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Everything posted by Egozi44
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Bones lose their attachment once converted into editable mesh
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Guess it doesn't matter either way... since max will just keep crash for me when I re-rig multiple things with the WWSkin to EA's bone ;( And when I load save file of one rigged bone max will just give me error and won't load it :\ So.... anyone here want to try and make the Overlord instead? Egozi staring at Madin O_O Jiiiiiiiiiiiiiiiiiiiiiiiiiiiii Here poor model (Very poor) model I tried to make for it so far -
Bones lose their attachment once converted into editable mesh
Egozi44 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
It seem that bones will lose their attachment to the object once converted into editable mesh, is there any easy way to rig them back? Rig them one by one is complicated for me :/ I didn't was aware of such issue till I messed with the prodigy I really don't want to lose my current object edit over such issue -
Bones lose their attachment once converted into editable mesh
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I figured it was the case >.> Now the real question is if there's any chances to rig them back to EA's bones? You done it before with your current placeholders? Or you just added to them sub objects with bones in the skn? Is there any easy trick to re-rig them or at least some guide for it? (EA guide showe how to rig your own bones and not how to re-rig their as you aware) I don't sure if I need to create new WWSkin for each bone and how to rig them individually with other method -
It got answered on GR already : 3
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Bones lose their attachment once converted into editable mesh
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Didn't had to do it in the past though. . Edit the entire thing with EA bones is hard, do I need to create many WWSkin for each bone? :0 -
Bones lose their attachment once converted into editable mesh
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I thought you would perfer legs that made out from tibirum so you could get heal faster -
I assume people who install steam/origin ver didn't had the original installer nor the music?
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Can SAGE handle 50 units in a squad?
Egozi44 replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
So wait.. that was a hint you do have some use for squad of 200 mans? =0 -
I believe I already answered you in regard to the voice and mirage tank issue in your older thread The reason your mirage tank had no selected voice was because who ever made it didn't add all the right code lines to the right conditions in the audio xml and the typo you found (been year ago since I messed with it so I didn't recall that xD) It also don't have good 3D formation but I can't blame the guy for not making it I can send you mine if you want Be sure to try all the other WED versions I sent you in your old thread, the voice issue is not present in ver 1.08 buggy The reason it happends in 1.07 is because some lines get extracted in a way that only work in TW, the sounds and voices miss few words that KW need Just extract the same unit twice with 1.07 and 1.08 buggy (not gamma) And compare the sound lines, you will see what is missing
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Can SAGE handle 50 units in a squad?
Egozi44 replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Well that make sense Btw next try squad of 1,000 -
Can SAGE handle 50 units in a squad?
Egozi44 replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
How about "Hundred squad" just for exaggeration sake xD -
I finally managed to beat the NOD campaign on normal with the 1.09 patch
Egozi44 replied to jeffnz's topic in Tiberium Wars / Kane's Wrath
Thanks, I recall everything I tried just didn't helped and I ran out of cash really fast, but I will give it a try In my case the skirmishs are quite easy (or were) The A.I is sort of broken in ver 1.01+ though, so if you look for real challenge try fight it on ver 1.00 -
I finally managed to beat the NOD campaign on normal with the 1.09 patch
Egozi44 replied to jeffnz's topic in Tiberium Wars / Kane's Wrath
I recall both patchs of TW and KW made the campaign really harder since you run out of money faster while the AI rule They obviously didn't designed these missions to work with the patchs, they not unbeatable but more harder now, I recall I was able to beat TW on the last difficulty long ago but that was before the last patchs On kw on the other hand I recall there's a mission you need to secure some scientist, and on ver 1.02 the mission was near impossible since you run out of money too fast and the AI just beat the hell out of you in the last difficulty xD -
When you have bad day...
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Can't, keybored stop working :c
Don't think I can replace it since the warranty here is a joke, so I need to buy new expensive one, dam you gaming corporations who make good things and then make us buy them again when they break
I won't be surprise if they do it on purpose to get more money from suckers like me xD
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Can SAGE handle 50 units in a squad?
