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Ruderalis

Volcano Soldier
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About Ruderalis

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  1. Ruderalis

    Animated Shaders

    I think i have to get into moddeling again before i'm able to do good work. At the moment my workflow is crappy and i forgot a lot. At last the uvw unwrapping takes a lot of time right now but i'm getting better again.. But if you have a mod project searching for modelers, i'm open for everything. (don't know whether this is the right expression in english^^) Don't know what you mean with the volcano? :o Is your text another modding tutorial?
  2. Ruderalis

    Animated Shaders

    Had to do some work for university last weeks, but i've got some more time now, especially because i hurt my leg.. If i would translate your tutorial, would it be ok to just translate the part concerning CNC3? At least i don't own 3dsmax in german so i don't know how some things are called in the german version. Translation would be easy without the modelling part. @CountvonPhoib: If you don't want me to translate a book, i may translate some things. But i can't guguarantee anything. Here are some screenshots from the work i did for RA3. Nothing special, just playing with the code and trying to use the shaders in a proper way. Down at the right corner on the picture with the Phantom you can see, what you're able to do with the normal maps ;) This was more a kind of accident but i think you can do some pretty stuff with normal maps in RA 3 ;) Hope you like it at least a bit, i didn't do any modding or even modelling/texturing work for a long time so don't be to hard B) (Of course the tank has working treads ;) ) http://img269.imageshack.us/img269/826/hueyh.jpg http://img228.imageshack.us/img228/5330/screenoio.jpg http://img142.imageshack.us/img142/6994/allk.jpg
  3. Ruderalis

    Animated Shaders

    Excellent, indeed a far beter way than C&C3. Good to know. Well done. So you may add this as a hint to your tutorial for beginners in RA3-Modding. Everthing else is nearly the same and your tutorial is very good for beginners because it shows the whole way of bringing a model (and even model it) into CNC3/RA3 as a unit. And maybe this will get some new guys to do stuff for RA3. P.S. If you want your tutorial to be translated in german i would like to do it.
  4. Ruderalis

    Animated Shaders

    If it worked this way it would have to work to use the Tread Meshes themselve as the bones defined in the <TreadScrollingMap......> or not? I copied the tread to create a bone, linked the mesh with the texture to the bone with a WWskin but it doesn't work. If it worked this way i don't really get the point why you need a bone for the uvw scrolling. Edit// Forget about the text above^^ I forgot to assign the bones in the XML. :( So hail to the king killakanz ;) Thanks alot! I used the ObjectsAlliedTread.fx as the shader for the Treads, doesn't seem to be much different to the normal AlliedObjects.fx, i have to test whether it works with both shaders. At least its really simple. Just clone the treads, bind them to the bones with the WWskin and use the bones in the xml. Looks a lot easier and more comfortable than the way i've seen for CNC3. edit2/ To have the treads moved at accurate time and on the right side when turning, you have to use the shader for treads, which is used by every faction.
  5. Ruderalis

    Animated Shaders

    Hm at least i figured out how to du usual animated textures with the defaulw3d.fx and it works.. But how do you scroll the uvw map with a bone? Do i have to bind the vertices of the Mesh to the bone with this WWSkinBinding and use an animated texture on the bone? I don't get it..
  6. Ruderalis

    Animated Shaders

    <TruckDraw id="ModuleTag_Draw" OkToChangeModelColor="true" LeftFrontTireBone="Bone_Tracks_Front_Left" RightFrontTireBone="Bone_Tracks_Front_Right" LeftRearTireBone="Bone_Tracks_Rear_Right" RightRearTireBone="Bone_Tracks_Rear_Left" TireRotationMultiplier="0.0" InitialRecoilSpeed="0.5" MaxRecoilDistance="5" RecoilDamping="2.0" RecoilSettleSpeed="3.0" ExtraPublicBone="Bone_Tread_Front_Left Bone_Tread_Front_Right Bone_Tread_Rear_Left Bone_Tread_Rear_Right FXTracksL FXTracksR Bone_Turret Bone_Turret_Pitch FX_Laser FXBone_Muzzle BONE_GUN_MUZZLE" TrackMarks="EXTnkTrack" TrackMarksLeftBone="FXTracksL" TrackMarksRightBone="FXTracksR"> <TreadTerrainParticles>DefaultTankTerrainParticleMapping</TreadTerrainParticles> <TreadScrollingMap LeftTrack="Bone_Tread_Front_Left" RightTrack="Bone_Tread_Front_Right" SpeedMultiplier="-0.06" TreadDriveSpeedFraction="10%"/> <TreadScrollingMap LeftTrack="Bone_Tread_Rear_Left" RightTrack="Bone_Tread_Rear_Right" SpeedMultiplier="-0.06" TreadDriveSpeedFraction="10%"/> This is from the Guardian Tanks XML. A Tank with Treads, not tires. Seems they manage the animation this way. But i couldn't explain to myself the part "TreadScrollingMap". Why do they use a bone here? ..
  7. Ruderalis

