Jump to content

commanderKW

Members
  • Content count

    47
  • Joined

  • Last visited

Posts posted by commanderKW


  1. 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
    End

    Terrain dirt_01
      Texture = dirt_01.tga
      Class = Type Dirt
    End

    Terrain grass_03
      Texture = grass_03.tga
      Class = Type Grass
    End

    Terrain grnd_rot2
      Texture = grnd_rot2.tga
      Class = Type Rock
    End

    Terrain ik_ground_dirt256
      Texture = ik_ground_dirt256.tga
      Class = Type Dirt
    End


    Terrain rock
      Texture = rock.tga
      Class = Type Rock
    End

    Terrain sand
      Texture = sand.tga
      Class = Type Dirt
    End

    ;;

    Terrain cc_grass1
      Texture = cc_grass1.tga
      Class = Type Grass
    End

    Terrain cc_lavarck
      Texture = cc_lavarck.tga
      Class = Type Dirt
    End

    Terrain grnd1
      Texture = grnd1.tga
      Class = Type Grass
    End

    Terrain l00_dedgrs
      Texture = l00_dedgrs.tga
      Class = Type Dirt
    End

     

    Terrain l01-scree
      Texture = l01-scree.tga
      Class = Type Dirt
    End

    Terrain l01-tibgrnd
      Texture = l01-tibgrnd.tga
      Class = Type Misc
    End

    Terrain l02_ice
      Texture = l02_ice.tga
      Class = Type Misc
    End

    Terrain l02_snow
      Texture = l02_snow.tga
      Class = Type Snow
    End

    Terrain l03_bchsnd
      Texture = l03_bchsnd.tga
      Class = Type Dirt
    End

    Terrain l03_wetdrt
      Texture = l03_wetdrt.tga
      Class = Type Dirt
    End

    Terrain l05_grass
      Texture = l05_grass.tga
      Class = Type Grass
    End

    Terrain l05_gravel
      Texture = l05_gravel.tga
      Class = Type Dirt
    End

    Terrain l07_dedgrs
      Texture = l07_dedgrs.tga
      Class = Type Dirt
    End

    Terrain l10_sandruff
      Texture = l10_sandruff.tga
      Class = Type Dirt
    End

    Terrain l10_sandsmth
      Texture = l10_sandsmth.tga
      Class = Type Dirt
    End

    Terrain l11_gravel
      Texture = l11_gravel.tga
      Class = Type Dirt
    End

    Terrain lv8_dirt2
      Texture = lv8_dirt2.tga
      Class = Type Dirt
    End

    Terrain lv8_grvl
      Texture = lv8_grvl.tga
      Class = Type Dirt
    End

    Terrain lv8_sand3
      Texture = lv8_sand3.tga
      Class = Type Dirt
    End

    Terrain lv8_stone-flr
      Texture = lv8_stone-flr.tga
      Class = Type Rock
    End

    Terrain lv8_xflr
      Texture = lv8_xflr.tga
      Class = Type Rock
    End

    Terrain snd
      Texture = snd.tga
      Class = Type Dirt
    End


    Terrain tx_tmp_highgrs1
      Texture = tx_tmp_highgrs1.tga
      Class = Type Grass
    End

    Terrain tx_tmp_highgrs2
      Texture = tx_tmp_highgrs2.tga
      Class = Type Grass
    End


    Terrain 0202cavetx
      Texture = 0202cavetx.tga
      Class = Type Dirt
    End

    Terrain cc_conc1
      Texture = cc_conc1.tga
      Class = Type Misc
    End


    Terrain 01lv1-cliff8
      Texture = 01lv1-cliff8.tga
      Class = Type Cliff
    End

    Terrain bbngRockface
      Texture = bbngRockface.tga
      Class = Type Cliff
    End

    Terrain bbnRock
      Texture = bbnRock.tga
      Class = Type Cliff
    End

     

     

    Terrain nod_mnt05
      Texture = nod_mnt05.tga
      Class = Type Cliff
    End

    Terrain mtn
      Texture = mtn.tga
      Class = Type Cliff
    End


    Terrain lv8_cave
      Texture = lv8_cave.tga
      Class = Type Dirt
    End

    Terrain l11_rock
      Texture = l11_rock.tga
      Class = Type Cliff
    End

    Terrain l10_cliff1
      Texture = l10_cliff1.tga
      Class = Type Cliff
    End

    Terrain l10_botcliff
      Texture = l10_botcliff.tga
      Class = Type Cliff
    End

    Terrain l05_snwmnt01
      Texture = l05_snwmnt01.tga
      Class = Type Cliff
    End

    Terrain l05_rckwall
      Texture = l05_rckwall.tga
      Class = Type Cliff
    End

    Terrain l03_rock01
      Texture = l03_rock01.tga
      Class = Type Cliff
    End

    Terrain l03_mossrock
      Texture = l03_mossrock.tga
      Class = Type Cliff
    End

     


    Terrain l03_lvrock
      Texture = l03_lvrock.tga
      Class = Type Cliff
    End

    Terrain l03_bushes
      Texture = l03_bushes.tga
      Class = Type Cliff
    End

     

    Terrain l02_mnt02
      Texture = l02_mnt02.tga
      Class = Type Cliff
    End

    Terrain l01-rock2
      Texture = l01-rock2.tga
      Class = Type Cliff
    End

     


    Terrain l01-cavetx
      Texture = l01-cavetx.tga
      Class = Type Cliff
    End

    Terrain grn2
      Texture = grn2.tga
      Class = Type Cliff
    End

    Terrain grn_rck2
      Texture = grn_rck2.tga
      Class = Type Cliff
    End

    Terrain cht_snwmts
      Texture = cht_snwmts.tga
      Class = Type Cliff
    End

    Terrain cc_mnt1
      Texture = cc_mnt1.tga
      Class = Type Cliff
    End

    Terrain 01lv1-cliff7
      Texture = 01lv1-cliff7.tga
      Class = Type Cliff
    End

    Terrain 01lv1-cliff1pc
      Texture = 01lv1-cliff1pc.tga
      Class = Type Cliff
    End

     

    link: https://mega.nz/#!ufBnQCoD

    key: 2ytKWfhpepRaOIf5i0jEwWVxDe8zRDTfrl62Pfu5070

    • Upvote 2

  2. 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"


  3. 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>

     


  4. 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


  5. 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


  6. 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

×