Treads
Moderator: Moderators
-
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Brigadier General
- Posts: 629
- Joined: Thu Jun 23, 2005 6:06 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- AceMastermind
- Gametoast Staff
- Posts: 3284
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
response to a missing post that was above this one
This is an example of a single wheeled test vehicle that I made:
In XSI, I have a tread object on my vehicle named:
wheel_whatever
I selected the polygons on that tread object and went to:
File>Pandemic Tools>Edit Flags
then selected:
Render Type 13(Render Rotate)
closed the ppg then exported.
In the vehicle ODF where:wheel_whatever is the name of the tread object in my hierarchy,
and in my msh.option file I type:
and that's it, munged the side, played and had working treads.
Your tread object should have a separate texture applied to it in XSI.
In XSI, I have a tread object on my vehicle named:
wheel_whatever
I selected the polygons on that tread object and went to:
File>Pandemic Tools>Edit Flags
then selected:
Render Type 13(Render Rotate)
closed the ppg then exported.
In the vehicle ODF where:
Code: Select all
WHEELSECTION = 1
WheelTexture = "wheel_whatever"
WheelVelocToV = -0.8333333 //V = vertical texture scrolling, U = horizontal
WheelOmegaToV = 0
and in my msh.option file I type:
Code: Select all
-keep wheel_whatever -keepmaterial wheel_whatever
Your tread object should have a separate texture applied to it in XSI.
Re: Treads - Tutorial on second page
The tutorial is pretty usefull, thanks... Are the Tie-Mauler assets going to be released at anytime???
- fai222
- Command Sergeant Major
- Posts: 254
- Joined: Wed Jul 30, 2008 2:38 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Norway, Xfire: Fai222
Re: Treads - Tutorial on second page
I know this is a bump but since this is a FAQ topic i guess its ok. Anyway i was wondering if you got to have the full version of XSI to do this?
- DarthD.U.C.K.
- Master of the Force
- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
-
- Gametoast Staff
- Posts: 1351
- Joined: Tue Jul 10, 2007 4:10 pm
Re: Treads - Tutorial on second page
You could probably hex edit it, looking at the hailfire for reference.
- jango
- Command Sergeant Major
- Posts: 272
- Joined: Mon Jan 19, 2009 8:05 pm
- Projects :: too many
- Location: A galaxy far far away...
Will this line work?
would this line work for swbf1?
Code: Select all
WHEELSECTION = 1
WheelTexture = "cis_tank_tread_tracks"
WheelVelocToV = -0.8333333
WheelOmegaToV = 0
- elfie
- Field Commander
- Posts: 931
- Joined: Fri Jan 25, 2008 8:26 pm
- xbox live or psn: no live
- Location: Coruscant, Jedi Temple
- Contact:
Re: Will this line work?
I would assume that because everything in BF1 is interchangable with BF2 that it would work.
- AceMastermind
- Gametoast Staff
- Posts: 3284
- Joined: Mon Aug 21, 2006 6:23 am
- Contact:
Re: Treads
The cis_tread_hailfire for SWBF1 would be your best reference for an answer to this, the ODF for it doesn't have those lines in it, but it does have the wheel stuff in the msh.option file just like SWBF2.
@jango
I'm going to merge your topic with the Treads topic since your question is relevant to that subject.
@jango
I'm going to merge your topic with the Treads topic since your question is relevant to that subject.