Does this even have shadow? I know the original textures make it very bright, but at the same time, this hardly matches any of the 2D games, maybe TS if majorly darkened.
I think you'd be better off texturing it yourself, or even remaking it. Also, the turret animation is entirely wrong, it needs to be rendered clockwise, facing N from the start. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Does this even have shadow? I know the original textures make it very bright, but at the same time, this hardly matches any of the 2D games, maybe TS if majorly darkened.
I think you'd be better off texturing it yourself, or even remaking it. Also, the turret animation is entirely wrong, it needs to be rendered clockwise, facing N from the start.
Maybe I can sir,tank you.I'll try re render.
Quote:
what's the model name btw?
FI_FLOATINGFORTRESSMAINGUN In the RA3 Static.manifest _________________ QUICK_EDIT
hi can pls help me cant manage to appears the turet only the base appeared ingame.
this is my. code copy from. gtgcan
Spoiler (click here to read it):
RULES
[fortgun]
UIName=NOSTR:Grand Cannon
Name=Grand Cannon
Image=fortgun
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=7
Prerequisite=RADAR,GACNST
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2000
;RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met. This is new system
Points=30 ; Basically, Owner was meant for Side, not House. (x Houses, 2 Sides)
Power=-100
Crewed=no
ROT=1
Primary=GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=yes
Turret=yes
TurretAnim=fortgun tur
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
ART
[fortgun]
Remapable=yes
NewTheater=yes
Cameo= GCANICON
Foundation=2x2
Height=3 ; experiment with this
Buildup=GTGCANMK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=250,0,230
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
DamageFireOffset0=-1,28
TurretAnim=fortgun tur > There is a space in the name, it should be fortguntur.
TurretAnimIsVoxel=true > Its a shp file & not a voxel so this should be set to false.
You'll also need to add "fortguntur" to the [Animations] list. _________________
You cannot 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