Egozi44 replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Lol Nice, I been wondering about that too but never bothered to check xD -
Turretless Specter
Egozi44 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Actually it seem we don't need to mess with the CTR for it (which works) or add bone relate command (which didn't work xD) It seem EA just forgot to add some animations to the stealth model which we can easily add back ^^... It look better that way compared to add both meshs to the CTR (since if we use the CTR method, in really damage state the models will switch to the other right away rather than fading in a few seconds, which look less realistic imo) -
3Ds max freezes on Vertex Material
Egozi44 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
I trying to fix some treads animations for one of my vehicles going more or less by this guide http://www.derelictstudios.net/site/killasmods/tut5.php The issue is that when I change the shader to W3D and go to Vertex Material, shader, textures, it will make max enter to infinity loop state and anything I will do will freeze it... Does it supposed to happened if something missing? did it happened to any of you? if not what max version you uses? I uses max 9 + SP2 and have no clue why it happens and if I in the right track -
missing audio and buildmod crashing
Egozi44 replied to dvs1's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Mirage tank is from Red alert 3 You may noticed it not always say some lines due to bibber (I assume?) forgot to add a few of them to the right conditions (I noticed it and fix it year ago) :3 The sound issue you have in your xmls is known in ver 1.07, it because it extract the audio lines incorrect or not find them at all The libmpg123.dll is issue that also happens to Zypherbullet, don't sure what causing it but I know it never happened to me with the versions I uses, and I use the same builds for almost three years by now, that why I and few other modders decided to use mixed versions and not relay on ver 1.08 gamma nor 1.07 alone xD (If you have win10 it may be the cause though) 1.07 can be good to extract xml with full code lines but it can fail you mostly in the sound section 1.08 gamma not support sounds unlike it's buggy progenitor ( 1.08 not gamma ) And don't work with some changes at all (while 1.07 and buggy ver of 1.08 does) I recommand you use 1.08 buggy ver for compline the mod files, and 1.07 for the xmls, if you dk how to fix the sound lines either take a look on the same xml with 1.08 buggy, or just use 1.08 buggy most of the times since WED will add what it miss upon complining (from what it seem) You probably will prefer 1.07 for the xmls though... just be sure to look for broken lines and fix them before you use them 1.08 buggy can help you detect the broken lines with it's xmls if you view them via browser like IE or FF You can get it with the other random versions I uploaded here http://forums.cncnz.com/topic/19719-issues-with-wrathedlauncher/ (I think it the fifth time I gave it to someone this week by now xD ) -
Turretless Specter
Egozi44 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yea I'm aware of it, I made such model in max and noticed all the separate model things on the way, I think simply animate it won't cut it since they both need to move to the same direction which is random (also the idle turning thing is not really animation iirc), mixing the models on the other hand by attaching them one on another may work... but it probably will look funny? Actually if we attach them they will count as one object and that will ruin the separate shader thingy... So maybe we can try attach the bones or anything of sort? (As you mentioned) -
Turretless Specter
Egozi44 replied to someguy11's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Speaking on turning, seem like the Spector stealth model not in sync with the default model (or not move at all? Don't remeber) There's a way to sync them together so it will look better? -
3Ds max freezes on Vertex Material
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thanks So far all KW's units do it, I looked on the predator and scorpion, seem like EA didn't made backwards condition? O.o -
Throwback Thursday Throwback Thursday for 28th April
Egozi44 replied to Sonic's topic in Command & Conquer News
The ra3 Sovit's engi is indeed the best engi up to date in terms of features, but I prefer the Combat engineer from KW since he look cooler and faster compared to this fat ex-professor ^^... Guess each plus must have some minus ha? -
3Ds max freezes on Vertex Material
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thanks for the help guys, was able to make it work Wish someone will write up to date guide about the treads, because I just know I will forgot what the hell I done there if I won't do it again any time soon (and I don't have reason to do it again any time soon because I don't have any other imported unit with treads atm) -
3Ds max freezes on Vertex Material
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thanks I will try it when I be home So the greens lines not relate to it? He made it look like you need to set them that way in the tutorial And each pic had them in different position despite using the same object and gizmo Oh btw as you know we must put all the textures in max or it won't let us save, so I must add some texture in the secondary one -
3Ds max freezes on Vertex Material
Egozi44 replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I sort of aware how the treads works like more or less, I just didn't was sure how to do it in max, I followed the guide in cnc guild, the guy there don't explained some stuff like what shader I need to use or what texture need to be applied to the secondary texture TE's creator said to use BasicW3D which don't have secondary texture at all while guide only Hint (*H-i-n-t*) to use DefaultW3D, So I used the DefaultW3D shader, put the same tread textures into both basic and secondary, also cloned the treads 4 times renamed each objects and shaders names to the same name he said so that each object will have it own martial and shader, but stuck at the UVW unwrap point, the guide don't tell you how to use the basic unwraping so at "TreadsMove" and onward I didn't knew what to do since I have no clue how to add these green lines to the UVM Anyone here can help me out with it? :/ P.S the predator's files he gave as example seem to use the W3D thingy I really don't need to touch these stuff? cause max freeze for me the moment I do