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badgut
5th Aug 09, 1:12 AM
i wanted to ask a few questions here and people please say nicely instead of :spartaaa: saying immidiatly not nicely about cant be done is hardcoded(it maybe is but i want to look at the options on how it would be possible).

i have looked at the builder and i thought that there would be something similiar to the spawner like you can choose building one building 2 etc.
so i looked at the files and i just dont understand how they put it together.

1st question: is it possible to make one builder(the commander of each race) make the buildings instead of the builder himself?

2nd question:
how can i get rid of the colour bleeding i have searched the search function and saw something about .whm .whe and i don't know it?

3rd question
if i add like example a leman russ to an race do all the requirements drop immediatly?

4th: can i delete an requirment then.

5th:how is it that some units wont show up in the building menu like example i have added the librarian(how you spell it)
and it wont show up in the building menu i have did everything according how it should be?

thanks in advance for the help

corncobman
5th Aug 09, 1:54 AM
1. Yes, I think you just need to add the build_engineer_ext to the commander.

3. If you copy the leman russ file into the new race then everything will be copied over. If you want to delete the requirements, you can copy a blank requirement and paste it over an existing requirement to clear it.

4. If the Librarian has no display requirements and the other requirements haven't been met then the icon will disappear until you can build it.

You also need to make sure that the unit is in the building spawner_ext table.

badgut
5th Aug 09, 2:26 AM
the unit is in teh spawner but ok thanks i didn't thought about display(omg that explains why all my tanks will not show).
many thanks.

Gorb
5th Aug 09, 2:35 AM
1. corncobman, it's build_engineer_ext, not builder_ext :)

2. Getting rid of colour bleed is done by one of two ways. 1. import the models into 3DS Max, set new texture paths, and export the updated mesh. 2. Edit the WHM file of the new unit to replace the texture paths with new texture paths. This is slightly tricky though; you have to be careful or you could end up with a broken file.

3. What corncobman said - requirements don't disappear immeadiately; you have to delete the requirement_ext and squad_requirement_ext lines in the code itself.

4. See my point 3.

5. What corncobman said in his point 4.

badgut
5th Aug 09, 3:16 AM
lol thanks gorb.
though i dont have 3dsmax well if i copy the whm is it worth a try then?

corncobman
5th Aug 09, 3:33 AM
2. What Gorb said. If you don't have 3d Studio Max there's only one option available to you.

You need to copy the .whm file, open it using a hex-editor program such as XVI32 (http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm)

and edit the path of the texture.

However the new path needs to have exactly the same number of characters as the old path e.g.:

space_marines/texture_share/texture.wtp

chaos/texture_share/texturestuff111.wtp

You also have to copy the texture file and put it into the path you set beforehand with the name you specified.

badgut
5th Aug 09, 6:56 AM
i have a little stupid question where can i find the .whm file

Gorb
5th Aug 09, 7:00 AM
You can extract them from the DXP2-WHM-High.sga. Once extracted, you'll find the path to be Data/Art/EBPs/Races/whatever-race-you-want-the-WHM-from/Troops (or /Structures).

Octopus Rex
5th Aug 09, 9:49 AM
badgut - you need to duplicate the model to get rid of colour bleed - (full tutorial from the beginning (http://forums.relicnews.com/showthread.php?t=155067))