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Found 10 results

  1. RenX / Leveledit First of all, some things you should keep in mind about elevators: an elevator might cause problems if there are alot elevators, or if people try to use the same elevator at the same timewith a slow connection (56k for example) people might fall "through" your elevator and popup at the top after some secondselevators can NOT transport vehicles! You should always take care that the Transition Zones (explained in the tutorial later) are not reachable for vehicles because the wil get STUCK in them!elevators often cause problems with beacons, if you try to deplay them ON the eevatro plattformFisrt Step is ofcourse, create your elevator. This is myone. Ok its not very nice but thats a 2 min one Basicly an elevator has a platform (in this image the red parts), and a door (the blue parts). Of course an elevator can also have other parts in the deep of complexy you want but for this tutorial this is the best choice. Always create your elevator in the center of RenX/Gmax.To get an ide of the size of an elevator, the Single Player ones have an aprocxiamte size of L: 6m, W: 6m, H: 12m You can create a box with these settings to get an idea if your elevator has the right size: (my elevator is a bit too big as you can see, but the size is your choice, you just get a general idea about the size with this method) Because the Rengade-Engine don`t like textured objects that are moving we now create some "cages" that later will be invisible, but responsible for the collision parts. These are basicly just meshes without a texture that covers that elements, that later collide with players. Activate the W3D hide and collision Settings: Vehicle, Camera, Projektile, for the textured Meshes don`t activate any Collision Settings. Now it is time for the animation, an elevator has 3 Animation stages: Stage 1: (Baseframe) Move all your parts of the elevator so it is on the Top-Part, with the door open for enter at the Top: As you can see I just moved the whoe plattform up, and lowered the ring so if the player can enter the elevator at the top. Stage 2: (On the move) Now klick the animate Button, Goto Frame 1 and move your door so it is closed (you can use more than one frame if needed, just note this framae somewhere) Now on the trackbar goto frame 10, and move the elevator down, so it is on the botom with an closed door (same comment as before for the cloe door thing): The best is you note this frame on a paper or something, because you`ll need this later. Stage 3: (Final Animation) Now just make an animation when the door moves down, so you can leave the elevator. My one ends on frame 11, because only one frame is used for open the door in my example, of course you can use as many as you need: Now you`r finihed with this, deactivate the anim Button and feel good that the work is nearly done. Export the elevator to your Modpacket: Export it as HirachyAnimated Model and from Frame 0 to the last frame (in my example frame 11): Open the Commando (Leveleditor), browse to Tiles and press the Add Button Now enter a name, e.g. my_elevator, and switch to the Settings Tab Change the type to ElevatorPhys, Select your W3D and change Collision Mode to STOP, Animation Mode to Manual. Scroll a bit down and set DoorClosedTop to the frame when the door at the top is closed (that is frame 1 in my example), DoorOpeningBottom to the frame where the elevator is at the bottom with open door (Thats frame 11 in my case) ElevatorStartTop that is in nearly all cases frame 0 ElevatorStoppedBottom this is the frame where the elevator is at the bottom with closed door (Frame 10 in my case) Now cahnge the CloseDelay to the Time the elvator should need to go up/down and press OK and your nearly ready for test your elevator. Ok, now its time to tell the elevator where people will wait to enter: Select your elevator again and press Mod, goto the Zones Tab. You see 4 Zones: LowerCallZone: Defines the zone where the Character has to stay in to call the elevator to come to the bottom LowerInsideZone: When you are inside this zone the elvator starts to move Up UpperCallZone: Same as LowerCallZone but for the top UpperInsideZone: Same as LowerInsideZone but for the top When you doubleclick you can adjust the zones t the size / position you need. First / Lastframe switsche between the start and end frame so you easy can adjust the zones. Adjust now all zones like it is explained above. Here are mine: LowerCallZone LowerInsideZone UpperCallZone UpperInsideZone Now press OK and your done with the setup. Load your Level and select your elevatzro then press Add and it will apear on the map: Export your Map and test the elevator Congratulation! You can now go up and down with your elevator as long as you want.
