Lion_Hearted has written
I downloaded the program... (Nice program Vectar! Made with Blitz 3D programing by the looks of it.)
And I just wanted to add a little thing here...
Use the arrow keys and mouse to navigate the model...
@DJ-Menj What do you mean by script? Do you mean script that will allow you to see a model? Or do you mean script as in, making an egg nest produce birds or eggs or BOTH!
Ok, I can see what he means here.
These packages only contain the model files needed to put into the game. They do NOT include a file that actually adds it to the game like "objects_psyetchnic.inf" or "items_psytechnic.inf" because different mods change the "game.inf" values for max units/objects/item so I can't guarentee that I would assign an ID that is not already used or within range.
This means you have to add the object to your mod yourself by opening/creating an "objects_<something>.inf" or "items_<something>.inf" file and add a new entry for the model with a name=, an AVAILABLE id=, model= and icon= etc. and specify the new model as the new object.
For example, create a new object file called "objects_psytechnic.inf" in your sys folder, then open it in notepad and add something like this (Statements enclosed in <> are instructions for you to read, NOT to copy :D):
### <Item name, in this case "Stairs"> This is purely for your own reference. Any line beginning with '#' is ignored by the game.
id=<UNUSED ID IN RANGE!>
name=Stairs <how it will appear in game>
group=building <Stairs is an example of a building. If it were an item, we'd be writing this in "items_psytechnic.inf">
icon=gfx\PsyMod\test.bmp <This is the path from the GFX folder in the "Mods" folder and NOT the "sys" folder, I DO NOT include an icon file with the models. You can make one yourself.>
model=gfx\PsyMod\WoodenStairs.b3d <This is the path to the model file>
health=200 <Building strength>
mat=wood <material = ...>
description=start
Stairs... For climbing...
description=end
As for the colts, I'd love to Vectar. But I must warn you, before I accept to do that, you have to understand that I hate textures. They make a model look flat so I add detail in the geometry itself (Have a look at my cheese...). So, the models I create will have a massive amount of polys and vertex. If you're ok with that, then I'll get started on it after the chisel... Oh and as I said, I'm still getting back into the designer, so they won't have animation, but damn, they'll be high detail...