Some kinda problem, with model into mod...

Some kinda problem, with model into mod...

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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Some kinda problem, with model into mod...

Post by Snipawolf »

I shoved my tank model into AA and changed the stumpy to say it needed my model. Afterwards when it was in game, it moved and shot backwards... This I could deal with, no biggie, just add a flare and try again...

But it didn't work! I couldn't even get the stumpy to switch models... I did the exact same as last time..

I have no idea what the hell is going on....
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

post the FBI, and gimme links to 3do/s3o and script.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

The FBI

Code: Select all

[UNITINFO]
{
	Name=Stumpy;
	UnitName=ARMSTUMP;
	
	//    Required Tags
	BuildCostEnergy=1746;
	BuildCostMetal=234;
	BuildTime=2904;
	Category=ARM TANK MOBILE WEAPON NOTAIR NOTSUB CTRL_G CTRL_V CTRL_W NOTSHIP LEVEL1 ALL;
	Description=Medium Assault Tank;
	FootprintX=2;
	FootprintZ=2;
	MaxDamage=1530;
	ObjectName=fctank.s3o;
	Side=ARM;
	SoundCategory=ARM_TANK;
	TEDClass=TANK;
	
	//    Movement
	BrakeRate=0.0198;
	MovementClass=TANK2;
	Acceleration=0.0187;
	CanMove=1;
	MaxVelocity=3.223;
	MaxSlope=10;
	TurnRate=484;
	
	//    Buildings
	
	//    Construction
	Builder=0;
	WorkerTime=0;
	
	//    Resources
	EnergyMake=0.6;
	EnergyStorage=0;
	EnergyUse=0.6;
	MetalStorage=0;
	
	//    Abilities
	CanAttack=1;
	CanGuard=1;
	CanPatrol=1;
	CanStop=1;
	
	//    Sight/Radar
	SightDistance=325;
	
	//    Misc
	BadTargetCategory=VTOL;
	BuildPic=ARMSTUMP.DDS;
	Corpse=armstump_dead;
	ExplodeAs=BIG_UNITEX;
	MaxWaterDepth=12;
	NoChaseCategory=VTOL;
	SelfDestructAs=BIG_UNIT;
	SmoothAnim=1;
	TrackOffset=3;
	TrackStrength=6;
	TrackStretch=1;
	TrackType=StdTank;
	TrackWidth=24;
	Weapon1=ARM_LIGHTCANNON;
	wpri_badTargetCategory=VTOL;
	bmcode=1;
	noautofire=0;
	firestandorders=1;
	standingfireorder=2;
	mobilestandorders=1;
	standingmoveorder=1;
	idleAutoHeal=5;
	idleTime=1800;
	defaultmissiontype=Standby;
	steeringmode=1;
	maneuverleashlength=640;
	leavetracks=1;
	icontype=type1;
	seismicsignature=64;
}
And the s3o file, Unknown Files FC Tank level 2

Edit: The turret got turned upwards, lol, Upspring still moves stuff I guess...

Edit2: I didn't change the script at all, it may be to blame.. I doubt it cuz it worked the first time though...

Edit3: It doesn't have a tex, I have been working on one for a while and going to get it done sometime today/tomorrow...
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Post by rattle »

Upspring does nothing wrong, your stuff in wings got the wrong rotation. It needs to face +z in wings before exporting to obj or you messed something else up. :P
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Hah, I use 3ds, and maybe I do, but that ain't the problem... It won't change the stumpy to my tanks model, even thought it happened once...
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Well then you've got a wrong orientation in 3d studio I guess. :P

Why don't you just create a copy of the stumpy fbi and rename everything accordingly (cob, fbi itself, fbi tags)?
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

Mebbe... I dunno, I guess I'll try...

Narghh....

Scripting the Dual M-guns on top are gunna be a pain, or not... Nah, they won't... Scripting weapons is kinda easy...


Edit: i am going to finish the texture first, if I am going to completely remake all of the unit except the script..
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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Post by Caydr »

I'll try to take a look at this tomorrow morning, too tired to do anything tonight.
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

You don't need to mess with it, its only an insanely minor problem (if you are talking about stumpy not being able to be used to put units in game...)
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