  2. First we need our Character, here you can see the Umagon from Reborn Then we need the Skeleton, depending on what Charactertype we have, import either the male or the feamle character ( You find them in the folder of the Renegade Public Tools under Characters\(fe)male\ select the sceleton and a screen similar to this should came up ) Select ALL and press ok. Now we need to align and resize the character, because in most cases it will look like this: To make your life easier you should hide all K_ bones and the old mesh, also the wordlboxes Try to align the character as close as possible to fit the bones!! Tweak up the base position, so the character fits the bones. As you saw on the previous screenshot the arms and the feets/legs don`t fit that good, so we need to align them, so hope that the creator of the model has already designed the model to fit, otherwhise you`ll have a lot of fun now align it propperly Its is very important that you align it as close as possible, that will later make your life alot easier and will reduce the amount of animation errors you later might get! Now it fits the bones alot better Unhide all parts, delete the merged Head and body mesh, the female file also contains a camera object that you can delete also its not needed. If you have not done it yet, save your work into a new file Now we will Link the Mesh to the WWSkin (thats the small CrossBone) by selecting and the click on the mesh ad drag to the WWSkin: Now the model has the WWSkin Binding Modigfier aplied we will now use this to bind the vertices to the bones: Select all Vertices and press on the Auto-Link Button Congratulation, the smart part is done now Time for fixing errors, or did you thought it is THAT easy??? For better working on the next steps you can again hide all the K_ Bones the Worldbox, the select all the c_ bones and activate the "Display as box" option Now move the animation slider to frame 1, you will notice that your Character moves. Move through the different frames and watch out for anny missaligned faces. Select the Bone the faces "should" be aligned to here it is the right tight bone, write it down, or rember it, and select the missaligned faces, and click on the Link to bone by Name Find and select the bone the faces belong to: Press Ok and your faces are aligned right, well done Repeat these steps untill all faces are alingend right Export your final result Export it with following Settings: Female Charcter: Male Charcter: You find the needed Skeleton Files in the coresponding folder from where you have merged the sceleton file. Now you can test the Character In-Game and see if there are any other problems you might need to fix, have fun on your hard way
  3. First, you need some smoke for the exhaust, i`ll use: e_19_smolder1.w3d Now you should open your Vehicle in RenX, I`ll use a Westwood made one for this tutorial: I`ll just make the exhaust fumes for one of the exhausts but it will work the same for the second one. create a box 1x1x1 at the place where the exhaust later should apear Deactivate the [ ] Export Geometry Clone this box, and name it like the emitter you want to attatch. Deactivate the [x]Export Transform and Activate the (*)Aggregate on the W3D Tools Next step is link the emitterbox to the exhausbox, just use the Link tool, Drag and drop from the emitterbox to the exhaustbox and you are done. Repeat this for the second exhaust: Now export your model, and put the model and the emitterfile into the same directory to test your work: You can rotate the emitter by rotating the exhaustbox. Have Fun
  4. Boning a VTOL-Vehicle Because I was asked this several times, here a little tutorial. I used the Helicopter that comes together with the Westwood Vehicle Pak that you can download at: ftp.westwood.com/pub/Renegade/tools Open your model: When I refer to a `bone` in this tutorial, this simply means a StandardPrimitives Box with the size of 1x1x1, created in the Top-View, here is an example: The name, is the same as the bonex name, for example if the VehicleP bone is mentioned a box 1x1x1 with the name VehicleP and the W3D Options [ ]Export Geometry unchecked. Get started: First we need a Rotor00 bone, for (belive it or not) the rotor, place this in the rotation center of the rotor of your helicopter: Now we must link the rotor to the rotor00 bone. Use the Linking tool , select the rotor, and Drag and Drop to the rotor00 bone. the box will flash when you release the mouse button to indicate the linkin was successfull. If you acidently linked it to another object, don`t mind. Just link it to the right bone, you might want to use the other view`s to archive your aim easier. To controll the linking (also in later stages) deactivate the Linking tool by clicking for example at the selection tool (or any other tool than the linking) and you will come up with a window like this, activate the Display Subtree Option You see the rotor00 bone, and a little shift to the right the TopRotoShape (what is the name of the rotor). So everything is right. I`ll post some images of this dialog in the further process of the tutorial so you can controll your work easilie. Now we will go on with the rear rotor create a rotor01 bone for the rer rotor. Just create it the same way as the top rotor, but rotate is 90 degree to the right in the Front View. To easilie do this you can rightclick on the rotate tool . Now move the bone to the rear rotor, and link it to the rear rotor mesh. You should now have a result like this: By the way: You should save your work from time to time Arm your vehicle At the moment your vehicle can`t fire a wepon, nor can be shot. We will change this now. Every Vehilce can have a primary ammo and a secondary ammo. Also it can have two "pods". We will create just pods for primary ammo. Create a MuzzleA0, and a MuzzleA1 bone in the Top-View. Place them there where later the Rockets should be relased. Congratulation, your vehicle is now able to fire the hell out of some enemys. But isn`t it unfair that they can`t fire back ? So select all meshes of your helicopter