Vehicles [message #257963] |
Wed, 09 May 2007 14:02 |
Gold Blade
Messages: 4 Registered: May 2007
Karma: 0
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Recruit |
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Ok, I am trying to make novelty maps. Yes, novelty maps, and if you want one just tell me what you want it to be like.
Anyway, I can get the PCT's (very hard things to do in the first place, PCT's) to display the Vehicles section by using the GDI Weap factory and Nod Airstrip. However, when I try to actually make a vehicle using this it takes some money and time and makes nothing. How do I make the vehicles actually appear? If it's a script, please tell me ALL of it.
Oh, I forgot. How do you make a vehicle already on the map (for testing)?
[Updated on: Wed, 09 May 2007 14:04] Report message to a moderator
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Re: Vehicles [message #257965 is a reply to message #257963] |
Wed, 09 May 2007 14:19 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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I'm pretty sure i know what you did. You placed the building controler but not the actual vehicle creation zones. You press P or something to get them while selecting the AS or WF controler.
and if you want a vehicle to be on the map when you start. You can either "make" the vehicle preset or set up a simple object spawner.
For your building problem read the WF and Airstrip part in this tut, http://www.renhelp.net/index.php?mod=Tutorials&action=view&id=16
Jamie
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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Re: Vehicles [message #258253 is a reply to message #257994] |
Fri, 11 May 2007 15:42 |
Gold Blade
Messages: 4 Registered: May 2007
Karma: 0
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ok, I want to make a map that has an automated train on it. Should I make it like an elevator or an ore harvester?
First, though, how do you...cough...make a building? I only have the Path Beyond version.
[Updated on: Fri, 11 May 2007 15:43] Report message to a moderator
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Re: Vehicles [message #258268 is a reply to message #257963] |
Fri, 11 May 2007 17:06 |
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Zion
Messages: 2722 Registered: April 2006
Karma: 1
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General (2 Stars) |
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Well to start off with you need the source to this building in either .gmax or .max format. This includes all exteriors, interiors, PCT's, MCT's, emitters etc etc.
(This is from the top of my head and there's a detailed tutorial on renhelp.net about this so if it's wrong look there.)
Make sure your building is in the center of the scene and it is the only thing in the scene. Setup collision settings too.
First off, lets start with the exterior. In your 3D editing suite, select all of the mesh that makes up the exterior. This excludes doors, elevators, PCT's, MCT and emitters. Goto the utilities tab then w3d tools if not open already and click the "Assign Node Names" button.
In the new dialog, check the box "Assign Names" and uncheck the box "Assign Collision Bits". In the Root Name textbox type a name that is =< (less than or equal too) 6 characters followed by a '^' (Shift + 6), EG. "sovbar^" (Soviet Barracks). We will call the "sovbar" part the mesh prefix.
Now that you have your building exterior done, keeping it selected group that to something meorable (EG. "sovbar_ext").
Now hide the exterior group (right click > hide selected) to reveal the interior. Again select all the interior mesh excluding doors, PCT's, MCT and emitters and follow the above naming sequence changing "^" to a "#" (EG. "sovbar#"). The mesh prefix must be identicle otherwise the building won't work.
Once done, group that into something memorable (EG. "sovbar_int").
Hide this group and you should just have your MCT, PCT's and anything else visible in the scene. This makes for easyer seeing of things (less mesh getting in the way of your cursor).
Select all the mesh that belongs to the PCT's in the scene, for all PCT's in the building. The naming process is the same as the interior one but after the hash (#) add "pt". Then group.
Do the same as above for the MCT but in the naming part add "mct" after the hash.
Emitters, doors and the like are explained thouroghly in the tutorial mentioned above.
Now to export the meshes.
Export the interior mesh with the name "meshprefix_int" as a Renegade Terrain type.
Export the door mesh with the name "meshprefix_door" as a Renegade Terrain Type.
Export the Damage Emitters with the name "meshprefix_dam" as a Hirachy Animated Model type.
Export the MCT mesh with the name "meshprefix_mct" as a Hirachy Animated Model type.
Export the PCT mesh with the name "meshprefix_pct" as a Hirachy Animated Model type.
And you're done.
The Level Edit section of this is explained more in the tutorial above.
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Re: Vehicles [message #258528 is a reply to message #257963] |
Sun, 13 May 2007 13:56 |
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Zion
Messages: 2722 Registered: April 2006
Karma: 1
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General (2 Stars) |
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For APB you get them in their SDK already setup. For custom ones you make them yourself.
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