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-   -   Replacing generals (not zh) infantry sticks with real guns. (http://forums.filefront.com/cnc-modding-mapping-editing/218589-replacing-generals-not-zh-infantry-sticks-real-guns.html)

HyPER_OxyGENated September 30th, 2005 11:57 PM

Replacing generals (not zh) infantry sticks with real guns.
 
I'm trying to replace the 'sticks' that all of the infantry (including heroes) carry with actual low poly weapons i found on cnc-source.com. My first attempt failed. the infantry had the guns but they were not animated in any way. they just stayed in the dummy position. Is there a tutorial out there or someone who's done it before or knows how to do it that can help me?

medicdude October 9th, 2005 11:09 AM

Re: Replacing generals (not zh) infantry sticks with real guns.
 
You didn't use the documentation, did you?

http://www.cnc-source.com/downloads/...all_Readme.txt

There was also a much better tutorial by Trex238 that I lost, and isn't on the internet anymore. :( If you need more help, contact me through MSN.

EDIT: I found the tutorial in a deep recess of my hard drive.
Quote:

To add the accessories in renx:

1. import the model (example: AIRngr_SKN using AIRngr_SKL as a skeleton)

2. import accessory (either rifle or helmet)

3. align accessory where it would go & hide the muzzle flash (helmet on head, rifle in place of where old rifle is, hide the muzzle flash <it just complicates things the first time around & you can come back later & put it back>)

4. click modify tab, click on editable mesh (look at side menu, usually second tab)

5. select old rifle on model, delete old rifle (select all blue dots <verticies> on old rifle & delete all of them)

6. create a new renegade skin (click button on tool bar & place anywhere near model, crossbones should appear)

7. bind the model & accessory to the renegade skin (bind the AIRngr_SKN to WWSkin01 using bind to spacewrap button on toolbar)

8. click modify tab & renegade skin, then add bones to skin (basically add everything but paraman & dum bones using side menu)

9. click model, select all vertices, & link model using autolink (select model & wwskin binding on side menu, vertices should appear <if they don't or there is no wwskin go back to step 7 & try again>, select all & hit autolink button)

10. click accessory, select all vertices, & link to bone by name (same as step 9 but with the helmet or rifle & use link to bone by name & pick best bone, for rifle choose bone-gun, for helmet use model head)

11. click utilities prepare to export model (click 'hammer' tab on side menu & click w3d tools, scroll down to export options)

12. mark model as geometry & skeleton as bone (select the model & accessory & click geometry box on side menu, do the same with skeleton but click as bone)

13. export model (scroll down to export utilities & click export with std mtls, pick name <example AIRngr_X_SKN for ranger with extras>, save type as .w3d, click save)

14. set model type (select hierarchical model box, click export using existing skeleton, chose skeleton used to import, click ok

15. use w3d viewer to make sure it worked (open it with w3d view, import anims that the skeleton uses <example: for AIRngr_SKL use AIRngr_*> if it uses it then you did it! :)

Note: some of the models require alpha channels to look correctly. Any parts that have a white part that is kinda useless should be detached, applied with alphas, & reattached

HyPER_OxyGENated October 9th, 2005 06:12 PM

Re: Replacing generals (not zh) infantry sticks with real guns.
 
actually i read the document thing and i didnt have a clue wat it was talking about (im a n00b). Thanks though. Call to arms rocks btw

medicdude October 10th, 2005 05:17 PM

Re: Replacing generals (not zh) infantry sticks with real guns.
 
Yeah, 1337 modders have difficulty explaining their actions to the newbies.

And no, n00b is not equal to newbie. n00bs are just annoying and retarded. You're not, yet.


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