Page 2 of 3 FirstFirst 123 LastLast
Results 11 to 20 of 28
  1. #11
    Lieutenant Colonel Lauren's Avatar
    Join Date
    Feb 2011
    Posts
    1,621
    Are you sure you've set up a real normal map?

  2. #12
    Master Sergeant
    Join Date
    Apr 2011
    Posts
    189
    Quote Originally Posted by Lauren View Post
    Are you sure you've set up a real normal map?

    heres the map , 3 channes no alpha , 1 rgb :

  3. #13
    Master Sergeant
    Join Date
    Apr 2011
    Posts
    189
    Quote Originally Posted by Madin View Post
    You do not have an additional animation state for reversing. Within that new animation state you also need to make sure that the script shows the 'reverse tread' and hides the rest.

    Here is a sample from the Mammoth tank:
    Code:
    <AnimationState
    					ParseCondStateType="PARSE_NORMAL"
    					ConditionsYes="MOVING BACKING_UP">
    					<Script>
    						CurDrawableHideSubObject("TREADSSTOP")
    						CurDrawableShowSubObject("TREADSBACK")
    						CurDrawableHideSubObject("TREADSLEFT")
    						CurDrawableHideSubObject("TREADSRIGHT")
    						CurDrawableHideSubObject("TREADSMOVE")
    					</Script>
    It will help you in the long run if you start to make the transition to try and understand what the code your copying is doing. It will take a while, but you'll get there.

    Has for the graphical problem, I have a question: are you using the 'ObjectGenericHC' shader?
    If yes, I have never got that to work properly and I have always gotten a graphical effect similar to your image.

    If not I might have a couple of ideas.

    Edit: In the past I have used the Mammoth tank has a base for tanks that reverse move. It makes sense, but there is a lot of excess code to trim.


    1) yep i use objectgenericHC.fx

    2)lemme see if i got it

    </AnimationState>
    <AnimationState
    ParseCondStateType="PARSE_NORMAL" this means how he analize he's condition
    ConditionsYes="MOVING BACKING_UP"> this means that he's condition its to going backward
    <Script>
    CurDrawableHideSubObject("TREADSSTOP") hide treadsstop meshes
    CurDrawableShowSubObject("TREADSBACK") show treadsback "
    CurDrawableHideSubObject("TREADSLEFT") hide treadsleft "
    CurDrawableHideSubObject("TREADSRIGHT") " treadsright "
    CurDrawableHideSubObject("TREADSMOVE") " treadsmove "
    </Script>
    </AnimationState>


    problem is : in the mammoth unit , there'are still more animations , like reloading when turnig , accelleration and decelleration and i think he got particular animation for each script , so that means that i've to add an animation to my "preadotrabrams" to let that tread thing working .... right?

  4. #14
    Master Sergeant
    Join Date
    Apr 2011
    Posts
    189
    for the shader problem , ive opened the cenutrion(unit) maps of twaadvanced mod on thundermods.net where asuka/lauren post things like downloads and models , so i've supposed that his style of mapping with his shaders must be there except format (.dds , mine are tga's 32bit) and size (in term of pixel).


    Now im seriously stucked .....


    p.s.
    Lauren im not a genius but if u create packs like : objectuvmove , objectuvmoveNOspec , objectuvmoveNOspecNOhc and objectgenericHC , a good thing is to remade the original objetgeneric.fx with the same tone of light and freshnel exponent of your's ... i dont know if is one of my problem but in max works everything fine ... w3xmlviewer and ingame not ...

    p.p.s
    the *.fxo shaders wheres supposed to be placed? dumb question but essential for me

  5. #15
    Lieutenant Colonel Lauren's Avatar
    Join Date
    Feb 2011
    Posts
    1,621
    .fxo files go into shaders\compiled\
    Maybe you tried to use the .fx files. These are max only as it uses some different constants.

  6. #16
    Master Sergeant
    Join Date
    Apr 2011
    Posts
    189
    for both mod sdk\shaders and tools\shaders ?

    for safety i've placed in both but the damn w3x viewer shows me ever the same thing , i'll try compiling and crossin fingers , i hope that's gonna be shown differently




    mmmm probably works , it just needs a lot of work in term of textures but i've already expected .

    your impressions?

    here's a video

    http://www.youtube.com/watch?v=FZE3rsZYj54
    Last edited by Jen4; 06-20-2011 at 11:39 AM.

  7. #17
    Lieutenant Colonel Lauren's Avatar
    Join Date
    Feb 2011
    Posts
    1,621
    If you want to use it for the w3xviewer copy it to tools\shaders and rename it to .fx

  8. #18
    Master Sergeant
    Join Date
    Apr 2011
    Posts
    189
    Quote Originally Posted by Lauren View Post
    If you want to use it for the w3xviewer copy it to tools\shaders and rename it to .fx

    done it , but its my ipression or the w3xviewer doesnt interpretate ur normal/spec maps?

  9. #19
    Lieutenant Colonel Golan2781's Avatar
    Join Date
    Feb 2011
    Posts
    2,255
    The W3XViewer uses only very basic lightning, making normal and specular maps unnoticeable. HC isn't displayed either. Just use it to check if the model and animations work correctly and test the actual look ingame.

  10. #20
    Master Sergeant
    Join Date
    Apr 2011
    Posts
    189
    Quote Originally Posted by Golan2781 View Post
    The W3XViewer uses only very basic lightning, making normal and specular maps unnoticeable. HC isn't displayed either. Just use it to check if the model and animations work correctly and test the actual look ingame.

    talking about animations , why when i link wwskin to a mesh he automaticaly rotate down like an unarmed turtle? and most of why its only a graphic bug
    that show your verteces where they're not? any answer?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.