and activate the [x] Projectile W3D setting for this. Add Worldbox and Boundingbox Create a box named Worldbox that covers all part of the helicopter what later should be collide whith physical things Activate (*)OBBox [x]Hide [x]Physical, [x]Vehicle, [x]Camera, as the W3D-Settings. Create another box, covering all parts of the model only activate OBBox and Hide. Your vehicle can now shoot, and can be damaged, you are now nearly finished with the RenX part. Help your helicopter move over the ground create three new bones WheelP01, WheelP02, WheelP03. rotate them 90 degree in the top view to the right or left, or use the rotate tool by right clicking Place them all at the vheels postion. This will later help your helicopter to move out of the warfactory/above the ground. Finish Linking Now you must link all Bones to the Mainbody, also the Bounding and Worldbox: Export your model Here is an image of my completly boned model: Now export it e.g. as v_my_heli.w3d wit these settings: Add your vehicle to Leveldit Browse to the Apache Preset and klick to ADD (or TEMP if you want to use it in a mix map) Enter a name, and change the model to your w3d file: I also changed the weapon type to the MLRS Ammo: Load your map and add the helicopter Load your map, and click add, also don`t forget some startupspwaner: Export the Modpackage and test your helicopter ingame. Problems that might occour: My helicopter shoots in the wrong direction! - Rotate the Muzzle Bone My Helicopter fly into the wrong direction! (WTF?) - Group all your Stuff and rotate it 90 degree I want a MG/Wepon that can be moved (like the orca/apachee has) - Just create a turret/barrel/muzzle liek for a normal vehicle I need more rotors - Just add rotor02, rotor03 and so on A note by SeaMan "Your can have only four rotor bones (rotor00,rotor01,rotor02,rotor03). "
  5. Creating the turret: Of course the firs part is, that you create your turret in GMAX/RenX, you are restrickted to this rules: * Only one turret * maximum 2 different weapons The one I using in thuis tutorial is a modified Flack that I once boned for Warpath: Creating the three parts for the turret A turret consists of three logical parts: The base (red), the turret (blue) and the barrel (yellow) To archve this select one mesh from the base and activate in the Modifier Tab the attach button: Now click on every object that is part of the base, maybe a warning pops up: Select the first option and press ok, go on, untill everything for the base is attached to one object. Now deselect Attach!! Now repeat this for the Turret and the base. After that, select your bottom, name it: v_bottom, the turret: v_turret, the barrel v_barrel. These Names doesn`t really matter, but this naming make it easier for you alter to identyfy what object is the right one. Get the needed bones and MuzzleFlash: Goto file --> Merge Browse to your RenegadeTools directory. Westwood provides you with the gmax version of the Humvee. Select that file: After that a little dialog pops up, select the following Items: Press ok, you will now recognize some new stuff in your Gmax-Scene: Press `H` and select the merged objects: Now rotate the object so that the Muzzleflash is infront of your gun: Now its boneing time: Select the turret.00 bone. First action is remove the .00 from the name. Now move it (DON`T ROTATE IT!) to the position where the roation centere of your turret is. The turret later will rotate around this position: Next one is the barrel.00 bone. Remove here also the .00 and move this bone tho the position where the barrel later will go up/down: Now its time for the MuzzleA0.00. Remove the .00, move this bone to the position where the bullet later should leave your turret: Positioning of bones is now complete. If you have not done it until now, save your work. The LinkAge: Now you must `Link` your Objects to the bones. That simply means, that if the Bone is moved, this object is also moved. Select your v_turret, activate the Link () Mode. Then press `H` and Link it to the `turret` bone: Now select the v_barrel and link it to the `barrel` bone. Deaktivate the Link Mode and press `H`, activate [x]display Subtree, it should look like this: Most work is done now. Final RenX steps: select all your V_ objects and activate the W3D collisons setting: Projetile: Create a box that covers your whole turret, name it Worldbox: activate the following W3D settings for your Worldbox: Congratulation! The RenX Part is done and you can export your Turret as Hirachial Model: Adding your turret to your Mod: Open up Commando with your Modpacket, goto your Preset tree and go: Object --> Vehicles ---> mounted ---> Nod Turret --> Nod turret MP -- Nod Turret MP improved and Press ADD (or TEMP if you want it for a .mix map): Enter anName, e.g. Tut_Turret, under The Physics Model Tab select your exported W3D: Press OK, load your Map and add it:
  6. How to create a Weapon Posted on October 15, 2002, by Abjab at the Westwood Forums Edited, reformated and images added by Läubi on June 4, 2003 [edit: I have reformated the tutorial as well as adding some comments with knowledge that was found out later and things I have found out myself. Additives are marked with a red `edit` plus a number -Läubi ] Ok I know allot of you people have been trying to figure out how to create your weapons so they are correctly positioned and oriented depending on if its viewed in 1st or 3rd person or if its on the character`s back. Well I`ll try to make it easy to understand. First you need 3 individual models for the weapon. it`s always a good idea to use same name convention WW uses for their models, I`ll use the auto-rifle weapon for the example. [edit1: If you do this you can use the reloadanimation and handposition of the WS weapon, if you do not find a weapon that fits your needed handpostion/reload animation you can create your own Weapon models for 3rd person view are named like this: w_rifl.w3d (where rifl is your weapon name) Weapon models for when the gun is on the character`s back are named like this: w_rifl_b.w3d Weapon models for 