Posted: Sun Nov 30, 2008 9:10 pm Post subject:
Few modelling/getting units ingame questions
Subject description: Damage animations, air unit rigging
So i'm completely new to 3ds i've been playing around slowly getting better
my questions are:
1. how to you set up an air unit in 3ds so the game uses it. For example for a tank i had to make an obox, two bones for the trewad dust effects, i had to set up the object heirachy for turrets,treads etc, and add the flash muzzle
what does an air unit need? also do i have it positioned touching the 3ds grid or what? Do i need for example a land 3ds file, a take off animation file and a file where its positioned in the air?
2. Damaged building states, in the artpack the nod mcv had an old mcv bone? the new mcv inside it and a rubble animation. Along with a flat grid saying ground and some weird symbol floating above the scene. How would i make this for my models
3. point me to a newbies unwrappign and skinning guide QUICK_EDIT
What a completely useless answer. Why bother typing and wasting your time? I'm sure he's thought to look at the orca. If not, then it was a pseudo valid comment but still...
No wonder these forums are nearly vacant!
Like I said, no offense, but big respect to Golan, Dutchy, Stygs and others that take the time to actually answer with some detail (albeit, at times not devoid of a bit of sarcasm or semi-playful berating).
On topic, I am a new modeller myself and I have many similar questions. I recommend that when we have it figured, we make us a grand tutorial for all of those that may come behind us. In doing so we may inadvertently revitalize the modding community toward this game and exponentially increase our collective potential! There is no downside. Also, I will be taking it upon myself to type out a compendium of definitions for the weapon, armor and unit xml's to define the functions of the modules and the subparameters within them (when I get them sufficiently figured) not only for other, but myself as well. It gets rather tedious remembering what the hell all of those modules do.
I apologize that my comment on this thread is so long and includes no remedy. I can be a bit wordy at times.
Good luck, Cabals _________________ "Whenever you find yourself on the side of the majority, its time to pause and reflect." QUICK_EDIT
Frankly I would have answered the same. The problem here is that the question itself is wrong - a unit, no matter its type, doesn't need anything and oftentimes it can be useful to omit some of the standard elements on purpose.
It all comes down to what you want it to have. Want it to be a regular, selectable unit? Add an OBBox. Want an independent turret? Add the bones/joints you need. Want some nice after burner FX? Paste an FX element on it. And so on...
So, unless we know what you want, the best answer is just to say were one can look it all up.
Note that if you are using the same model for landed and airborne states, you should position the model so that it's slightly above Max' ground level to avoid it clipping through the landing pads. _________________ Off Duty. QUICK_EDIT
Good point... Overly-elaborate assistance is not required of anyone if they wish to respond to a question.
I think the question was so general because he lacked even an idea of a direction to go in. It may be that even after checking through the orca's details he'd still need some clarification. But as I am unsure due to said obscurity on the part of the OP, I should like to simply agree with you.
Its an old post anyway. _________________ "Whenever you find yourself on the side of the majority, its time to pause and reflect." QUICK_EDIT
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum