Результаты поиска
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Сообщений: 523
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Опубликовано: 19.05.2011, 20:16:41
Not easy say how be looking in poxel. But import it's not problem. Try cut to parts model and test. Poxel similar to minecraft create things from cube but in w4 can smooth, use layers and hmap. Test test test it's most important thing when create map.
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Сообщений: 523
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Опубликовано: 20.05.2011, 19:06:44
I not see problem create if not have creative did map from box. How did all objects in handmake and 3d import is in w3dmapeditorhelp. Is much maps what can use to import and create from this your own map. Think problem is not in create but motivation :).
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Сообщений: 523
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Опубликовано: 21.05.2011, 17:22:04
Have question for peoples. For polish users create tutorial what say what do strings in bazooka weapon. Think problem in modding is this: People can't find tutorial People not understand tutorial People is laazy :). This first two point can be fixed when tutorial is writted in forum so it's needed for RU users? Hmmm can write in ENG version so if anyone can translate be good.
==Перевод== Есть вопрос для модеров. Для польских юзеров создавать тутор, расшифровать все строки в оружейном твике. Подумайте, проблема моддинга заключается в следующем: Люди не могут найти туториал Люди не понимают туториал Народ ленивый:). Тутор будет написан на форуме, так как это необходимо для русских юзеров? Хм, можете написать англ. версию, так что если кто-нибудь может перевести будет хорошо.
Сообщение отредактировал Unaited - ПН, 08.08.2011, 15:27:24
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Сообщений: 523
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Опубликовано: 21.05.2011, 19:02:12
What you mean? I'm need time for decode this. At this moment not have. Need only know how what work and write program.
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Сообщений: 523
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Опубликовано: 21.05.2011, 21:36:32
Ohh... so not needed.
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Сообщений: 523
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Опубликовано: 22.05.2011, 13:11:48
Is possible. 3.Point about speed is RateHz but need inverse code. Then get RateHz :). Can change this it's not problem. 4 Is Point 0 for all sound in sab for calculate next need look sound container where want find sound Look 4 point go to 0 Point and in search press add then find you start. after 6 is one more what say where is end. Now know only two things. My formula work first is not error next is 4 bytes error later 6 etc. Not much but work and problem why sounds in sab is writted in another order than sob? Need decode sob and think it's be all to create problem. Think it's this what say 53454546 from *.cap Info about sound.
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Сообщений: 523
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Опубликовано: 24.05.2011, 22:37:11
Hello guys!? Medal is not motivation for create something!? If not want create map because i'm invited concest can leave.
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Сообщений: 523
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Опубликовано: 25.05.2011, 21:00:04
If want add texture download newest w3dMapEditor and put TGA to W3dt folder. Then can use custom textures
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Сообщений: 523
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Опубликовано: 29.05.2011, 00:15:18
What a problem save again tga in another program or use converter?
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Сообщений: 523
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Опубликовано: 29.05.2011, 01:33:16
Need add mask.
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Сообщений: 523
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Опубликовано: 29.05.2011, 19:41:25
Skript47 send me file. Try find error.Добавлено (29.05.2011, 19:41) ---------------------------------------------
Quote (AlexBond) Buf := AllocMem(iFileLength + 1); FileRead(iFileHandle, Buf^, iFileLength); ... types := Word(Pointer(Longword(Buf) + 24)^); Conteiners := Word(Pointer(Longword(Buf) + 28)^); BaseConteiner := Word(Pointer(Longword(Buf) + 32)^); ...
This mean : 24 byte - Number of Types 28 byte - Number of Containers 32 byte - Base Index of Containers.
If you Change Number of Types you crash structure. Need only change Number of Containers. Also Number of Containers in every type. Example for Shotgun:
XGroup will 7 . XTransform will 5.
Also need Change ALL Index!!! So this very hard!!! Alexbond i change all Index. Xom_view show index correct but say error with bad pointner. Maybe create to xom3d system what can add dummys to xom? or Dummys with new model without replece. If good remember this in your plans =)
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Сообщений: 523
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Опубликовано: 30.05.2011, 22:08:20
What a organisation. Anyone can tell me when want end work xD? Guys it's 1-3hours max!
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Сообщений: 523
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Опубликовано: 30.05.2011, 22:33:25
Quote (rocketvadim) mambaczarna, I'd like to make the map but it's too difficult for me. Not see a problem. Watch any tutorial on YT or use help from editor.
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Сообщений: 523
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Опубликовано: 31.05.2011, 20:03:53
Lol what problem create 2 poxels for example x-8 -y-8 z-8 one rezise and create worm as from wings3d? For letters try cut to parts what looks more similar to cube ;d
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Сообщений: 523
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Опубликовано: 02.06.2011, 20:48:38
Use Scripts!!!! It's better than weaptwk
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Сообщений: 523
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Опубликовано: 03.06.2011, 00:02:00
It's not problem add hats. Problem in ID's. All Id's work different and game load this with another option and order. Themes ID was cleared when have contact with water. And it's can be too showed in Lightsaber. Theme Xblend model clear when have contact with effects. Id's of models where preview hand when give as hat first worm not have any hat,glasses etc. Only another worms from team. Etc etc :). For correct hat work best use Id's from custom level preview.
PS: Game have limit on ID's. All is writted in exe ;/
Сообщение отредактировал mambaczarna - ПТ, 03.06.2011, 00:02:41
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Сообщений: 523
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Опубликовано: 03.06.2011, 00:53:53
It's not hex.... edit from tweaks MenuTwkXPCCommon? Not remember now name but when download extreme-pack is this file. Here you can put what want xom,change size and write anim ;d. It's very easy!!! Best way for find where i'm edit this is run orginal and my file for example in hex editor and use option find different. Then you get info what is where. If anyone want info how what did in mod tell me ;d. PS: It's orginal ufo file.
Сообщение отредактировал mambaczarna - ПТ, 03.06.2011, 00:55:41
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Сообщений: 523
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Опубликовано: 03.06.2011, 01:57:27
And him say"Not have time for worms because study)..... What can say.... Good Job!!! It's 3d import or handmade?
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Сообщений: 523
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Опубликовано: 03.06.2011, 22:27:55
Lol.... listen me...MenuTwkXPCCommon is file what have much info. And this what you need about TittleMesh.xom Here you can change scale(size) of model... use anim draw when be in general menu when you nothing do in menu, when exit menu etc!. Use brain :). About import best things is replace file name TitleMesh.xom then be easier ;d. For look anim names use xom_view
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Сообщений: 523
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Опубликовано: 04.06.2011, 23:32:08
I can help with anim if want.
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