|
 |
| Author |
Message |
|
CodyLavery
|
Posted: 23 Apr, 2007
|
|
Joined: 11 Mar, 2007 Posts: 131 Location: Utah
|
|
yo Weaponsb... whats the problem exactly?
can not bring in a new builder unit?
what have you done so far?
what do you mean by "ingame i haven't effect"? does your unit not show up? does it not do anything?
but in reality im not the one to talk to cause i havent got any of my units to work yet at all. Ask Devils_Hitman or Robotronic.
|
|
| Top |
|
 |
|
Robotronic
|
Posted: 23 Apr, 2007
|
|
| Forum Engineer |
 |
Joined: 09 Mar, 2007 Posts: 199
|
Weaponsb wrote: Hello Can you help me please, i have try to insert a new builder on supcom but ingame i haven't effect. (sorry for my bad english i'm frecnh  )
I don't understand what your problem is exactly? I can help you with exporting problems, but not with unit scripts and actually getting them ingame.
Did some more work on the importer today. The importer now sets up the model like you would when exporting. I also got sca loading to work correctly. Working on sca export atm.
|
|
| Top |
|
 |
|
Pawz
|
Posted: 23 Apr, 2007
|
|
Joined: 15 Feb, 2007 Posts: 599 Location: Rockingham, Australia
|
Any chance that you could set your importer & exporter to swap the Y= up with Max's default Z=up? It would make things that much easier to work with
Great work btw - I've started fiddling with units of my own and haven't run into any problems with the importer/exporter yet! The only things I can think of to comment on are more workflow / ease of use items like the above, but that's it.
_________________ We are Supremilated
www.supremilated.com
|
|
| Top |
|
 |
|
Weaponsb
|
Posted: 24 Apr, 2007
|
|
Joined: 23 Apr, 2007 Posts: 41
|
i think isn't an export problem because when i import my .scm model the bones are correctly positioned.
But the bones name is Muzzel and my lua script its
Code: local TConstructionUnit = import('/lua/modules/terranunits.lua').TConstructionUnit
UEA1199 = Class(TConstructionUnit) { BuildBones = { AimBone = 0, BuildEffectBones = { 'Muzzle', }, }, }
TypeClass = UEA1199
The problem is ingame i can't see the construction ray
|
|
| Top |
|
 |
|
PheonixIV
|
Posted: 24 Apr, 2007
|
|
Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
|
|
| Top |
|
 |
|
LURKEN999
|
Posted: 24 Apr, 2007
|
|
Joined: 19 Apr, 2007 Posts: 5
|
Hi all!
This is my first post here, and I am very new to 3D creation, so dont be mad at my feeble fumblings...
Anyway... I tried your script yesterday Robo and it worked!
All i did was to scale the mesh alittle but still!
http://labb.gy.varmdo.se/~andreasso/supcom1.jpg
my simple creation...
http://labb.gy.varmdo.se/~andreasso/supcom3.jpg
And i noticed this...
Does supcom generete wrecks automaticly?
Cuz i didnt do nothing with that...
Thanks for the great work on the script!
|
|
| Top |
|
 |
|
Weaponsb
|
Posted: 24 Apr, 2007
|
|
Joined: 23 Apr, 2007 Posts: 41
|
|
thank you for your help but i have try and no result :/
|
|
| Top |
|
 |
|
Robotronic
|
Posted: 24 Apr, 2007
|
|
| Forum Engineer |
 |
Joined: 09 Mar, 2007 Posts: 199
|
LURKEN999 wrote: And i noticed this... Does supcom generete wrecks automaticly? Cuz i didnt do nothing with that...
Thanks for the great work on the script! Supcom automatically makes wrecks. A wreck blueprint tells supcom what to do. Weaponsb wrote: thank you for your help but i have try and no result :/
Could you upload the scm/unit blueprint/etc?
|
|
| Top |
|
 |
|
Weaponsb
|
Posted: 24 Apr, 2007
|
|
Joined: 23 Apr, 2007 Posts: 41
|
|
| Top |
|
 |
|
tpapp
|
Posted: 24 Apr, 2007
|
|
Joined: 25 Feb, 2007 Posts: 217
|
|
The name of your textures and the name of your model need to match.
