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Everything posted by Stygs
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CNCNZ.com New Article: Totally Not Angry Response To Stupid Community Comments
Stygs replied to Plok's topic in Command & Conquer News
Are you sure we are talking about the same game? The one were people died horrible during the cutszenes? The one with nerve gas and stuff? And all your points fit for TD too: quirky quotes, a weird scifi Nod ending (net runner?), over the top laser turrets (obelisk) and oversized double-barrelled tanks and bad acting. -
CNCNZ.com New Article: Totally Not Angry Response To Stupid Community Comments
Stygs replied to Plok's topic in Command & Conquer News
Uh... RA2 is certainly cartoony (at least the ingame grafics), but RA1? I would argue the story is darker than TD and the ingame grafics are kinda the same -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
can you try again with 4 insteat of "4" as the last value? not sure how the values need to be entered. -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yes, both states are pointless and the weapon wont be needed anymore True, but lets see if this LUA idea even works before we make it more complicated. -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Uhm, GUBEHEMOTH_BLDA is the build animation for the default model, so yeah, the bunker is not animated in that one. The unit with the animated bunker are GUBehmBlda_BLDA, GUBehmBlda_SKN, GUBehmBlda_SKL (not sure if thats included in the _SKN in KW. I fail to see how this is supposted to work oO As far as I understand, you want the build anim to play at full lenght. So, my suggestion is this: Remove everything relating to JUST_BUILD and COMING_OUT_OF_FACTORY from the Behemoth, we cant use the default system anyway. Then add the folling to the Behemoth LUA scripting: ExecuteAction("UNIT_SET_MODELCONDITION_FOR_DURATION", self, "USER_17", "4") If my memory serves me right, this should give him the USER_17 state for 4 seconds after he has been build. Also make sure that the USER_17 animation is right below the default anim.. Of course, the next step would finding a way to make sure he doesnt get the model state when resurrected.... -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Thats basicly what I meant when I said The build model works fine as far as I know, just looked at the version in my TWA folder and I cant remember ever messing with it. There is even a animation for the default Behemoth model, GUBEHEMOTH_BLDA. However, with this animation, the bunker is visible through the roof of the factory, hence EA had to do a new model and animatte the bunker for the build up anim. I think by default, BuildFadeInOnCreateTime triggers the JUST_BUILD state for the set amount of time while COMING_OUT_OF_FACTORY only applies until the unit reaches the rally point or gets another order. -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
can you upload the current xml again? I think your problem is basicly that the build animation is using a different model, and even if we can force the unit to finish the animation, the modelstate might have ended allready and the different model will ruin the animation. Try increasing BuildFadeInOnCreateTime to something like 5s and see if that helps. You also might want to speed up the animation. Or you could try to force the modelcondition, but I would choose LUA instead of the weird fireweaponstuff. -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Yeah, sounds like the unit is skipping the end of the animation. After looking at the KW code, try this: Go to MOVING and take a look at the script: <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_built" then CurDrawableSetTransitionAnimState("TRANS_built") end </Script> That transitionstate doenst exist, so either copy it from the Juggernaught, or use this: <Script> Prev = CurDrawablePrevAnimationState() if Prev == "STATE_Built" then CurDrawableAllowToContinue() end </Script> -
Behemoth recovery bug
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Well, there certainly is no point in keeping the fireweapon update if the state isnt used anymore - at best it does nothing, at worst it will cause some other bug down the line. -
Kanes Wrath Artpack #1
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Because I lost the orginal archive, so I have to sort my folders and filter out my edited/TWA models GDI Artpack is now online. -Hammerhead (*max & *w3x files) -Shatterer (*max & *w3x files) -Slingshot (*w3x only) -Rifleman (TiberiumSuit) (*psd, *max & *w3x files) -Missleman (TiberiumSuit) (*psd, *max & *w3x files) -Wolverine (*max & *w3x files) -Titan (*w3x only) -Zone Raider (*max & *w3x files) -
This pack contains a couple of Tiberium Wars/Kanes Wrath Scrin units that were given to me by EA|Apoc back in the day: -Cultist (*max & *w3x files) -Shard & Gun Walker (w3x only) -Ravager (*max & *w3x files) Keep in mind that these units are allready in KW, so this pack is probably only usefull for TW modders (unless you want the tga textures for some reasons). However, these are the orginal w3x files, so animations are far more accurate than stuff extracted from KW. As far as I can tell, there isnt any unused stuff in there aside from some work in progress animations for the Ravager. DOWNLOAD
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Kanes Wrath Artpack #1
Stygs replied to Stygs's topic in Tiberium Wars / Kane's Wrath Maps & Modding
yes, a couple of GDI/Nod units. Not sure if its worth sorting and uploading. -
There's any code that let unit attack their allies?
