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Everything posted by Lauren
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DelayedLua + DockUpdate module questions
Lauren replied to Madin's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The DelayedLuaEvent is basically a proxy for the engine to communicate incoming damage to the lua system. Each damage and projectile nugget spawned another object defined in the gamedata which uses this behavior. It's actually commented out in BFME2. DockUpdate has nothing to do with a dock but with docking. This is the base module for everything where docking is involved. Like harvesters docking at a refinery (SupplyCenterDockUpdate) or docking on a Generals style supply pile or warehouse (SupplyWarehouseDockUpdate). Didn't test the demo trap, no. -
SampleModApt Source Code released
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
I never talked about WrathEd here. -
SampleModApt Source Code released
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Why? You just repacked some stuff already available? Also your readme is 50% just wrong. -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
1. use apt2xml 2. in the xml search for shellearth. 3. rename it 4. use xml2apt 5. compile into the mod positioning is all about placing a camera and its target into the hierarchy -
Is it possible to make two units to merge?
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Not hardcoded. Copy the RadiusCursorLibrary into your mod and create a new RadiusCursor with the settings you want. If the new cursors are in the Mouse.ini even normal new cursors should work. Though cursors have to be always placed relative to the exe. -
So, that's what puzzled me about the Tick Tank
Lauren replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Doesn't matter if it's all in 1 file or not. Compiled data doesn't care where it's from. The speedup might be because if you export everything x times with different names it becomes a different asset (as the hierarchy and meshes are exported multiple times and each time called differently, so more shader values have to change). Hierarchy is the skeleton btw (bone hierarchy). Renderable are W3DMesh(the actual geometry) and W3DContainer (references to multiple geometries, bounding boxes, and a hierarchy). You generally want to split the hierarchy, animations, and container. The only one instance that comes to mind where you don't need/want it is the model in the menus, as it's basically a "one shot" anyway. -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Nope, just nope. It's totally not hardcoded at all, as said and shown above. I did, way back in the original C&C 3 forums, that was before most people realized that I told them their xml etc was bad not because I wanted to troll, but really knew it was bad. -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Outside the box is where I live -
So, that's what puzzled me about the Tick Tank
Lauren replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
All assets work that way. Also a hierarchy (skl) is always used, otherwise it couldn't even be animated. W3D was the same as W3X just that W3X is in human readable xml format while W3D is a binary. -
So, that's what puzzled me about the Tick Tank
Lauren replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Stuff is looked up by Type:Name if the Type: part is missing it will be added automatically, thus there is a difference between W3DMesh:ABC and W3DAnimation:ABC -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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So, that's what puzzled me about the Tick Tank
Lauren replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
<AttributeModifierUpgrade id="ModuleTag_AttributeModifierDeployed" AttributeModifier="AttributeModifier_TickTankDeployed"> <TriggeredBy>Upgrade_UnPack</TriggeredBy> </AttributeModifierUpgrade> -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It's a w3x model, so changing its color is to simply change the texture and/or shader settings. For TSR I exchanged the Earth for 3 floating Orca Fighters with some small flying animation. -
LineDamage vs Lineardamage and railgun effects
Lauren replied to Ravendark's topic in Tiberium Wars / Kane's Wrath Maps & Modding
LineDamage is more like a railgun. Imagine LinearDamage more like a projectile that travels a certain distance and does damage around it at a certain interval (1/5s). -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
It's an OnDemandImage, 2 actually as there is a different one for the Kane Edition. -
My Tank deployed mode goes wrong
Lauren replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Seriously if you guys want to post longer snippets of code please use pastebin.com -
How to compile ShellEarth into the mod?
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Changing the shell earth thing is easy. The name to it is in the apt file, you can even easily replace it with a hex editor if you keep the length of the name. The w3x goes into the mod (TW) or static (KW) stream. If you use a mod stream you have to rename it in the apt iirc. The object you include even supports an animation. Also: http://www.moddb.com/mods/equinox-mod -
Need major help on extracting the other AptUI files
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
jonwils tools are at the moment the only tools available. AptEd for the moment is on hold, but instead I am writing OpenSAGE and the functionality which I'm implementing right now is displaying Apt files. For testing purposes I will include a function to display a specific Apt. -
Need major help on extracting the other AptUI files
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Jonwils apt2xml and xml2apt have some serious bugs as some structs are wrong. So unless no one fixes it (jonwil has released the source) there is no public tool that can really do it. I am currently (the next days, minus work and stuff) adding file specifications specific to the SAGE Engine (including the Apt format) here. -
More stuff to fix..
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
The Emp Countermeasures have no unpack time, thus "SPECIAL_WEAPON_ONE UNPACKING" never evaluates to true. -
Need major help on extracting the other AptUI files
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
All files for the shell earth stuff is in the static stream. .ru.o files aren't actually used btw. https://mega.nz/#!B0xAkDTK!k10GyNRzXC24aV4Q_DDXaThos1-XoZNnm2spb1cFekY -
Need major help on extracting the other AptUI files
Lauren replied to PurpleGaga27's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Dunno what you mean, the one I downloaded years ago had all those apts in it. Also why would you need MainMenuSpectator? That's just the MainMenu from the Battlecast Viewer. -
How to let transportation contains more squads?
Lauren replied to ztz2019's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yes TW -
More stuff to fix..
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
In your example with rank 4 the unit actually never had rank 4. The rank thingy is basically just a sort order but rank x needs x-1 to work (if x > 1) USER_5 is usually used for Kane Edition skins. And as it's a separate draw it shouldn't matter anyway. -
More stuff to fix..
Lauren replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
KW was branched off a TW beta where a lot of stuff like the ammo pips were not present yet. Additionally KW was developed by BreakAway Games. They didn't have much time to find their way around. A few fixes that came with TW patches were introduced with KW 1.1/1.2, but again these were other people (the EA Live Team which lived for just a few months).
