could use some help [message #130146] |
Sat, 01 January 2005 17:41 |
cncravage
Messages: 5 Registered: January 2005
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hey all i just joined (obviously) and i heard this was a good community so i decided to join
i started map making recently and i am trying to make a cool extention onto my map.
i have the w3d importer for gmax, and im trying to import that training room thing from the hand of nod in the second level of single player into the hand of nod on my map
in gmax it looks exactly how i want it, but when i export it and open that up into the commando editor, the training room i imported was entirely black and i fell right through it. everything was black except for the trees. and, some of the walls were invisible.
i tried several different things to try to get this to work but no luck. does anyone know what the problem is?
thanks
- cncravage
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could use some help [message #130153] |
Sat, 01 January 2005 17:59 |
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rm5248
Messages: 1156 Registered: November 2003 Location: USA
Karma: 0
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General (1 Star) |
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About the W3D importer... where is the 'Import W3D' button? I'm blind and I can't find it. =/
w00t?
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could use some help [message #130197] |
Sat, 01 January 2005 22:09 |
CnCsoldier08
Messages: 136 Registered: November 2003
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Select a mesh, press M, press 'Get Renegade Materials' remember the texture name, go to Utilities>UVW remove and ONLY REMOVE MATERIALS NOT UVW!!!
Then select the mesh again and apply the texture. You may have to use XCC mixer to get some of the textures.
WOL:tweekbee
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could use some help [message #130214] |
Sun, 02 January 2005 00:22 |
cncravage
Messages: 5 Registered: January 2005
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thx alot for the help guys, really. it looks great now and its exactly what i wanted
theres only one more problem now
id like to put this training room to use and have some soldiers in there attack each other and make two separate teams so the player can get (in a way) actually trained in there. i tried this and many different things too, but all the guys i put in there do is sit there and stare at eachother. they dont even walk around- they move, but dont walk around.
i have use innate behavior on and all that good stuff, i have default hybernation off, and i have everything on the right setting (i think) to get all of the soldiers to attack each other. the only problem is is that they dont at all.
does anyone have any advice on that????
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could use some help [message #130215] |
Sun, 02 January 2005 00:27 |
Burn
Messages: 160 Registered: November 2004
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That's happening to you because you have your soldiers inside a building. Thus, they will not respond to much of anything at all. Meaning, if you put those same exact soldiers above ground outside of a building, then they'd kick the crap out of each other. But since they're inside a building they decided to be idiots and increasingly frustrating.
To the extent of my knowledge (which isn't much at all), what you're trying to do will not work. Soldiers, no matter what you do with them, will not attack each other or do much of anything inside a building. I'm sorry, but I think there's no fix for this or no way around it. I could be wrong though and maybe there is a fix for it, but I can't guarantee anything.
Sorry to deliver the bad news.
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could use some help [message #130517] |
Mon, 03 January 2005 14:00 |
Burn
Messages: 160 Registered: November 2004
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Ah, I didn't really help you at all, Laeubi and Bigwig did- thanks though.
Well, InnateAggressiveness is (obviously) a subcategory of the option UseInnateBehavior. I believe if you have UseInnateBehavior checked, the soldiers will explore on their own and attack any enemies they see in their range. Though, they have very simple intelligence, meaning, they will just spawn, find some guy, stand there and shoot like crazy at him, hopefully kill him, and move on. So, I see Innate Aggressiveness as how quick they are to attacking.
I'm not sure about the numerical part. For InnateAggressiveness, I (the newb) can put 100 or 500 and I get the same desired effect. I'm not really sure how the numbers work either.
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could use some help [message #130523] |
Mon, 03 January 2005 14:24 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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The Innate values are decimal values of chance of this unit doing something.
Eg: InnateAggressiveness: 0.7500 means there is 75% chance that this unit will attack instead of just walking around.
[Updated on: Mon, 03 January 2005 15:11] Report message to a moderator
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could use some help [message #130526] |
Mon, 03 January 2005 14:41 |
Burn
Messages: 160 Registered: November 2004
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ROFL so does that mean my guys have a 5000% chance of attacking since I'm an idiot and I put it on 500?
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could use some help [message #130730] |
Tue, 04 January 2005 12:24 |
Burn
Messages: 160 Registered: November 2004
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I can do the engineer thing easily- in fact, there's a tutorial on it.
The PT transform thing I cannot do- I asked a question about that in a previous thread and everyone said it's not possible for AI to use the PT's as it's not a programmed script in single player (as far as I know.) Although, I can work around that by adding a wide variety of soldier types to a spawn point and it will seem like a more realistic diversity of an army.
Thanks to the support of people here, I am now getting much better at programming AI, in fact, I have them to a point where I can take on only one at a time because they're so hard to hit, they duck and cover, hide, etc. They even have a regular leveled armor as well- so it's not like they're hard to kill because of their modded armor.
I think the map should actually be small. I say this because adding more and more AI to a map really contributes to the lag and can slow down some peoples computers as it's more polygons on the screen, more things for the computer to memorize and manipulate, etc.
In my opinion, it would be really awesome if one of the following could be achieved:
- AI could build their own tanks and get in them.
- AI can't build their own tanks but they can jump into yours.
- You can load up multiple AI guys in an APC and attack the enemy base.
- AI can fly their own flying vehicles.
Of course, these are all impossible as AI can't enter tanks, but they can drive them. Theoretically, we'd have to watch out for making AI too advanced, because in my opinion, it would make online gameplay obsolete. Think about it- you could kill an AI bot that moves and has the behavior equivalent to that of an online player, and there would be no lag, and they won't scream at you in anger for killing them, and you can steal their tanks!
Still though, playing against a human is a lot more fun and "interactive" than playing with... yourself.
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could use some help [message #131319] |
Sat, 08 January 2005 05:36 |
SioxerNic
Messages: 47 Registered: October 2004 Location: Denmark, Vejen
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I did not saying they needed to use PT... i said they would transform (WITHOUT USING THE PT) To a random charactor with scripts....
Co leader in the
BfD Mod project
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