Stygs replied to Egozi44's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Uhmmm... Dont you think that Corruptors would use that if its advaible in the game? -
3dsmax9 w3x export error
Stygs replied to red2cracker's topic in Tiberium Wars / Kane's Wrath Maps & Modding
@Chris It may be because of my windows settings, but as far as I know the w3x exporter only works for bone names in upper case in a skelleton. So if your model has a bone "Rootfransform", the exporter looks for "ROOTRANSFORM" in the skelleton. If it is named anything else, the exporter will act as the bone doenst exist (however, only 3ds max is case sensitive, the games doenst seem to care) -
And another problem: I basicly tried to make a more powerfull version of the Scrin Lightning Spike - works fine so far, but being able to summon a tier3 defense building right next to the enemy tiberium field seems a tiny bit unfair. :> So I had a couple of ideas how to limit where the building can be summoned, but I dont know how to code it: Version A: Prevent the player from summoning the spike on top of enemy units and have a 300 minimum distance from any enemy buildings. I can obviously use ForbiddenObjectFilter & ForbiddenObjectRange, but I cant use a different ForbiddenObjectRange for units and structures, meaning I could only use the power if no enemy is around (could be abused as a stealth detector). Version B: Prevent the player from summoning the spike on top of enemy units and only allow it near allied buildings. In this case I could use ForbiddenObjectFilter with a low radius, but I have no idea how to limit if to allied structures. Any ideas?
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3dsmax9 w3x export error
Stygs replied to red2cracker's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Ignore that error, it has no relevance as you dont need to build any shaders on your own. -
Hey guys, I got another problem here: I removed the recoil effect them the Titans firing animation and wanted to use WeaponRecoilBone instead (so the recoil will also show up during walking and other anims). However, it simply wont work. Am I missing something? The recoilbone is the one used in the animaition and the recoil setting are taken from the mammoth (primary weapon only, the secondary doenst need recoil): <WeaponTemplate id="GDITitanCannon" Name="GDITitanCannon" AttackRange="325.0" MinTargetPitch="-15d" MaxTargetPitch="15d" WeaponSpeed="=$GENERIC_SHELL_SPEED" AcceptableAimDelta="=$ACCEPTABLE_AIM_DELTA" WeaponRecoil="1d" RadiusDamageAffects="ALLIES ENEMIES NEUTRALS" ClipSize="1" ReAcquireDetailType="POST_FIRE" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" FireSound="GDI_Titan_CannonFire" FireFX="FX_GDI_TitanCannonFire" FireVeteranFX="FX_GDI_TitanCannonFireHeroic" CanFireWhileMoving="true" ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01"> <FiringDuration MinSeconds="2.0s" MaxSeconds="2.0s" /> <ClipReloadTime MinSeconds="0.1s" MaxSeconds="0.1s" /> <Nuggets> <ProjectileNugget WarheadTemplate="TitanCannonWarhead" ProjectileTemplate="FXTankShell02"> <VeterancyProjectiles VeterancyLevel="HEROIC" ProjectileTemplate="FXTankShell02_Veteran"/> </ProjectileNugget> </Nuggets> <ScatterRadiusVsType Radius="25.0"> <Filter Rule="NONE" Include="INFANTRY" /> </ScatterRadiusVsType> </WeaponTemplate> <ScriptedModelDraw id="ModuleTag_Draw" ExtraPublicBone="FXMuzzle01 VF_Tracer VF_Cann3" OkToChangeModelColor="true" InitialRecoilSpeed="16.0" MaxRecoilDistance="10.0" RecoilDamping="2.0" RecoilSettleSpeed="3.0"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="GUVehicleF_SKN" /> <WeaponFireFXBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" /> <WeaponRecoilBone WeaponSlotType="PRIMARY_WEAPON" BoneName="VF_Cann3" /> <WeaponMuzzleFlash WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" /> <WeaponLaunchBone WeaponSlotType="PRIMARY_WEAPON" BoneName="FXMuzzle" /> <WeaponFireFXBone WeaponSlotType="SECONDARY_WEAPON" BoneName="VF_Tracer" /> <WeaponLaunchBone WeaponSlotType="SECONDARY_WEAPON" BoneName="VF_Tracer" /> <Turret TurretNameKey="Turret" TurretPitch="B_Tilt" TurretID="1" /> </ModelConditionState>
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Cramped W3X models in 3ds max 9
Stygs replied to Chris's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You shouldnt really use your new model for the AnimationStates, since it doenst contain any sort of animation. Not sure about the FILL skin (istn used in CnC3), but the BuildingDestructionBehavior refers to it (FillerMesh="NEWSKIN_FILL") so I assume its connected to your problem. I suggest opening the orginal WF model and check whatever shader/w3d settings the FILL model has and try to replicate that in 3ds - or simply copy the whole object from the orignal file and paste it into your w3x. -
Cramped W3X models in 3ds max 9