_________________ tpapp's sc2normal texture converter (v1.1):
|
|
| Top |
|
 |
|
Weaponsb
|
Posted: 24 Apr, 2007
|
|
Joined: 23 Apr, 2007 Posts: 41
|
i know but my problem isn't the texture is the ray construction 
|
|
| Top |
|
 |
|
Robotronic
|
Posted: 24 Apr, 2007
|
|
| Forum Engineer |
 |
Joined: 09 Mar, 2007 Posts: 199
|
|
UEA1199_unit.bp
and
EUA1199_Script.lua
Could the mismatch in unit name be the problem?
|
|
| Top |
|
 |
|
Weaponsb
|
Posted: 24 Apr, 2007
|
|
Joined: 23 Apr, 2007 Posts: 41
|
ho yes thank you very much 
|
|
| Top |
|
 |
|
Weaponsb
|
Posted: 24 Apr, 2007
|
|
Joined: 23 Apr, 2007 Posts: 41
|
a screen shot ingame for thank you for your assistance
http://weaponsb.free.fr/Mod_air_builder.jpg
@Robotronic , if you didn't like i have post a screen in your topic says about me and i delete the screen
Last edited by Weaponsb on 25 Apr, 2007, edited 1 time in total.
|
|
| Top |
|
 |
|
Jessman
|
Posted: 24 Apr, 2007
|
|
Joined: 09 Mar, 2007 Posts: 182
|
|
^^^^ Is that a new model?
|
|
| Top |
|
 |
|
Exavier Macbeth
|
Posted: 24 Apr, 2007
|
|
| Forum Scout |
 |
Joined: 16 Feb, 2007 Posts: 2839 Location: Phoenix, Arizona, USA
|
Neat image
Though you should really link to it rather than post it in the thread. Usually works better.
Here is what Tpapp and Myself have managed to get fully working finally
http://img207.imageshack.us/img207/2208/starthingprevqi3.jpg
Well almost, still has a few tweaks to the stats and of coarse texturing 
|
|
| Top |
|
 |
|
Robotronic
|
Posted: 24 Apr, 2007
|
|
| Forum Engineer |
 |
Joined: 09 Mar, 2007 Posts: 199
|
Code: v0.9a --Importer now imports the same way as you would export --Can now apply animation files. --Applying sca files should work 100% but there might still be a few bugs --Added options to dump the model data (bones,verts,tris) into 'c:\scm_debug.txt'
download: http://janvanderweg.com/supcom/scmtool0.9a.zip
|
|
| Top |
|
 |
|
OnesH_172
|
Posted: 24 Apr, 2007
|
|
Joined: 29 Mar, 2007 Posts: 54 Location: Vancouver, B.C.
|
Just tested importing .sca files...
It works well!
I just found the animation file (URL0402_A003.sca) that contains Monkeylord JUMPING...
P.S : I got an error while applying an animation onto UAB0101.
I tried for 3 times and I got a same error.

_________________ The answer? use a nuke.
And if that don't work,
Use more nuke.
UberNuke: coming soon.
|
|
| Top |
|
 |
|
cavesyudepu
|
Posted: 24 Apr, 2007
|
|
Joined: 18 Apr, 2007 Posts: 10 Location: Philippines
|
i've just found some errors in applying sca to the UEF Commander Unit and an error in importing the UEF Battleship..... So this script is still a work in progress? btw, this is a nice progress, compared to the Command & Conquer 3 Mod Community which is still gropping in the dark (with no modding support from EALA...which is as usual...)
thanks to evryone for their dedicated efforts.... I think i've found the better game engine to launch my MOD in the RED ALERT UNIVERSE.......
heres a link to some of my units that will come to Supreme Commanders Engine......
http://www.ppmsite.com/forum/viewtopic.php?t=14524
|
|
| Top |
|
 |
|
PheonixIV
|
Posted: 24 Apr, 2007
|
|
Joined: 08 Mar, 2007 Posts: 9771 Location: In a non-euclidian space between the walls.