1st person view are named like this: f_gm_rifl.w3d File: w_rifl.gmax/w3d 3rd person weapon models: All characters have a "gun bone" that tells renegade which hand does hold the gun. the weapon`s pivot point is positioned at this "gun bone" position. In other words, once you have created your weapon mesh, move its pivot where you want the hand to be. You fix the style that the character should hold the gun in Level Editor i.e.: Shoulder: uses both hands (second hand position is set automatically by Renegade) Pistol: uses one hand etc... [edit2: This is only autosetup for 3rd Person view! For 1st Person view] Now the weapon and its pivot needs to be correctly oriented in RenX: Weapon Orientation: Viewing from top, the weapon should be pointing to the right, and the top side of the weapon is facing you. Pivots Axes: X is pointing to the front of the gun (right in top view) Y is pointing to the top side of the gun (pointing at you in top view) Z is pointing to the right side of the gun (down in top view) Weapons Bones: MuzzleA0, A1: position at which bullets are fired, muzzle bones pivots axes are oriented the same way the weapon`s pivot is. eject: position at which shells exits, its pivot`s Z axis is pointing to the back of the gun and its pivot`s X or Y determines which way the shell exits (I think X does) [edit3: As far as I know the eject bone is obsolent for 3rd person view because Renegade do not show the outcoming clip in 3rd Person view] Origin: use world axes coordinate, positioned a little back of the weapon`s pivot (approximately at elbow`s position) [edit4: from my experience this affects the position of the elbow if you use an two handed mode like shoulder in Leveledit as mentioned before.] If you use a muzzle flash aggregate, link it to the muzzle just like for vehicles. File: f_gm_rifl.gmax/w3d 1st person weapon models: For 1st person view, you can use the same model, or create a simplified version of it with details only in the viewable parts of the gun. Also, for 1st person view, you have to create a magazine mesh for the reload anim. [edit5: Better use a simpler version of the weapon for 3rd Person view than for 1st Peron view!] Like for 3rd person view, the weapon`s pivot position determines where the hand should hold the gun. Weapon Orientation: Orientation of the weapon for first person view is different then the 3rd person. Viewing from top, the weapon should be pointing down, its right side facing you. Weapon Pivot axes: X is pointing to the top side of the gun (right in top view) Y is pointing to the back side of the gun (up in top view) Z is pointing to the right side of the gun (pointing at you in top view) Magazine Pivot axes and position: X is pointing to the right side of the gun (pointing at you in top view) Y is pointing to the back side of the gun (up in top view) Z is pointing to the top side of the gun (right in top view) The pivot of the magazine is positioned at the top of the magazine mesh (pivot`s Z max), back most of the magazine (pivot`s Y max) and left most of the weapon side (pivot`s X axis). The magazine mesh itself is positioned wherever you want it to be on the gun. Name the magazine: f_cm_rifl (where rifl matches your weapon`s name) Weapons Bones: MuzzleA0, A1: for 1st person view, muzzle bone uses a different pivot orientation, X points direction of bullets (down in top view) Y is pointing to the right side of the gun (pointing at you in top view) Z is pointing to the top side of the gun (right in top view) eject: eject bone`s pivot orientation is also different from 3rd person view, X should be pointing direction of shells to exit (right, up 45 degree) Y is pointing to the back side of the weapon (up in top view) Z is pointing right, down (45 degree) Origin: Origin might be determining how far the gun is from the camera, in the auto-rifle w3d, it is centred to the weapon`s pivot position, aligned with world coordinates. [edit6: in fact this is the bone that gets attached to the gunbone of the character. How far the weapon is away from your Character is setup in Leveledit.] File: w_rifl_b.gmax/w3d Back weapon models: This is the model used when on the back of the character, there is no bones for this model. Only the mesh itself and its origin. Weapon orientation: Same orientation of the 3rd person model. Viewing from top, the weapon should be pointing to the right, and the top side of the weapon is facing you. Weapon`s pivot orientation: Since it is on the character`s back and that the weapon is not straight on the back, the pivot axes determines the angle of the weapon on the character`s back. Since this would be hard to explain, here`s the XYZ rotation in absolute world coordinates for the auto-rifle. To set your weapon`s pivot rotation simply click on the "affect pivot only" in the hierarchy tab, then right click on the rotate tool and type this in absolute world X,Y,Z: Weapon`s pivot is centred with the weapon Origin is positioned at the same point where the hand should hold the gun in 3rd person view. (weapon`s pivot point of 3rd view model) Origin using world axes coordinate as always. [edit7: I dunno what Ajab means with that, but you just need to center the orgin to the weapon.] X: -0.9516 Y: -7.6463 Z: 7.3055 You can download the files I used to create the screenshots here. This is just the standard rifle imported into Gmax, I have corrected just the textures a bit and set the bones so they are not visible after export. Finish: Ok that`s it for the RenX part, now all the rest is set in Level Edit, try messing around with settings until you get the results you wish. [edit8: You can now start with doing your own handposition and reloadanimation if you want one.] Hope that helped, Abjab [edit9: I hope that too, and I hope my notes help you to better understand this Tutorial. Have fun with the Tutorial and modding for Renegade]
