commanderKW
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Posts posted by commanderKW
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On 28/07/2020 at 9:36 PM, Nowaru said:But also, with animalAI update working it might actually be possible to have the Ion Storms move around the map, which would be insane lol... I'll see what I can do to get the storms to randomly attack anything though, its still a head scratcher tbh.
Do the same effects work if using WanderAIUpdate?
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Here are the textures from C&C renegade, feel free to use in your mod
Add to "terrain.ini":
;;Renegade
Terrain 0201grassl
Texture = 0201grassl.tga
Class = Type Grass
EndTerrain dirt_01
Texture = dirt_01.tga
Class = Type Dirt
EndTerrain grass_03
Texture = grass_03.tga
Class = Type Grass
EndTerrain grnd_rot2
Texture = grnd_rot2.tga
Class = Type Rock
EndTerrain ik_ground_dirt256
Texture = ik_ground_dirt256.tga
Class = Type Dirt
End
Terrain rock
Texture = rock.tga
Class = Type Rock
EndTerrain sand
Texture = sand.tga
Class = Type Dirt
End;;
Terrain cc_grass1
Texture = cc_grass1.tga
Class = Type Grass
EndTerrain cc_lavarck
Texture = cc_lavarck.tga
Class = Type Dirt
EndTerrain grnd1
Texture = grnd1.tga
Class = Type Grass
EndTerrain l00_dedgrs
Texture = l00_dedgrs.tga
Class = Type Dirt
EndTerrain l01-scree
Texture = l01-scree.tga
Class = Type Dirt
EndTerrain l01-tibgrnd
Texture = l01-tibgrnd.tga
Class = Type Misc
EndTerrain l02_ice
Texture = l02_ice.tga
Class = Type Misc
EndTerrain l02_snow
Texture = l02_snow.tga
Class = Type Snow
EndTerrain l03_bchsnd
Texture = l03_bchsnd.tga
Class = Type Dirt
EndTerrain l03_wetdrt
Texture = l03_wetdrt.tga
Class = Type Dirt
EndTerrain l05_grass
Texture = l05_grass.tga
Class = Type Grass
EndTerrain l05_gravel
Texture = l05_gravel.tga
Class = Type Dirt
EndTerrain l07_dedgrs
Texture = l07_dedgrs.tga
Class = Type Dirt
EndTerrain l10_sandruff
Texture = l10_sandruff.tga
Class = Type Dirt
EndTerrain l10_sandsmth
Texture = l10_sandsmth.tga
Class = Type Dirt
EndTerrain l11_gravel
Texture = l11_gravel.tga
Class = Type Dirt
EndTerrain lv8_dirt2
Texture = lv8_dirt2.tga
Class = Type Dirt
EndTerrain lv8_grvl
Texture = lv8_grvl.tga
Class = Type Dirt
EndTerrain lv8_sand3
Texture = lv8_sand3.tga
Class = Type Dirt
EndTerrain lv8_stone-flr
Texture = lv8_stone-flr.tga
Class = Type Rock
EndTerrain lv8_xflr
Texture = lv8_xflr.tga
Class = Type Rock
EndTerrain snd
Texture = snd.tga
Class = Type Dirt
End
Terrain tx_tmp_highgrs1
Texture = tx_tmp_highgrs1.tga
Class = Type Grass
EndTerrain tx_tmp_highgrs2
Texture = tx_tmp_highgrs2.tga
Class = Type Grass
End
Terrain 0202cavetx
Texture = 0202cavetx.tga
Class = Type Dirt
EndTerrain cc_conc1
Texture = cc_conc1.tga
Class = Type Misc
End
Terrain 01lv1-cliff8
Texture = 01lv1-cliff8.tga
Class = Type Cliff
EndTerrain bbngRockface
Texture = bbngRockface.tga
Class = Type Cliff
EndTerrain bbnRock
Texture = bbnRock.tga
Class = Type Cliff
EndTerrain nod_mnt05
Texture = nod_mnt05.tga
Class = Type Cliff
EndTerrain mtn
Texture = mtn.tga
Class = Type Cliff
End
Terrain lv8_cave
Texture = lv8_cave.tga
Class = Type Dirt
