUVEHICLE_AIDA, ATKA, BIDA, BIFA etc. what are these, I only understand the ones similar to cnc3.

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