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			| Editing the path of the C130 [message #39025] | Wed, 13 August 2003 09:06   |  
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				|  |  maytridy Messages: 1371
 Registered: February 2003
 Location: New York, USA
 
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 | General (1 Star) |  |  |  
	| I take choice 3. Because I have a model that I'm going to replace the C-130 with anyways. 
 So, could you please explain in detail, what I would do with the animation\model to get it to work? (Would I export the animated model as a H.A.M.?)
 
 Just a rough guess, would I replace the C-130 in commando (Objects>Vehicle>Nod Vehicles>Nod_Cargo_Plane>Nod_Cargo_Plane_Dec) with my animated w3d?
 
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			| Editing the path of the C130 [message #39030] | Wed, 13 August 2003 09:13   |  
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					| ![[REHT]Spirit is currently offline [REHT]Spirit is currently offline](/theme/Renegade_Forums/images/offline.png) [REHT]Spirit Messages: 277
 Registered: April 2003
 
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	| You can export it to your mod folder and export the mod (or map), or you can place it in your data folder. 
 Then in the line where it has the animation, such as:
 -1	Play_Animation,		1, "V_NOD_cargop_sm.M_cargo-drop_sm", 0
 
 You replace "V_NOD_cargop_sm.M_cargo-drop_sm".........sooo.......
 
 Say your model name is new_cargo_drop.w3d , and you haven't giving your animation a specific name (so it too is new_cargo_drop ), the line would look like this:
 
 -1	Play_Animation,		1, "new_cargo_drop.new_cargo_drop", 0
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			| Editing the path of the C130 [message #39041] | Wed, 13 August 2003 09:52   |  
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				|  |  General Havoc Messages: 1564
 Registered: February 2003
 Location: Birmingham, England, Unit...
 
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 | General (1 Star) |  |  |  
	| You need to make your new animation (use V_NOD_cargop_sm.W3D for referance of frames and things unless you want to re-write the cinematics) then extract the cnc_c130drop.txt from the always.dat and edit that to use your new model and animation as Spirit said. 
 I'm not sure how you go about including the new animation and c130 drop file in a MIX or pkg so you would need to ask someone else about that.
 
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