Halo38's Teleport Models [message #156515] |
Wed, 25 May 2005 19:17 |
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Cyber030
Messages: 51 Registered: May 2005
Karma: 0
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Recruit |
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In the map C&C_MutantLab there are the two teleport models that were released in renhelp.co.uk. My problem is, the link that says you can get them here or watever, is a dead link. I have already tried using xcc mixer to extract it from his map, but then Leveledit has trouble loading a grate.tga file, gets an error, then closes. So could someone post a download of the two teleport models?
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Halo38's Teleport Models [message #157640] |
Tue, 31 May 2005 07:06 |
Blazea58
Messages: 408 Registered: May 2003
Karma: 0
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Commander |
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Just click where it says type of file to save as, and choose w3d. You may not see it there until you click the arrow beside it and you will see it
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Halo38's Teleport Models [message #157660] |
Tue, 31 May 2005 09:01 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Cyber030 | Okay, now I got that working. My next problem is when leveledit freezes up. I put the .w3d in the mod folder for the map, then started leveledit and loaded my map, then made a new Preset in the Objects->Simple Section. After I do that and then click make, it shows up, but when I try to click on it, leveledit crashes. What am I doing wrong?
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Personally, when i add my teleporters, I temp straight off the 'Tile' preset and in the 'physics model' tab set the physics type to 'StaticPhys'. that way you only have one option to add the w3d file and you can't really go wrong
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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Halo38's Teleport Models [message #157671] |
Tue, 31 May 2005 09:30 |
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Oblivion165
Messages: 3468 Registered: June 2003 Location: Hendersonville, North Car...
Karma: 0
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General (3 Stars) |
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Object ~ Transitions ~ Ladder Top & Bottom
Make the objects and the little box it makes will say "front" on one side. Place them where the ladder should be, and in LE you can walk upto it and press "e" to test.
WOL: Ob165ion Skype: Oblivion165 Yahoo Instant Messenger: CaptainJohn165
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Halo38's Teleport Models [message #157673] |
Tue, 31 May 2005 09:31 |
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Halo38
Messages: 955 Registered: February 2003 Location: UK
Karma: 0
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Colonel |
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Cyber030 | Okay, I will try that. One more problem is, the teleporter models are all in one in a gmax form. How would I separate them so that I can save just the GDI teleporter, or just the nod one?
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Simply copy the gmax file 2 more times and delete the models you don't want in each file. Move the remaining model you do want to the (0,0) XY co-ordinate in gmax so that when you 'make' it in level edit it the models center is where it should be.
Edit: It's been quite a while since i made those, I was a bit new to max at the time, I belived that creating them all in the same file some how optimised the material data. so thats why they are all in the same file
Online Portfolio - www.chettle1.com
Renegade projects - Halo38's Den hosted by www.laeubi.de
Creator of : C&C_Arid, C&C_Ancients, C&C_Bio, C&C_Duel Arena
Mod Wars Veteran
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