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Ravendark

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Everything posted by Ravendark

  1. Ravendark

    Star Trek: Discovery

    That phase 2 original ship looks like its made of wood panels.
  2. But where they released to the general public? It is not the first time assets are released to select sources in advance for beta testing a possible SDK. I never found a link for the uprising files. i know about the ra3 upheaval mod, and iirc bibber released his source code for it a good while ago even, but i don't think that contained the original uprising schematics and xmls?
  3. Iirc Uprising never had a sdk or any of its xml's publicly released, so i'm not sure if its moddable in the traditional sense of the word.
  4. I think you need to compile the shaders first before you add them to the shader directory. you can/should be able to do that with fxc it comes with the dirextx sdk. just that reread that topic..megumi stated all this before.
  5. It is not a bug. A bug is a breakdown of coding within a intended purpose. TW/KW doesn't have intended naval support. The naval troop transports aren't ships, they HOVER. You can't select and control them..they unload based on a map script and trigger. Because naval logic is basilcy none existant. RA3 has intended naval logic..it has special sections i its locomotors that trigger depending on the water modelcondition/status. RA3= SAGE2 TW/KW and before = SAGE(1) Different ideas and requirement were set for both engines. You can't do some the things you do in RA3 with TW/KW. Period. The closest to naval logic Sage1 comes is what it could do in bfme...and even that was heavely map reliant. Alot of that coding was stripped out even for generals/ZH and that had (static/immobile) naval units. You can basicly have objects move on the WATER surfaceType...but afaik the engine doesn't understand water to do land surfacetype transistions. you can still use the WATER modelcondtion(the orca uses it even for particlefx transitions from land to over water fx) but afaik the transistion logic is hardly there anymore. Am i missing something or where in this topic is the engineer/capture discussion? Also engineers/objects can enter anything with the engineer contain module...allies get repaired, enemy and neutral gets captured.
  6. Most of those things are probably hardcoded. So not sure how much you can do about that. You could play arround with the worldbuilder and experiment with the water height settings and give infantry a water surface in their locomotor. Again....BFME is a verry long time ago for me, so not sure what still works or is left over from that. Iirc there are some water related attributes in the locomotor template in TW...just check the schematics. for exiting....i suspect the engine does a surface check ...hence why airtransports land first....wich is a harcoded thing i reckon, iirc you can set exit and entry bones in your model and might be able extend those bones onto dry land....but again iirc, those bones need to have a fixed naming convention and i can't recall what it is. Again check the Opencontain module and the transportcontain module to see what is possible in the schematics folder.
  7. That depends on how much of bfme' logic is still working. Iirc the original bfme locomotors could distinguish between deep (DEEP_WATER) and shallows (WATER) as there was a mechanic of wading through shallow rivers and marshland that slowed down units. If you give infantry the WATER surface in their locomotor and design maps in a way that you actually have deep and shallow water surfaces you might be able to get it working. TW/KW was never intended to work with naval ideas. Hence why most of the naval assets are either IMMOBILE or HOVER related. Most of the pathfinding issues are related to surface settings, same as why you can't onload infantry anymore out of the ferry...if you would think of the load/unload function as a specialpower you could consider that its Flag options don't include WATER_OK because it was designed to be used on land. Unlike bfme or RA3 the current logic in TW oly knows black and white when it comes to land and sea. Trying to load/unload black ground units into white sea units needs a grey area it doesnt have or understand. Hence why sea based transports are Lcacs and use the hover locomotor to skip from sea to land...also note that all the unloading is map scripted...so there is a change they knew it was buggy as hell.
  8. The link is in one of your own topics even..... http://forums.cncnz.com/topic/18914-texturing-issues/?hl=shader#entry220430 See laurens post in line #9.
  9. Thanks a bunch! edit: Btw tested your logo Zocom, it works as intended now. Easiest way to create a alpha channel in this case is to copy/paste your image into a new channel, turn it into black/white, save with alpha channel extension.
  10. Transparency usually comes from its alpha channel. Adjust your alpha channel. Try using this.IndividualImages_054.zip On a side not i'd like to know how you change that main menu image. I assumed you use a <OndemandTexture> and reference it in a AdditionalMaps/MapMetaData_Mod.xml ? Because it needs to be loaded as a global instead of static? The result i am getting is it rverts to the kains edition logo because it probably can't find the file im referencing...so am i overthinking this or what am i doing wrong.
  11. Slightly inconveniencing, but not much of a hassle to work arround.
  12. Found out something unexpected. So i was trying to change the basevehicle.xml and add a scriptedmodeldraw that shows a shadowdecal on User_35 and shows a different one on User_36. Basicly my weapon lock thing i brainfarted about a long time ago, for those that remember. The weird thing is it works for units that i have redefined through an xml in my mod. Existing pristine units don't inherit the basevehicle.xml (or any of the other baseobject.xml). I was hoping i could enable my user_x thingy in the basevehicle and i could test my targeting code against default/vannilla units for starters. Now it seems i need to define them in a xml anyway and compile them with my mod for them to inherit the basevehicle.xml. Was hoping to spare some work on copy pasting this way, but oh well. Am i screwing something up, or any insights ?
  13. Thank you, guess i'll use the clipempty event instead then.
  14. ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset This was used in Gen/ZH to hide the tomahawk subobject after it fired. TW still has that in its scriptedmodeldraw...been fooling arround with it but can't seen to get it to work: ExtraPublicBone="Bone_Missile01" ProjectileBoneFeedbackEnabledSlots="PRIMARY_WEAPON"> <WeaponFireFXBone WeaponSlotType="PRIMARY_WEAPON" BoneName="Bone_Missile01" /> <WeaponLaunchBone WeaponSlotType="PRIMARY_WEAPON" BoneName="Bone_Missile01" /> Do i need to use anything else, missing anything? because it is not show/hidding the missile subobject when it fires....or is it broken (why the orca uses the scripted onclipfull/empty method instead?) Any insights?
  15. a campaign is a bunvh of custom (not skirmish) maps strung together by a Theater of War (basicly tells the game to load map-load video-load briefing - load next map etc etc), you either need to create a new theater of war or modify the existing one and replace the old maps with your maps...still sounds easier then it really is. I would advice to start extracting the official SP maps and xmls from the game...which brings you to the basic of modding TW...extracting and creating your own content, once you understand that and how to compile your own mod, you can load that mod into worldbuilder and use those assets together with TE core mod.
  16. Have you read the documentation that comes with the SDK and the addendum by Bibber(you will need some of his updated files, which you can download from his website), also "i have experience with other games" is a bad attitude to start modding Tiberium wars, the mod process is rather regid and doesn't really accommodate that way of thought. You start at the end of the line and learn how to setup a modd, add custom content and re use assets before hoping to jump the line and pop out a full campaign. Replacing campaign maps is one thing, but you still need to know how to reference and compile everything correctly and in the end you are re using the theater of war (where you click on the countries like sarajevo etc - changing that means changing the UI as well which is pain atm) Creating a whole new campaign is alot of work and involves knowing how to setup your xml structure. You can add other BIGS to a skudef file, but i would focus on being able to know how to mod TW at this point because you will need that know-how besides map making. Maybe not the good news you were hoping for?
  17. Iirc the scorpion tank the same bone for both weapons, so enless you add a secondary bone both weapons will fire from the same barrel. But you can remove the forbidden condition from the cannon weapon <WeaponTemplate id="NODRaiderTankCannon" Name="NODRaiderTankCannon" AttackRange="275.0" WeaponSpeed="1000" MinWeaponSpeed="5000" MaxWeaponSpeed="5000" AcceptableAimDelta="20d" ClipSize="1" AutoReloadsClip="AUTO" CanFireWhileMoving="true" AntiMask="ANTI_GROUND" ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01" <- remove this .....
  18. So i reworked the alien buzzers combine specialpower into a test sniper combine with predator setup. It works but there are a few kinks. The sniper doesn't get the > > < < blue cursor when you mouse over the vehicle to combine with it, you have to select the combine unitabilitybutton from his commandset then click the vehicle. Question: is this hardcoded to the alien/buzzers somehow? i basicly copied the buzzers unique kindofs i thought could be responsible for it. For the rest it a basic copy paste thing with renaming. Also the vehicle can't use its uncombine button after it has been combined, again copy paste from the seekertank, didnt see anything special related to this. the uncombine special power requires the combined parent conditions..is this not triggered, or hardcoded to the aliens? Anyway any ideas or advise is apreciated, below is the code i used copied to paste bin if anyone wants a closer look. Not sure if i derped something up and missed something or if this is something hardcoded. Sniper_combined_headache01 Edit: Fixed the Uncombine thing....i just derped it up with referencing the right xml file. The cursor thing is still a mistery. Altho i might be stepping away from using this special power practicly.....it seems vehicles need to get really close to other infantry before their combined unit attacks...for the melee range buzzer swarm that is ok, but for a range unit this feels klunky.
  19. Ravendark