EndTerrain l11_rock
Texture = l11_rock.tga
Class = Type Cliff
EndTerrain l10_cliff1
Texture = l10_cliff1.tga
Class = Type Cliff
EndTerrain l10_botcliff
Texture = l10_botcliff.tga
Class = Type Cliff
EndTerrain l05_snwmnt01
Texture = l05_snwmnt01.tga
Class = Type Cliff
EndTerrain l05_rckwall
Texture = l05_rckwall.tga
Class = Type Cliff
EndTerrain l03_rock01
Texture = l03_rock01.tga
Class = Type Cliff
EndTerrain l03_mossrock
Texture = l03_mossrock.tga
Class = Type Cliff
End
Terrain l03_lvrock
Texture = l03_lvrock.tga
Class = Type Cliff
EndTerrain l03_bushes
Texture = l03_bushes.tga
Class = Type Cliff
EndTerrain l02_mnt02
Texture = l02_mnt02.tga
Class = Type Cliff
EndTerrain l01-rock2
Texture = l01-rock2.tga
Class = Type Cliff
End
Terrain l01-cavetx
Texture = l01-cavetx.tga
Class = Type Cliff
EndTerrain grn2
Texture = grn2.tga
Class = Type Cliff
EndTerrain grn_rck2
Texture = grn_rck2.tga
Class = Type Cliff
EndTerrain cht_snwmts
Texture = cht_snwmts.tga
Class = Type Cliff
EndTerrain cc_mnt1
Texture = cc_mnt1.tga
Class = Type Cliff
EndTerrain 01lv1-cliff7
Texture = 01lv1-cliff7.tga
Class = Type Cliff
EndTerrain 01lv1-cliff1pc
Texture = 01lv1-cliff1pc.tga
Class = Type Cliff
Endlink: https://mega.nz/#!ufBnQCoD
key: 2ytKWfhpepRaOIf5i0jEwWVxDe8zRDTfrl62Pfu5070
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I have 2 problems with getting "A New Experience" to work with KW:
1. Where do I put the FreeCam shell map?
I tried (C:\Users\AAA\Documents\Command & Conquer 3 Kane's Wrath\Maps\official, C:\Users\AAA\AppData\Roaming\Command & Conquer 3 Kane's Wrath\Maps, C:\Users\AAA\Documents\Command & Conquer 3 Kane's Wrath\Maps) but ingame the maps "turn black" with high max camera heights zooming out
2. How do I compile a map with "BuildMap.bat"?
I tried to compile maps with "BuildMap.bat", but it keeps saying "Error: the map doesn't exist"
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Doesn't exist/never released as far as I know.
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Not cartoony? As in "art style" or "tone"?
"art style" - battlefield, call of duty etc ... have a realistic, serious look to them
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Art direction seems somewhat cartoony
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Try swapping the weapon order
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I don't get the problem. But you can look at the scorpion tank (weapon/turret upgrade), mammoth tank(turret on a turret) and avatar (unit upgrades)
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Does anyone else who uses WrathEd "1.08" have a problem integrating the "Missing Global Stream Schemas"?
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Nevermind, I figured it out; NODMilitantRocketWeaponProjectile with MissileUpdate just can't target/force-fire the ground
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I'm trying to make "NODMilitantRocketWeaponProjectile" use the old C&C generals Missile behavoir, to act more like a RPG, but the rockets always disappear shortly after they're fired, and I can't figure out why.
Can anyone help me out with this?
