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MOK999

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About MOK999

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  1. ok i fix the weapons,so at least answer this how to export a animtion from max.
  2. hi,so i Extract basiliak from cnc4 and modify it on 3ds max 9 to get it to work with cnc3 (i not change bones and other thing just get it to work with cnc3) that went good,but when i try export a animtion for it not worked just a frozed model,i'm sure this problem with export settings or w3d tool settings,anyway other is the laser weapon not showing at game.here the gameobject: <?xml version="1.0" encoding="us-ascii"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xai="uri:ea.com:eala:asset:instance" xmlns:xi="http://www.w3.org/2001/XInclude"> <Tags></Tags> <Includes> <Include type="all" source="Art:Basiliak/nu_basil_fp.W3X" /> <Include type="all" source="Art:Basiliak/nu_basil_skn.W3X" /> <Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris01.W3X" /> <Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris02.W3X" /> <Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris03.W3X" /> <Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris04.W3X" /> <Include type="all" source="Art:Basiliak/Dead/NodBasiliak_Debris05.W3X" /> <Include type="all" source="Art:Basiliak/NodBasiliak.Xml" /> <Include type="all" source="Art:Basiliak/FXNodBasiliakLaser.Xml" /> <Include type="all" source="Art:Basiliak/FXNodBasiliakLaser_Veteran.Xml" /> <Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml" /> <Include type="instance" source="DATA:BaseObjects/BaseDebris.xml" /> </Includes> <GameObject id="NodBasiliak" inheritFrom="BaseVehicle" SelectPortrait="Portrait_NodBasiliak" ButtonImage="Portrait_NodBasiliak" Side="NOD" EditorSorting="UNIT" BuildCost="3000" BuildTime="30" CommandSet="NodBasiliakCommandSet" CommandPoints="100" KindOf="PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS SCORE AIRCRAFT PRODUCED_AT_HELIPAD HAS_HEALTH_BAR NO_COLLIDE ATTACK_NEEDS_LINE_OF_SIGHT LINE_OF_SIGHT_IGNORES_BUILDINGS CAN_BE_FAVORITE_UNIT SLAVE_OWNER" RadarPriority="UNIT" ProductionQueueType="AIRCRAFT" UnitCategory="AIRCRAFT" WeaponCategory="CANNON" VoicePriority="232" EditorName="NodBasiliak" Description="Desc:NodBasiliak" TypeDescription="Type:NodBasiliak"> <DisplayName xai:joinAction="Replace">NAME:NodBasiliak</DisplayName> <!-- <GameDependency> <RequiredObject>AlienReactor</RequiredObject> </GameDependency> --> <ArmorSet Armor="GDIOrcaArmor" DamageFX="VehicleDamageFX" /> <LocomotorSet Locomotor="AlienDevastatorWarshipLocomotor" Condition="NORMAL" Speed="40.0" /> <SkirmishAIInformation UnitBuilderStandardCombatUnit="true" /> <Draws> <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true" InitialRecoilSpeed="12.0" MaxRecoilDistance="4.0" RecoilDamping="2.0" RecoilSettleSpeed="2.0"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="nu_basil_skn" /> <!-- Right Laser Turret --> <WeaponFireFXBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" /> <WeaponRecoilBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" /> <WeaponMuzzleFlash WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" /> <WeaponLaunchBone WeaponSlotID="1" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON01" /> <!-- Left Laser Turret --> <WeaponFireFXBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" /> <WeaponRecoilBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" /> <WeaponMuzzleFlash WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" /> <WeaponLaunchBone WeaponSlotID="2" WeaponSlotType="PRIMARY_WEAPON" BoneName="FX_WEAPON02" /> <Turret TurretNameKey="NAN_RFLASER" TurretID="1" /> <Turret TurretNameKey="NAN_LFLASER" TurretID="2" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="FORMATION_PREVIEW"> <Model Name="NU_BASIL_FP" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="DAMAGED"> <Model Name="nu_basil_skn" /> </ModelConditionState> <ModelConditionState ParseCondStateType="PARSE_NORMAL" ConditionsYes="REALLYDAMAGED"> <Model Name="nu_basil_skn" /> <Texture Original="NUL_AircraftN" New="NUL_AircraftN_DMG" /> <ParticleSysBone