    Sound bytes

    http://virtualglobetrotting.com/map/michael-ironsides-house/ Do knock first, he doesn't like uninvited guests in house.
  20. The maps aren't the problem, but basicly Carnius needs to compile them into his mod. Although i think you can add them localy to your map folder aswell, just make sure they have the name of the original mission maps and they will replace the original maps...the briefings will be off, but carnius can also replace the videos with the TS vids if he would. Basicly you can do 10% of the work with the maps, the rest needs to happen on the modding level by carnius.
  21. Awesome didn't think of that. Since i am basicly doing a TC mod i could just repurpose the original SP. But with some testing yesterday i found the SP doesn't really appeal to what i was hoping...it seems to really work well enough with a chase/melee weapon setup...longer range weapons are fickle, also i thought the buzzers attached in a drone like manner but they basicly just go invisible condition at the center of the vehicle and the vehicle spawns fake buzzers arround it with a fxlist effect. I would be better of to use a actuall slave and leash setup to get my "mixed unit tactics" aka infantry run along side a vehicle, to work.
  22. If the miniorca has the bone setup in its model, open the w3x file and see what they are called then add them as weaponlaunchbone/firefxbone etc. Else you might need to export the model into max and add the bones. take a screenshot of that marker thing so i understand what you mean.
  23. weapon range =/= engagement range. To have a unit engage from further away set its vision range higher. If it has a weapon range of 300 and the miniorca has a vision range of 180 it will basicly only work at have the range. Think like real life artillery basicly: artillery will shoot at what it can see, but if you have troops spot for it it can shoot much further...duck tape the ****ing hubble telescope to the artillery and it will see much further but still fire at its max weapon range. Make sense? Have a look at the orca kindofs and jetai...depending on those settings a unit can attack, chase or reaquire targets etc , after you done the vision range thing tune those settings. Make sure your weapon can pitch up enough...if it can't pitch up enough it might not be able to target aircraft higher then itself(terrain increases height/pitch)
  24. Ravendark

    Brexit has made history

    It can even take a few years before the UK leaves the EU. They have like 2 years to proverbially move out the furniture. In that time they still benefit from their trade agreements and eu regulations, after that they have to re-negotiate for everything. The loudmouth politicians that pushes this fiasco have nothing to worry about as for the next 2 years they can ride the administration paper wave thill the UK effectively leaves the EU. By then the new negotiations will be someone else his problem. And i am pretty sure the EU will come down hard on the UK, in the end this all about power and control and they have to set a example that leaving is a bad choice, they have to demotivate that train of thought, for the EU as a whole to survive. And it is not the politicians, but businesses, big and small and the people that will suffer for that. I think it is going to get worse before it gets better. Atleast in a year or 2, when they effectively leave the EU.
  25. You might have to extract the correct singleplayer map, and change the player color through the edit player list option in worldbuilder. As for the humvee you would need to add that unit to your china warfactory commandset, but wether it shows up can be dependant on the single player map itself, specialy if it locks out certain sciences or techs. But most likely any changes you made won't show up in your existing save games. save games basicly screenshot the map and current mapsettings, so (major)changes after that might not show up or cause a game crash.
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