Pillboxes
Re: Pillboxes
For most defensive structures, one model makes up the base structure, with which the weapon is attached onto.
The weapon itself is usually made up of two parts, the turret, and the muzzle. The turret is the part which rotates left and right to face the target. And the muzzle is the part which rotates up and down and can have a recoil effect and a muzzle flash effect attached to it.
These are the file names you'll want to use:
Muzzle: gnhrckt.pie, Turret: trhrckt.pie, Structure: blhowmnt.pie
In your mod, the muzzle and turret pies will go in yourmod\components\weapons\ and the structure pie in yourmod\structs\
The weapon itself is usually made up of two parts, the turret, and the muzzle. The turret is the part which rotates left and right to face the target. And the muzzle is the part which rotates up and down and can have a recoil effect and a muzzle flash effect attached to it.
These are the file names you'll want to use:
Muzzle: gnhrckt.pie, Turret: trhrckt.pie, Structure: blhowmnt.pie
In your mod, the muzzle and turret pies will go in yourmod\components\weapons\ and the structure pie in yourmod\structs\
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Re: Pillboxes
I've done all that, put it in a zip file and renamed .zip to .wz in notepad and put it into the 'autoplay' folder. Still hasn't worked, what's wrong?
EDIT: Just saw Jorzi's edit.
EDIT: Just saw Jorzi's edit.
Re: Pillboxes
It may be that your textures will need to follow the "page-XX-description.png" naming convention. All the texpage numbers from 32 to 79 should be free so you can pick any of those.
You also need to make sure that the pie files are using the correct texpages, you can edit the pie files in notepad and the texture name should be at the third row. it should read "TEXTURE 0 filename.png 0 0"
You also need to make sure that the pie files are using the correct texpages, you can edit the pie files in notepad and the texture name should be at the third row. it should read "TEXTURE 0 filename.png 0 0"
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Re: Pillboxes
Code: Select all
PIE 3
TYPE 200
TEXTURE 0 Rocket Pod Texture + Ambient Occlusion.png 0 0
LEVELS 1
LEVEL 1
POINTS 1020
Re: Pillboxes
yeah, looks ok, but as I said, change the name to something like page-32-rocketpod1.png
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Re: Pillboxes
you renamed .zip to .wz in notepad?swatspeedman wrote:I've done all that, put it in a zip file and renamed .zip to .wz in notepad and put it into the 'autoplay' folder. Still hasn't worked, what's wrong?
EDIT: Just saw Jorzi's edit.
can someone convert this to something we can look at in the game?
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Re: Pillboxes
I'm going to do so off of what I've been told by Jorzi when I get home. Alternatively I could someone to do it for me and learn nothing?zany wrote:you renamed .zip to .wz in notepad?
can someone convert this to something we can look at in the game?
So exactly how can't you turn to .wz? After all, .wz can be turned to .zip through notepad...
EDIT: I still can't get it to work. It either says the mod doesn't exist or doesn't change the model. I'll try on V2.3.
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Re: Pillboxes
Okay, I can't get it to work still. Here is all the files if someone wishes to give it a try themselves.
http://www.deviantart.com/download/2750 ... 4jr5t9.zip
http://www.deviantart.com/download/2750 ... 4jr5t9.zip
Re: Pillboxes
You see that? That's your ripple battery right there
Only thing is the scale is messed up and it's facing the wrong way, but don't worry, we're getting there
Only thing is the scale is messed up and it's facing the wrong way, but don't worry, we're getting there
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Re: Pillboxes
That's a cobra half-tracks?
EDIT: Oh wait, I see it It's a lil baby battery
EDIT: Oh wait, I see it It's a lil baby battery
Re: Pillboxes
There you go, it actually looks pretty nice ingame (although it could use some texturing of course)
I took your .obj file, mirrored it along the z-axis (-z in wmit equals y in blender) and scaled it to 20. I also added a connector to your emplacement (or stand as you call it) which defines where the turret will be attached.
I took your .obj file, mirrored it along the z-axis (-z in wmit equals y in blender) and scaled it to 20. I also added a connector to your emplacement (or stand as you call it) which defines where the turret will be attached.
- Attachments
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- swatspeedmanmod.wz
- (2.62 MiB) Downloaded 329 times
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Re: Pillboxes
Good, just to perfect the textures now I guess now I know what the problem was
Re: Pillboxes
A few more things about textures: The current maximum texture size is 1024x1024. Anything bigger will be downscaled.
Also, tangent space normal maps are unfortunately not currently supported, they have to be object space (converting in blender is not a big problem though)
Also, tangent space normal maps are unfortunately not currently supported, they have to be object space (converting in blender is not a big problem though)
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Re: Pillboxes
You're still better off making 2048x2048 and have it downscaled than having to redo it if it becomes supported
Re: Pillboxes
Well yeah, it's just that it takes a while to download I usually use 256x256 or 512x512 for both turret and barrel. The difference is not huge, because you simply cannot zoom in to see more detail than that.
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