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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/15/09 12:32:09 PM
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Dopex
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Is the shader included in the Mod SDK? If yes which shader is it?
I tried out the DefaultW3D.fx shader which is used for lights but some objects like tiberium shine throug the beam unchanged.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/15/09 5:16:36 PM
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Golan2781
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Check if you properly set the "Enable Static Sorting" to "Sort=1".
Most WeaponFX objects use the DefaultW3D.fx shader, however if you are using an un-animated texture, I'd suggest trying the MuzzleFlash.fx shader.
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Never bring paper to a rock fight.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/16/09 2:31:48 AM
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CommieDog
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As a matter of fact, the Ion Cannon uses DefaultW3D.fx as its shader. Here's the full code.
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C&C 4: Making Generals look like orthodox C&C |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/16/09 5:39:18 PM
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Dopex
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Hi
"Enable Static Sorting" to "Sort=1" did it thx once more golan!
Ah ok it also uses the defauldw3d.fx, thx for the information. But for what i want to do its not realy good.
Is there a dx9 shader wich let a surface glow, so i can use a cylinder for the beam?
Another thing is that i cant let the beam grow. I want a thin beam to become a big one but the animation does not work.
A animation which let the beam move around works.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/16/09 6:16:53 PM
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Golan2781
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You can make things "glow" as in having them additive blended, like the original ion cannon and most muzzle flashes. Actual light blooming cannot be rendered in real time other than by the regular background bloom shader. You should however be able to simulate this with regular additive blending by drawing coronas, halos and the bloom manually on a dummy texture.
W3X animations only support translation (i.e. movement), rotation and visibility. If you want to make an object grow, you will have to use a WWSkin to animate it per vertex.
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Never bring paper to a rock fight.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/17/09 2:12:27 PM
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Dopex
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Hmm, its not working with spacewraps too. Again i can move it but the groth is not working... da mn!
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/19/09 11:14:50 PM
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Harrrr
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Dopex wrote:Hmm, its not working with spacewraps too. Again i can move it but the groth is not working... da mn!
As Golan mentioned CnC3 doesn't read changes in scale for an animation. Only translate or rotate. Use the WWskin spacewapr and keyframe the vet translation not scale.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/20/09 9:26:50 AM
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Dopex
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I know move, rotate and scale, but what is translation?
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/20/09 9:11:21 PM
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Harrrr
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translate = move
sorry about the confusion...I'm use to Maya not 3ds Max -_-
You must move the keyframe the x,y,z movement of the verts in WWSkin.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 11/22/09 10:50:02 AM
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Dopex
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Woow it realy works but i need a bone for every single vertex then. Very circuitous!
Thx a lot you guys!
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