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Old 2014-05-31, 14:29   #171
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by [R-DEV]Rhino View Post
cols for the wreck model don't show correctly in the object editor unless you "explode it".
Well then


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Old 2014-05-31, 15:12   #172
Wicca
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Default Re: [Vehicle] CV9035NL (WIP)

Come on ct, basic modeling is to explode that shit!


Xact Wicca is The Joker. That is all.
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Old 2014-05-31, 15:58   #173
Hulabi
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Default Re: [Vehicle] CV9035NL (WIP)

This thread is a goldmine for future vehicle exports, keep those problems and questions coming CT!
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Old 2014-05-31, 16:01   #174
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by [R-COM]Hulabi View Post
This thread is a goldmine for future vehicle exports, keep those problems and questions coming CT!
When im done im going to compile everything thats been said


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Old 2014-05-31, 16:21   #175
Rhino
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Default Re: [Vehicle] CV9035NL (WIP)

Quote:
Originally Posted by CTRifle View Post
Still working

Alright, having an issue where the wreck is loading the wheel and turret cols from geom 1 and not 2 for some reason.. I set up geom 2 like Rhino said, for the moving turret and such. Naming and hierarchy seem to be right, been tinkering with it for a few hrs cant seem to find it.



Quote:
Originally Posted by [R-DEV]Rhino View Post
cols for the wreck model don't show correctly in the object editor unless you "explode it".
BTW if anyone else didn't quite get what I meant by this, basically you need to go into the ammunition sub part of the object editor, scroll down on the right till you find explode button, with cols etc on:


Which will explode the vehicle as if its been destroyed ingame, leaving only the wreck model and its cols as opposed to a mixture of both by trying to view it just though the geom tabs.



For this to work it "may" require an armour component coded in the vehicles .tweak file, but haven't tested it without one:
Code:
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1200
ObjectTemplate.armor.hitPoints 1200
ObjectTemplate.armor.defaultMaterial 172
ObjectTemplate.armor.hpLostWhileUpSideDown 5
ObjectTemplate.armor.hpLostWhileInWater 50
ObjectTemplate.armor.hpLostWhileInDeepWater 200
ObjectTemplate.armor.hpLostWhileCriticalDamage 12
ObjectTemplate.armor.waterDamageDelay 5
ObjectTemplate.armor.deepWaterDamageDelay 1
ObjectTemplate.armor.waterLevel 0.7
ObjectTemplate.armor.deepWaterLevel 1.2
ObjectTemplate.armor.explosionForce 15
ObjectTemplate.armor.explosionForceMod 8
ObjectTemplate.armor.explosionForceMax 5000
ObjectTemplate.armor.explosionDamage 300
ObjectTemplate.armor.explosionRadius 7
ObjectTemplate.armor.explosionMaterial 100
ObjectTemplate.armor.wreckExplosionForce 10
ObjectTemplate.armor.wreckExplosionDamage 30
ObjectTemplate.armor.wreckExplosionRadius 2
ObjectTemplate.armor.wreckExplosionMaterial 70
ObjectTemplate.armor.wreckHitPoints 1200
ObjectTemplate.armor.timeToStayAsWreck 1200
ObjectTemplate.armor.criticalDamage 220
ObjectTemplate.armor.hideChildrenOnSpectacularDeath 1
ObjectTemplate.armor.addArmorEffect 70 e_dstate_land_mediumsmoke3 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_lightsmoke 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_sparks -0.98/-0.05/-1.66 0/0/0
ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_mediumsmoke3 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_Mediumsmoke 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_vexp_ammo01 0/1.11/-0.87 0/0/0
ObjectTemplate.armor.addArmorEffect 10 e_dstate_land_heavysmoke 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 5 e_vexp_ammo02 0/1.11/-0.87 0/0/0
ObjectTemplate.armor.addArmorEffect 5 e_dstate_land_heavysmoke3 0.57/1/-1.48 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_vexp_tank 0/0.4/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_m1a2 0/0/0 0/0/0
ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_tank_spec 0/0.4/0 0/0/0
ObjectTemplate.armor.addArmorEffect 0 e_sAmb_wreckapc01 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -25 e_sAmb_wreckapc02 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -50 e_sAmb_wreckapc03 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -75 e_sAmb_wreckapc04 0.1/1.49/-0.98 0/0/0
ObjectTemplate.armor.addArmorEffect -100 e_vexp_tank_2nd 0/0.42/-0.4 0/0/0
rem ---EndComp ---

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Old 2014-05-31, 17:16   #176
H.Maverick
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Default Re: [Vehicle] CV9035NL (WIP)

Wait, the Dutch don't have the CV90 ingame yet?

Its SO evil, it may actually encourage EA to support Modding again - Pantera
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Old 2014-05-31, 17:18   #177
Rhino
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Default Re: [Vehicle] CV9035NL (WIP)

Hence why it says "WIP" (Work In Progress) in the title

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Old 2014-06-06, 11:49   #178
H.Maverick
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Default Re: [Vehicle] CV9035NL (WIP)

fair enough, just haven't had the opportunity to play the dutch yet :P

Its SO evil, it may actually encourage EA to support Modding again - Pantera
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Old 2014-06-25, 22:01   #179
Glimmerman
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Default Re: [Vehicle] CV9035NL (WIP)

Any news on the CV90?

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Old 2014-06-29, 21:44   #180
CTRifle
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Default Re: [Vehicle] CV9035NL (WIP)

Been busy, still lots of little things to do


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