  7. !!! Important notice !!! 1. To follow these Tutorial you must have these files and the 1st Person view of your wepon. Put all these files into a folder (e.g. mywep) You must also have created your weapon for use in Renegade see the Weapon tutorial ----------------PART I - prepare your weapon 2. Open you 1st Person Wepon in RenX, you must have two parts, the gun, and the clip. Choose a name (max 4 chars) I have coosen m16r, and name your gun f_gm_xxxx (xxxx = your name) and the clip f_cm_xxxx Now group thr clip and the gun, goto Hirachy -> Affect Pivot Only -> Center to object Deaktivate now the Affect Pivot Only and move the gun into the center of GMAX -------------- Now save the file and export it as f_gm_xxxx.w3d (Hierachial Model) into the folder where all the other files are. 3. Now export your file as f_ga_xxxx_idle.w3d, select Pure Animation, Frame 0 to 0, use Existing Skeleton (select here your exported f_gm_xxxx.w3d file) Do the same again, but name the file f_ga_xxxx_fire.w3d ( Before that you can make an animation, e.g. if there is a rotating gun, like the chaingun, but normaly there is no aniamtion needed at this time, the fire anim will be made later. The aniamtion here is only needed, if there is something moving at the gun while firering) 4. Ungroup now the wepon. Now it is time for the relaodaniamtion. For that you should know, how long it takes for your gun, to reload (this will be set up in Commandoeditor). Now calculate the needed frames. Needed frames = ( 30 * reloadtime ) If you have the needed frames divide them by 2. Move to this frameposition and a click Animate . Move now the clip down, so that it is unloaded. Now move to the needed frame and move the clip back, so that the clip is back at the old pose. Now click again at Animate. Now export your file as f_ga_xxxx_relod.w3d, select Pure Animation, Frame 0 to (the end frame), use Existing Skeleton (select here your exported f_gm_xxxx.w3d file) Your reloadaniamtion is now done. Select the gun and the clip and make a groop of them. Save your work. Of course it is possible to make any other aniamtions for the reload, but this is an easy and effective way. Now make a new file, and just create an 0,001 x 0,001 x 0,001 Box ->name it f_cm_xxxx and select hide at the W3D Options ------- now export the file as f_cm_xxxx.w3d as Hirachial Model ----------------PART II - do the handposition and the animations 5. Open now the gun_hands.gmax file, and save it under a new name ( e.g. m16r_hand.gmax ) now goto file->merge and merge your 1st Person weapon into, save your work. Rotate your grouped gun now, so that the gun is on the right position between the both hands. (use only the rotation tool, to prevent missposition) The blue boxes are the bones, that are affecting the handposition. Press `H` to diplay all Objects in the scene, activate [x] Display Subtree, you see now the linking of the bones. I recommend to use this dialog later to to select the bone you want to aniamte. YOU MUST ANIAMTE THE BONES INSTEAD OF ANY PART OF THE HAND OR WEPON OR IT WILL NOT WORK. The bones are what they named, f_l_forearm = left forearm, f_l_hand = left hand the fingers have a simple system: With the (n = 0 - 4) f_l_finger n - bone you can move the finger at the hand, with the f_l_finger n1 - bone you can bend the finger. 6. We will now do the standard hand position, I recommend that you spend a bit of work for this, because this basepose will later be used too for the reloadaniamtion etc. Of course you can make for every state (enter/exit, fire, reload, idle) a seperate handposition, if that is needed. Now click the animate button, and move to frame 1. It`s important that you move to frame 1 and has enabled the Animate or you`ll later get in trouble with exporting!!!! Then select the bone you want to change, and move the fingers, hand and forearm into the position you want. I recommend that you only rotate the fingerbones, or the may look too long or deformed. If you want to test the handposition export your Model as Hierachial Model, and deaktivate [ -] Export using existing skeleton ------- 7. When you are ready with the handposition you must select the bone: `gunbone` and move it exactly to the pivot: Now go to the hirachy tab, select pivot -> Affect Pivot only, and rotate the pivot of the bone (Use Top-view) so that the green arrow stands in an 90° angel to the worlds green arrow (y - Achse) and the red arrow stands in a 90° angel to the green and red arrow. Now the most work is done deaktivate the animate button, save the file. Now hide your wepon, and export it as f_ha_xxxx_idle.w3d select Pure Animation, Frame 1 to 1, use Existing Skeleton f_skeleton.w3d 8. Now it is time for the fireanimation. Save your file with a new filename e.g. mywepon_fireanim.gmax I can`t say directly what to do from now on, because it depends on your wepon, and you can`t "see" a animation on pictures. A good idea is to animate the forearm bones a bit. But only animate the handbones, not the weapon! Then save, hide the wepon and export the file with the same settings as before, but at the frames use 1 to (lastframe you used) name the file f_ha_xxxx_fire.w3d 9. Then open the gmax file with your standard handposition and save it again with a new name e.g mywepon_exit.gmax Make now an aniamtion for the exit of your wepon, e.g. rotate the forearm bones, so that it looks like the wepon gets behind you. Export the files with the already known settings as f_ha_xxxx_exit.w3d Repeat these with an enter animation and export as f_ha_xxxx_enter.w3d 10. Now comes the final step, the relaod animation. For that load your standard handposition file again, save it e.g. as mywepon_relaod.gmax Ungroup your wepon, so that the clip when you aniamte the handposition moves too. Goto frame 1 and press animate and change the base position if that is neede, so that the hand holds the clip and the move to the frame when the clip is `unloaded` and correct the handposition. Then move to the frame, when the clip is attaced to the wepon and correct the handposition again. Export it with the same settings as before and name it f_ha_xxxx_relod.w3d ----------------PART III - insert your files and enjoy your work 11. Copy now all .w3d you have exported into your Mod folder, setup your wepon in Commando editor and select as 1st Personview the file f_gm_xxxx.w3d 12. Export your Modpacket and ENJOY! F.A.Q. Question: My wepon is a bit to high/low or has not the postion it should have Answer: Rotate or move the gunbone boneQuestion: The handposition and animations works fine, but the clip don`t move while reload. Answer: Check if you have exported the f_ga_xxxx_relod.w3d right (check start/endframe, and the naming)