Stygs replied to Chris's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Well, I think you only way we can help you is if you upload the model and the xml file as I got no idea what the problem could be. -
Cramped W3X models in 3ds max 9
Stygs replied to Chris's topic in Tiberium Wars / Kane's Wrath Maps & Modding
Are you sure thats this is not so an xml error? Now that I think about it, it kinda looks like you merged the door into the main building model. The door is usually a own model with a own drawmodule in the xml so it can be animated (open/close) without interfering with other building animations. -
Cramped W3X models in 3ds max 9
Stygs replied to Chris's topic in Tiberium Wars / Kane's Wrath Maps & Modding
FYI: When you animate a model, you dont animate the meshs, you usually animate the bones. A skin/WWskin is then used to tell a verticle which bone they should use as a base for their own movement. For example, a tbasic ank could use only 3 bones for Chassis, Turret and Barrel while a human model would need tons of bones to create a good looking animation. There are 3 basic ways to apply a WWksin: 1. Autolink: Create a WWkins somewhere in you model (can be found under Create => Space Wraps) and use the "Bind to space weaps" button in the menu to link it to your model. Then select the wwskin modier, choose "add bones" to... well, add bones and choose which you need. If you click on your mesh afterwards, you should have a "WWSkin Binding" setting. This allows you to select the verticles you want. Simply select all and hit "Auto-Link". Keep in mind that it basicly links the verticles to the nearest bone, so make sure your WWSkin isnt cluttered with some pointless FXbones or something. 2. Manually: Same as before, but link verticles by hand to specific bones. If you used autolink, chances are some verticles need to be linked manually anyway. 3. Turn Skin into WWskin: If you importet your model from RA3, there should be a normal skin modfier on it allready. Go to MAXScripts and choose "RTS" in the utillity box. A list of buttons should be addvaible. One of them reads "Skin to W3d" button - it turns the skin modifier back into a wwskin modier. If you wonder whats the point of having 2 skin modiers: The default 3ds skin modifier seem to be a lot more stable (that is, not crashing 3ds or screwing up the settings if I edit the model later), However, since the game doesnt support that type of modifier, it needs to be turned into a WWskin in order for the export to work. -
If you cant controll you units directly, isnt that kinda like making an Online FPS where your charakter shoots on its own if you aim at an enemy? It looks fun and is certainly a new idea, but I have to wonder how much deep the gameplay/fights can have with that kind of mechanic.
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Cramped W3X models in 3ds max 9
Stygs replied to Chris's topic in Tiberium Wars / Kane's Wrath Maps & Modding
You need a OBBOX for that (or more than one depending on the shape). If you imported an existing model, the box should allready exist. Check its w3d settings and make sure its set to "OBBOX" and "Hide" -
Cramped W3X models in 3ds max 9
Stygs replied to Chris's topic in Tiberium Wars / Kane's Wrath Maps & Modding
"Hierachical Model" if you have a model without a animation (that what you are going to use in most cases) "Hierachical Animated Model" if you have a model with an animation (best used if you model has only one animation) "Pure Animation" exports only the animation data but no model data. Usually you need to check "Export using existing animations" and select an existing model or skeleton "Skeleton" exports the bone data but not the models. "Simple mesh" exports only a single mesh. No point in using that, might as well use Hierachical Model in nearly all cases. The lack of animation is caused by the lack of a (WW)Skin modfier. You need to reapply it and rig the model. Dunno about RA3, but the TW SDK has some basic infomation about WWSkin in the documantation under MOD SDK/Documentation/3DSMAX_Skin_Modifier.htm -
Hey, can you do me a favor and add an image to the CnC wiki?
Among TJ Frames concept art is a picture of a mammoth tank that looks remarkably like the early Mammoth Tank from Generals 1 http://cnc.wikia.com/wiki/Mammoth_tank_(Generals).
Might be a usefull addition as I havent seen this anywhere else before.
regards, Stygs
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Thanks for the tip. There's a lot to do on the Wiki anyway, will get to it once I resolve some Internet problems.
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Article cleaned a bit and concept uploaded: http://cnc.wikia.com/wiki/Mammoth_tank_(Generals)
Feel free to suggest anything further (or even edit!), we're now making a sweep over all Generals/Zero Hour unit articles.
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