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Posted: Tue Apr 10, 2007 8:00 am
by Qdin
okay - I added it to the Everything You Need under Vehicles :)

We got it confirmed by non-english people (Even germans made it work :P) lol

Posted: Tue Apr 10, 2007 8:11 am
by Murdocr
@Qdin: there is a tutorial thread sticky here in the xsi section, why not add it there as well. :)

Posted: Tue Apr 10, 2007 8:36 am
by Jawa_Killer
Qdin wrote:okay - I added it to the Everything You Need under Vehicles :)

We got it confirmed by non-english people (Even germans made it work :P) lol
:twisted: :twisted: :twisted: :emp:

Posted: Wed Apr 11, 2007 5:03 am
by Qdin
Murdocr wrote:@Qdin: there is a tutorial thread sticky here in the xsi section, why not add it there as well. :)
:shock: :shock: :shock: *smack* I KNEW I had forgot something XD

*adding*

there ya' go :P

and Jawakiller, it was just a compliment :lol: you've gone further than German! :D *coughcough*

response to a missing post that was above this one

Posted: Sat Apr 14, 2007 6:22 pm
by AceMastermind
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:

Code: Select all

WHEELSECTION        = 1
WheelTexture   = "wheel_whatever"
WheelVelocToV       = -0.8333333 //V = vertical texture scrolling, U = horizontal
WheelOmegaToV       = 0
wheel_whatever is the name of the tread object in my hierarchy,
and in my msh.option file I type:

Code: Select all

-keep wheel_whatever -keepmaterial wheel_whatever
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.

Posted: Sun Apr 15, 2007 7:35 am
by RC-1290
Well I think it's just that you can use polygonID as a replacement for naming the object. Both are quite easy and it doesn't really seem to matter wich method you use.

Re: Treads - Tutorial on second page

Posted: Sun Sep 30, 2007 10:28 am
by Gizor Delso
The tutorial is pretty usefull, thanks... Are the Tie-Mauler assets going to be released at anytime???

Re: Treads - Tutorial on second page

Posted: Fri Apr 10, 2009 1:44 pm
by fai222
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?

Re: Treads - Tutorial on second page

Posted: Fri Apr 10, 2009 3:20 pm
by DarthD.U.C.K.
yes

Re: Treads - Tutorial on second page

Posted: Fri Apr 10, 2009 5:36 pm
by RepSharpshooter
You could probably hex edit it, looking at the hailfire for reference.

Will this line work?

Posted: Thu Jul 09, 2009 2:21 pm
by jango
would this line work for swbf1?

Code: Select all

WHEELSECTION        = 1
WheelTexture        = "cis_tank_tread_tracks"
WheelVelocToV       = -0.8333333
WheelOmegaToV       = 0

Re: Will this line work?

Posted: Thu Jul 09, 2009 2:29 pm
by elfie
I would assume that because everything in BF1 is interchangable with BF2 that it would work.

Re: Treads

Posted: Thu Jul 09, 2009 10:17 pm
by AceMastermind
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.