    Animated Shaders

    Would have been nice by EA to put a tank with moving treads into the artpack which is included in the game... It looks like they used one mesh for the complete model so there are no extra meshes for treads. To move parts of this mesh there is a smaller version of the model in the scene, which acutally has different parts like "Bone_tread_wheels_right". So this Object is linked to the right treads of the complete mesh, which is exported as geometry. But i couldn't figure out how they get animated texture going with this way. I think there have to be a XML where Treads are defined? I was wondering about the "MeshInstanceTemplate.xml" which seems to use the Predatortank of CNC3 in some kind of way: <?xml version="1.0" encoding="us-ascii"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <MeshInstanceTemplate id="GlobalMeshInstanceTemplate"> <Rule MeshID="GUPREDTANK.TREADSSTOP" Instances="4"/> </MeshInstanceTemplate> </AssetDeclaration> Looks like RA3 is a bit different to CNC3 with the organization of the meshes.
  8. Ruderalis

    Animated Shaders

    At least i can export it without error when using standard materials but i can't see any animation neither in 3dsmax nor in game. In 3dsmax the Treads are turning black when the shader is applied. In game RA3 doesn't seem to work with hidden SubObjects for the treads. If i'm right this code <AnimationState ParseCondStateType="PARSE_NORMAL" ConditionsYes="MOVING" Flags="RANDOMSTART" StateName="STATE_DoorClosed"> <Animation AnimationName="SUAntiVehicleVehicleTech3_MOVA" AnimationMode="LOOP" AnimationSpeedFactorMin="0.8" AnimationSpeedFactorMax="1.2" /> <script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_DoorOpened" then CurDrawableSetTransitionAnimState("TRANS_DoorClose") end </Script> </AnimationState> is responsible for the moving animation. So there is no part for moving right or left neither, like i saw it in an other tutorial for CNC3 where there were SubObjects for Stop, Moving, Right and Left. I don't own CNC3 so i can't compare it to RA3. Maybe i'm totally wrong and the animations are defined anywhere else. For the Uvo scl setting i can't find any way to change it to a number swatch but i think the RGB channels are the Options for movement. Thanks for your effort!
  9. Ruderalis

    Animated Shaders

    Thanks for your help. I used your tutorial some time ago to get some basics but i didn't remember your tutorial explained how to make treads going. The shader options for defaultw3d look a bit different to those you show in your tutorials. The UVo scl settings are made with color channels. You can also change alpha, hue, saturation and value. Don't know if that matters. If i see things right i have to assign a W3D material with my treads to the treads and then a shader which uses the w3d-material? Or can i just use the defaultw3d.fx, select my texture and work with the UVo settings. W3D-material doesn't seem to work for unknown reason. If i try to tick the box Stage 0 Texture 3DSmax crashes..
  10. Ruderalis

    Animated Shaders

    Hi! Doesn't belong to my question but first of all: Congratulations for completing a complex mod like Blitzkrieg II! I hope i can get CnC Generals running the next days to play it.. (good old serious error ;) ) ... But my question doesn't concern Generals but RA3 - Modding: Which Shaders are used for uv-animated Textures in RA3? I tried at least every shader delivered with the Mod SDK but couldn't figure out how to make a simple animation like moving treads. I think i get some kind of animation with some shaders but i don't know what i did exactly and uhm it didn't seem to have any kind of sense ;) P.S.: I was modding Generals for some time when the game was out and there was a huge Modding Community if i remember things right. It doesn't look like there are a lot of guys interested in modding CNC3/RA3 or am i just looking on the wrong pages? English isn't my mother tongue and i have not spoken it for about half a year so i hope you excuse mistakes. :)
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