<MissileUpdate id="0xB5CB00FF" FirstPercentIndent="20%" SecondPercentIndent="90%" GroundHitFX="FX_NODMissileMiss" FlightPathAdjustDistPerSecond="100" CurveFlattenMinDist="300" SidewaysDrift="10" OrientToFlightPath="True" MaxDistanceToTravel="600" MaxDistanceReachedFX="" IgnitionDelay="0.5s" IgnitionFX="FX_NODMilitantMissileFire" ExhaustTemplate="OrcaMissileTrail" DetonateCallsKill="True" FuelLifetime="0s" DetonateOnNoFuel="false"> </MissileUpdate>
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4 hours ago, TheHostileNegotiator said:Can you show me what you are trying to compile?
The xml in particular.
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
<AudioFile id="aircraft_bombs_fall3s" PCCompression="XAS" File="AUDIO:Sounds/aircraft_bombs_fall3s.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="explodesmall1" PCCompression="XAS" File="AUDIO:Sounds/explodesmall1.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="explodesmall2" PCCompression="XAS" File="AUDIO:Sounds/explodesmall2.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="explodesmall6" PCCompression="XAS" File="AUDIO:Sounds/explodesmall6.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="explodesmall7" PCCompression="XAS" File="AUDIO:Sounds/explodesmall7.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="explodesmall8" PCCompression="XAS" File="AUDIO:Sounds/explodesmall8.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="explodesmall9" PCCompression="XAS" File="AUDIO:Sounds/explodesmall9.wav" GUIPreset="Default"></AudioFile>
<AudioFile id="ambexplo1" PCCompression="XAS" File="AUDIO:Sounds/ambexplo1.wav" GUIPreset="Default"></AudioFile>
</AssetDeclaration>These new sounds worked/compiled fine before adding the WE Global Stream Schema patch
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Hey, Nice addition
but when I tried compiling my mod with new sounds, an error message: "Index was outside the abounds of the array"
Also see attached log -
Ok, I fixed it: you have to make the NODShadowMachinePistol ignore buildings
Thanks anyways
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Does anyone know how to make the "InfiltratorContain" behavior to work?
<InfiltratorContain id="0xE2BE8598" ImmediatelyEnabled="true" Duration="10s" Effect="DISABLE"> <CanEnterFilter> <IncludeThing>NODShadowSquad</IncludeThing> <IncludeThing>NODShadow</IncludeThing> </CanEnterFilter> </InfiltratorContain>
I tried by adding the above code to the GDIPowerPlant's Behaviors, but the shadow team still cannot enter the building
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I got the damage to work now, thanks
One more thing,
I noticed that when a firehawk is shot down, the OCL debris firehawk always faces towards the right regardless of the direction the jet was flying in beforehand. What settings do I use (for presumably the "OCL_GDIFireHawkDebris") to make the debris to turn and face the correct direction instead?
EDIT: Just add OrientToFlightPath="True" to physics
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I was wondering: how could I make destroyed firehawks crash in a similar style to jets from C&C Generals?
Seeing that "JetSlowDeathBehavior" is no longer available, I tried giving the GDIFireHawk GameObject or GDIFireHawkDebris, a "FireWeaponWhenDead" module...
but Even though the explosion FX appears, it doesn't do damage on impact.
Does anyone know what could be wrong?
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Save images as jpg not bmp. jpg is smaller
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I don't get it... has no ever tried modding the default sound effects in KW and encountered my problem?
This should to be a simple/easy to solve issue.
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Sorry, I wasn't clear with the first post;
When I edited "AudioEvent" xmls... for example, making AudioEvent: "NOD_BlackDisciples_Upgrade" louder by changing the volume setting in its AudioEvent xml, the sound will become completely silent ingame
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How do edit the settings of the default ingame sounds in KW, without extracting and re-importing them?
When I integrate the modded sound XMLs, those sounds simply become completely silent - I think it's because the game cannot find the sound files/it dones't realise that those sound files already exist in the game
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I had the same problems when I tried removing the specter's turret... I think it's an engine limitation
The C&C3 Mod SDK now supports EALayer3 audio compression.
in Tiberium Wars / Kane's Wrath Maps & Modding
Posted
Does this work for KW/WrathEd?
If yes, how do we use it in that regard?