  8. UVW Mapping This Tutorial is splitted into a 3dsMax part by MadTone and a RenX part by Läubi UVW Mapping/UnWrap Tutorial by MadTone: Mapping a Low Resolution Character mesh. A brief summary of the steps Editable Mesh - Select sets of polygons and assign an ID number to each set.& Apply a Mesh Select modifier, use it at Sub-Object level to select Polygons by their ID number. Do not turn Sub-Object off.& Apply a UVW Map modifier to the set of Polygons - Planar Map only. Repeat steps 2 and 3 (apply new Mesh Select, do not try to use the previous one). Apply a Mesh Select modifier. Do not turn Sub-Object on. Apply Unwrap UVW modifier. Edit (in UVW Unwrap) select one set of face ID`s at a time and layout the poly`s so that they are separate from each other. Show all ID`s Take a screengrab of the UVW Unwrap Edit window. Paint on the screengrab and save as a .jpg, .tif, or .tga.& From the Asset Manager, drag and drop the saved painting to the mesh model.& Assigning the Polygon ID numbers Imagine that your mesh was layed out flat, that`s what the UVW Unwrap modifier does. This tutorial will illustrate how to texture the head mesh shown in the following picture : Select the front of the head at Sub-Object Polygon level. Press F2 to shade the selected faces in red. Type in number 1 in the Material ID and press enter. Doing this will assign the number 1 to the selected polygons. Select another set of polygons. Continue selecting polygons and assigning ID numbers. Color Coding the Model Apply a Multi-Sub Object material to the mesh so that you can see if all of the ID numbers are assigned correctly. This material is not used with the final texture, so this is just a temporary material to check where the ID`s are. Make sure that you turn Sub-Object off from the Modify command panel before you do this. Turn Sub-Object off in the Modify command panel.& Open the Material Editor.& Click the Standard button and choose Multi/Sub-Object from the list.& Choose Keep or Discard the original material. It doesn`t matter which, you haven`t changed it.& Drag and drop the Sample Sphere on to the mesh.& Change the color panels at the right of the Multi/Sub-Object material. You should see parts of the mesh changing color.& Look at your model. If any of the colors are in the wrong place, go back to Editable Mesh Sub-Object level and assign those ID`s to the correct numbers.&Tip: In Editable Mesh at the Polygon level, click a Polygon and the ID number of that polygon will show up in the Material ID panel. Mapping Mapping a mesh `pins` vertices of the mesh to positions on a picture. This is similar to a dressmaker laying out a pattern onto fabric. In this sequence, you select parts of the mesh and apply mapping to each of the parts.& Do the following for each set of ID numbers that you assigned to the model.& Turn off Sub-Object for the Editable Mesh. Apply the Mesh Select Modifier. Turn on Sub-Object and choose Polygon level. Click the Select by ID button, polygons with the number that is in the ID panel will become selected. Don`t turn Sub-Object off. Apply a UVW Map modifier. Use Planar, you may need to rotate and re-size the UVW Map Gizmo. Examples : UVW Unwrap Apply a Mesh Select modifier but don`t turn Sub-Object level on. Do this to return the selection level back to Object level. (if you look at the last UVW Map in the white panel it has a star next to the name. The star shows that the modifier has been applied to a sub part of the mesh.& Apply the Unwrap UVW Modifier. Click the Edit button, then open the Face ID drop down list at the bottom of the dialog. Choose just one number to display the faces with that ID number. The name Faces might be confusing, these are actually the Polygon ID numbers that you assigned at the beginning of this tutorial. So what you are doing is displaying only one set of ID numbers at a time. This screenshot of Polygon ID numbers shows a problem with some extra vertices at the right of the picture. These are faces that weren`t assigned the correct number. You will need to find out which number the extra vertices should be assigned to, re-assign them and re-map them. Then, you must re-map Polygons number 1 to fix the map. The above picture is what Polygon ID`s number 1 (on our model) looks like. Scale and Arrange the Sets of faces Screengrab the UVW-Map and Assign the Skin The next step is do a screengrab and to paint on the grab. Make this dialog as big as possible. Make a screengrab of this dialog by pressing the PrtScn button on your keyboard. Alternatively, go to www.techsmith.com and download the evaluation version of Snagit, a really good screen/window dialog capture program. You should be able to see which set of polygons are where on your model. If you can, then you can paint on the polygons. Crop the picture so that the dark gray rectangle is the edge of the painting. Save the picture in your favorite format. Good formats include .jpg, .tif, and .tga. The next step is simple but important. Open the Asset Manager and find the picture that you painted. Click and drag the picture onto the model. The result should show the picture fits perfectly according to the mapping and Polygon ID`s that you set. Finally It is recommended, but not essential that you collapse your object back to an Editable Mesh. It is recommended because most game engines require the UVW Mapping to be built in to the object. Not many game engines will understand the Mesh Select and UVW Mapping if you leave it on an object. The object will retain the mapping that you applied.& To collapse the object click Edit Stack in the Modify command panel, then choose the Collapse All option.