|
|
| Top |
|
 |
|
cavesyudepu
|
Posted: 24 Apr, 2007
|
|
Joined: 18 Apr, 2007 Posts: 10 Location: Philippines
|
|
I did not intend the link to be an ad.... All i was trying to state is that this forum is great... in fact way toooo good compared to those guys over in the C&C3 forums... PEOPLE here are helping each other create a better gaming experience using SupCom as a platform.....
btw, i've posted those screenshots as reference to my query regarding how to apply textures to the imported models (I know SupCom uses DX9 shaders) how do i apply the textures for each models?
thanks in advance....
|
|
| Top |
|
 |
|
MadCowCrazy
|
Posted: 25 Apr, 2007
|
|
Joined: 24 Mar, 2007 Posts: 336 Location: Burning Dephts Of Hell
|
|
Bah, Im a complete dumbass when it comes to this.
I want to learn how to make/mod unit models and then use them ingame.
Could anyone describe how its actually done?
So you open the units.scd file and extract whatever unit u want to modify or just look at. You run scmtool.ms and import the unit. You make some changes to it or whatever you want to do then run scmtool.mzp and export it.
Then what? Been looking around the forums and one guide said to copy all the scd files into 2 folders, one old and one custom and then write some scripts and things to make it work. So basically eat up 10GB HD space to just modify one unit? That doesnt sound quite right to me.
Could someone post a link to a model they made that works with SC and exactly how they got it to work? I mean something I can extract/copy to my SC folder and then just run SC and it works? Some have posted models and stuff they have made but how do you actually get it to work in SC?
I need to create some lua files or something with paths to the data I want to load or such right?
Could someone tell me how to do that. Basically I have a map in my SC folder in which I place all the models and things Ive done, lets call it NewUnits just as an example, how do I make the game load the units I have in /SC/NewUnits folder? What do I need to write in the lua files?
_________________ Its Good To Be Bad ||| Microwave Laser Upgrade

|
|
| Top |
|
 |
|
Pawz
|
Posted: 25 Apr, 2007
|
|
Joined: 15 Feb, 2007 Posts: 599 Location: Rockingham, Australia
|
There's a sticky at the top of the forum, AND several hundred posts that start with "How do I mod...".
Start reading mate  Then grab some mods and open them up to see what's inside..
_________________ We are Supremilated
www.supremilated.com
|
|
| Top |
|
 |
|
Robotronic
|
Posted: 25 Apr, 2007
|
|
| Forum Engineer |
 |
Joined: 09 Mar, 2007 Posts: 199
|
OnesH_172 wrote: P.S : I got an error while applying an animation onto UAB0101.
I tried for 3 times and I got a same error.
Looks like the anim file isn't compatible with the model. The anim file has 22 bones while the model only has 20. cavesyudepu wrote: i've just found some errors in applying sca to the UEF Commander Unit and an error in importing the UEF Battleship..... So this script is still a work in progress? The script is still a work in progress. Found out what went wrong while importing the UEF battleship and added a fix. I'll upload a new script later today. Nice models btw! Would love to see a world domination type mod for supcom cavesyudepu wrote: btw, i've posted those screenshots as reference to my query regarding how to apply textures to the imported models (I know SupCom uses DX9 shaders) how do i apply the textures for each models?
thanks in advance.... Just name the textures correctly and supcom will auto apply them UNIT_Albedo.dds - Diffuse map UNIT_NormalsTS.DDS - Supcom normalmap. X component is in the rgb channels, y is in the alpha. Check tpapp's normalmap thread for more info on how to make them. UNIT_SpecTeam.dds - Effects map. r = reflectivity, g = specularity, b = glow, a = team colour. MadCowCrazy wrote: ... I want to learn how to make/mod unit models and then use them ingame. ...
This isn't the thread for that, but in a nutshell:
Make models and export them.
Make textures.
Make lua scripts.
Put all these in a single folder.
Zip them up
|
|
| Top |
|
 |
|
LURKEN999
|
Posted: 25 Apr, 2007
|
|
Joined: 19 Apr, 2007 Posts: 5
|
|
| Top |
|
 |
 |
 |
|