ZH: More heroes? -1 reply

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Rattrap

I'm too cool to Post

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20th March 2004

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#1 15 years ago

is it possible to make a seconde burton??

lets say i have another skin for burton and want it in the game... say i got: AIHero01.W3D / zhca_aihero.tga and AIHero014.W3D / zhca_aihero4.tga

how do i add these to the game...??? redface.gif

DefaultConditionState Model = AIHERO_SKN IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25 IdleAnimation = AIHERO_SKL.AIHERO_IDA IdleAnimation = AIHERO_SKL.AIHERO_IDB AnimationMode = ONCE TransitionKey = TRANS_Stand WeaponFireFXBone = PRIMARY Muzzle WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponMuzzleFlash = SECONDARY NONE HideSubObject = MUZZLEFX01 End

I`m totally lost... please help!!

Edit: -------------------------------------------------------------------- I tryed to change Model into almost every comb i can think of... but this burton is always invicible... :(




Admiral Jimmy W

Forum Musketeer

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22nd March 2003

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#2 15 years ago

it isnt that simple. the skin is not simply designated by renaming the texture. You need to re-map the model in a 3D modelling program. You would also need to recode just about every animation for the infantry in question. Summary: What you want to do is not done easily.




shmithers999

building my home thetear

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9th December 2003

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#3 15 years ago

do you want a new button and all or do you want just a diffrent (modified) from the orignal burton




Rattrap

I'm too cool to Post

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20th March 2004

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#4 15 years ago

just the w3d model in another set.... (i can fix the button and stuff).. when i open the new burton (AIHero014.W3D) in renx I get the new skin (zhca_aihero4.tga) and all... i just dont know how to add him into the .ini file.. do i need to edit model.txt or something..?? Or is it possible to download a burton w3d model with another model name from the internet?




C'est Moi!

semi-n00b CnC:ZH map/modder

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6th March 2004

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#5 15 years ago

Hey i know it is off topic, but is this the same rat trap as Rattraprx on XBL???




Rattrap

I'm too cool to Post

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20th March 2004

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#6 15 years ago

nope... sry




Pestilence64

Battlefield 2 ROX!

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15th January 2004

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#7 15 years ago

You could create a new texture using the original as template, then hexedit the MapPath of the texture for the model, meaning you would hexedit the model file to tell it where the new texture is and what its name is. if you want to add the new burton to the game along side of the original then you have to go thru the whole procces of adding all the code for a new unit, most of this would be copying the original burton code and just changing the references to the model file of the new burton.




Rattrap

I'm too cool to Post

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20th March 2004

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#8 15 years ago

thanks... it`s something like that i`m after...!! :) i have already added the code for the new unit... exept changing the references to the model (cus if i do, he will be invicible for now) but how do I hexedit the MapPath..?? :(