  9. RenX (Gmax) / Leveledit How to make a door for Renegade: by Läubi 1. Create your door in GMAX (It may looks a bit like this Activate the W3D Collisions Settings: 2. Click at the Aniamte Button in the lower right corner: Scroll with the Frameslider at the right position(100) and move your door to the `open` position: Click at the Animate button once again. Have fun with your ready animation (viewable with the play button) 3. Export your file now into your Modfolder, the GMAX part is done now. 4. Open up the Commandoeditor and add a new Preset in the group Tiles: name your door: Change into the Physic Model Tab, and setup the following: (at the model name of course your W3D file) If you want that the door opens even for `empty` vehicles, like the one of the GDI weponsfactory activate the option, [x] DoorOpensForVehicles Now click at OK, that is needed for the following steps. 5. Select your door and click Mod: Now there is a new Tab Zones, there are two Zones. Double click at the TriggerZone1: The folowing window should popup: The green box is the Triggerzone, change the size and the position over `Size Zone` and `Move Zone` so that it is positioned in front of the door, do the same for the TriggerZone2, but position it at the back of the door. Click OK, and your door is now ready for use. Just click on Make and voliá! In the Physic Models Tab you can define some open/close sounds and times, or make the door a security door:
  10. RenX / Leveledit Make your own Building: a Step by Step to create a full functional building like the Westwood ones. Important!! Read this tutorial carefully. If something didn`t work as you have expected it, check the coresponding part of the tutorial if you have not miss a thing. First of all, of course you need you building. I used for this tutorial is the Atreides Weapon factory for the Battle for Dune Mod It is important that you move your whole building to the center of RenX. You also should already have setup all collision settings. Now select all the meshes that are part of the EXTERIOR. This should be all parts of the exterior of the bulding, excluding any emitters, animations or doors. Then goto the W3D-Tools --> Assign Node Names: In the following dialog uncheck/check the Options you see on the screen below, enter at the Root Name: entry a short name, e.g. atrwep (atreides weponfactory) followed by a ^. You should write this down. because youll need that later, I`ll refer to this name as the Meshprefix later. The Meshprefix should NOT exceed 6 characters. Congratulation you have now created a buildings exterior. Now goto Group --> Group and enter a name (e.g. wep_ext) Now hide your ExteriorGroup and unhide all parts of the interior, again excluding any emitters, animations or doors. Again select all meshes and open the same dialog as for the interior. Enter the Meshprefix followed by a #. Again Group this and name it for example wep_int: Now we will add the doors, emitters as well as animate them for the later use. If you have already done this, you can just skip this part. For the doors I`ll use the standard Rengade MP ones, but of course you can make your own ones. As you can see, I have unhidden the Ext/Int-Group to better align things. For the doors you need the name of the preset of the door, the standard Rengade doors name is `mpdr_0` create a box 1x1x1 at the topview, and place it at the location where the door should be placed, name the box : mpdr_0~ (or the name your door-preset has in Leveledit + a ~ ) add a 00 after the ~ for the first, a 01 for the second and so on. When you have placed all doors, group the doors e.g. as wep_doors. When you are done with the doors, you need some damage emitters. You can make your own with W3D-Editor or use Renegade ones, extract them with XCC_Mixer you can identify them by the leading e_ (e.g.e_19fire1.w3d). For all Emitters you should extract (or download) the e_master01.tga so you can see the emitter effects: Now create three boxes (1x1x1) named: emitter0, emitter25, emitter50, emitter75. I will refer to this as the `DamageBox`. After that, create 1x1x1 boxes named like the emitter file (without the w3d) that should be displayed later, in this case e_fire1. I will refer to this as `EmitterBox`. IMPORTANT: Never just rename the emitter file!! You must edit the name in w3d-Viewer and re-export it or the file will not be loaded or even crash Renegade!!! Now link the EmitterBox to the DamageBox emitter75 if this emitter should be showed up at the state for when the building is 25% damaged, emitter50 for half damged, emitter25 when the bulding is damaged by 75% and emitter0 when the building is detroyed. For this use the Link tool and klick and drag from your EmitterBox to your DamageBox (The damage box will flash for about 2 sek when this is done succesfull. Then place all around your building emitters or objects that should be displayed at the different states and link them to the coresponding DamageBox. I recommend to save your work now if you have not done this before!! Now we must make an animation, so Renegade later know what parts must be showed at the damage states. For that you should reopen RenX, because the `Trackview` that we will need often conflicts with the RenegadeMaterialEditor for Gmax, restarting RenX solves the problem. Open now the `Trackview`: On the Trackview browse to Objects --> emitter75: Add a visibility track by clicking the eye icon that will add a new option to your Object: Click on the new option and add via the at frame 1, 2 and 3 a new key. Rightklick the first key and change the value to 0 (invisible) Now change this also for key2. The trird key must not be changed and should stay at value 1 (visible) Repeat this process for all other DamageBoxes, but switch the keys to the following: When you have done this, group all DamgeBoxed and the EmitterBoxes e.G wep_emitter emitter50 frame 1,4,5 emitter25 frame 1,6,7 emitter0 frame 1,8,9 Now we will prepare the PT and the MCT (This is optional) Your PT`s and MCT can have also animations like the damage emitters. For the PT`s you might want to add animations for a powerless building like westwood does. for thsi jsut create four more emitter boxes( emitter0p, emitter25p and so on) and count up the last frame by one for each state liek you have seen in Section 6. Select all MCT Meshes and use the naming tool that is described in Section 2, and use as a basename the meshprefix#mct (e.g. atrwep#mct). repeat this for the PT`s also but use meshprefix#pt here (e.g. atrwep#pt) Group all your PT`s and the MCT to a seperate group, e.g. wep_pct and wep_mct Exporting time. Now you must export all parts for the use in Leveledit. Export: * the Interior Group as mesprefix_int (Renegade Terrain) * the Doors Group as meshprefix_doors (Renegade Terrain) * the Damage and Emitter as meshprefix_dam (Hirachy Animated Model) * The MCT Group as meshprefix_mct (Hirachy Animated Model) * The PT Group as meshprefix_pt (Hirachy Animated Model) In my example I`ll get 5 files: atrwep_int.w3d, atrwep_doors.w3d, atrwep_dam.w3d, atrwep_mct.w3d, atrwep_pt.w3d Copy all these files into Your modfolder if you have not done this already, a seperate folder e. g. buildingparts would be a nice idea. Setup your exterior mesh for use in Maps. You might wonder what will happen to the exterior mesh. We must jsut setup some very simple parts to finish this: create a box from the TOPVIEW (1x1x1) in the EXACT center of Gmax/Renx. Name this box meshprefix_int~, then clone the box (or create a new one) and name it meshprefix_doors~ and so on for all w3d`s you have exportet in part 8. then select all these boxes and activate the [x] Hide and [x]Aggregate w3d option. After that select your ExteriorMesh and these Boxes and group them to for example AtreidesWeponfactory and save your work. You can now Merge this Group into your map(s) like the orginal westwood buildings. Setup everything in Leveledit. Now start the Leveleditor and Load your Modpackage. Goto Terrain-->Add and enter a name, e.g. mybuildings Select this new group and press again add. Enter as name meshprefix_doors (e.g. atrwep_doors) and under the settings tab under m_Modelname select your _doors w3d file. Repeat this part also for the mesprefix_int w3d file, you`ll then has 2 new entry`s: Now change to the Tiles Tab and again press add create a new entry named: mybuildingtiles under the Physics Type select BuildingAggregate. Select this new group and once again press add, enter as name: meshprefix_dam, under the Physics Model be sure that the type is Building Aggregate, change the Model Name to your coresponding w3d file, the AnimationMode to Manual Scroll down to the Building Behavior Settings and change the AnimLogicMode to ANIM_LOGIC_SEQUENCE. The Buidling state for 75% to 1, 1 as showed below, for 50% 2,2 for 25% 3,3 for detroyed 4,4. Repeat this also for the State: Power OFF. After that press OK, again use the add, now enter as name: meshprefix_mct (e.g atrwep_mct), select the needed w3d, setup everything like before, but check the checkbox labled [x] IsMCT. If your MCT also has animation sequences, you must set them up coresponding to your animation as described above. Again add another tile, name it meshprefix_pt, set it up as explained for the MCT, but let the [ ] IsMCT uncheked. Now you have three new entrys in your mybuldingstiles group: Congratulations!!! You are finished now. Add your Building Group you have created in part 9 to your map via the MERGE command in RenX/Gmax, export it as Renegade Terrain and enjoy your bulding. One Last Step: To make your building work ingame you have to Clone wia the ADD button one of the Buildingcontrollers, for example mine is a Weponsfactory, so I clone the GDI_Weponsfactory: You can name it whatever you want.... but you must fill in the MESHPREFIX into the coresponding field: Of course you can edit other settings like health in this dialog too,play around abit with these settings Have Fun by detroy all your hard work ingame
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