BoneName="BONE_CONTACT_POINT_04" FXParticleSystemTemplate="GDIPredDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="BONE_CONTACT_POINT_02" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="BONE_CONTACT_POINT_01" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXENGINEWING01" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="FXENGINEWING02" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="NAN_CHASSIS" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="FX_WEAPON01" FXParticleSystemTemplate="VenomDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FX_WEAPON02" FXParticleSystemTemplate="VenomDamagedSmoke" FollowBone="true" /><ParticleSysBone BoneName="BONE_CONTACT_POINT_04" FXParticleSystemTemplate="GDIPredDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="BONE_CONTACT_POINT_02" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="BONE_CONTACT_POINT_01" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="FXENGINEWING01" FXParticleSystemTemplate="GDIPredDamagedFireDistortion" FollowBone="true" /> <ParticleSysBone BoneName="FXENGINEWING02" FXParticleSystemTemplate="GDIPredDamagedSmoke" FollowBone="true" /> <ParticleSysBone BoneName="NAN_CHASSIS" FXParticleSystemTemplate="GDIDebrisSmallFire" FollowBone="true" /> <ParticleSysBone BoneName="FX_WEAPON01" FXParticleSystemTemplate="VenomDamagedFire" FollowBone="true" /> <ParticleSysBone BoneName="FX_WEAPON02" FXParticleSystemTemplate="VenomDamagedSmoke" FollowBone="true" /> </ModelConditionState> </ScriptedModelDraw> <LaserDraw id="ModuleTag_LaserDraw2" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".03" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="30" LaserWidth="20" WeaponSlotID="1" LaserStateID="2"> <FXShader ShaderName="Laser.fx" TechniqueIndex="0"> <Constants> <Texture Name="Texture1"> <Value>FXNodBasiliakLaser</Value> </Texture> <Texture Name="Texture2"> <Value>FXLaserOverlay</Value> </Texture> </Constants> </FXShader> </LaserDraw> <LaserDraw id="ModuleTag_LaserDistort2" UseDistortionShader="true" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".01" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="1" LaserWidth="50" WeaponSlotID="1" LaserStateID="2"> <FXShader ShaderName="Laser.fx" TechniqueIndex="0"> <Constants> <Texture Name="Texture1"> <Value>FXRailGunCoreDistortion</Value> </Texture> <Texture Name="Texture2"> <Value>FXRailGunCoreMask</Value> </Texture> </Constants> </FXShader> </LaserDraw> <!-- Veterancy --> <LaserDraw id="ModuleTag_LaserDraw1_Veterancy" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".03" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="30" LaserWidth="20" WeaponSlotID="1" LaserStateID="1"> <FXShader ShaderName="Laser.fx" TechniqueIndex="0"> <Constants> <Texture Name="Texture1"> <Value>FXNodBasiliakLaser_Veteran</Value> </Texture> <Texture Name="Texture2"> <Value>FXLaserOverlay</Value> </Texture> </Constants> </FXShader> <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_03" /> </LaserDraw> <LaserDraw id="ModuleTag_LaserDraw2_Veterancy" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".03" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="30" LaserWidth="20" WeaponSlotID="1" LaserStateID="2"> <FXShader ShaderName="Laser.fx" TechniqueIndex="0"> <Constants> <Texture Name="Texture1"> <Value>FXNodBasiliakLaser_Veteran</Value> </Texture> <Texture Name="Texture2"> <Value>FXLaserOverlay</Value> </Texture> </Constants> </FXShader> <ObjectStatusValidation RequiredStatus="WEAPON_UPGRADED_03" /> </LaserDraw> <LaserDraw id="ModuleTag_LaserDistort1" UseDistortionShader="true" Texture1_UTile="1" Texture1_VTile=".5" Texture1_UScrollRate="0" Texture1_VScrollRate=".2" Texture1_NumFrames="1" Texture1_FrameRate="30" Texture2_UTile="1" Texture2_VTile=".01" Texture2_UScrollRate="0" Texture2_VScrollRate="1" Texture2_NumFrames="1" Texture2_FrameRate="1" LaserWidth="50" WeaponSlotID="1" LaserStateID="1"> <FXShader ShaderName="Laser.fx" TechniqueIndex="0"> <Constants> <Texture Name="Texture1"> <Value>FXRailGunCoreDistortion</Value> </Texture> <Texture Name="Texture2"> <Value>FXRailGunCoreMask</Value> </Texture> </Constants> </FXShader> </LaserDraw> </Draws> <Behaviors> <WeaponSetUpdate id="ModuleTag_WeaponSetUpdate"> <WeaponSlotHardpoint ID="1" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODAvatarLaser" /> </WeaponSlotHardpoint> <WeaponSlotHardpoint ID="2" AllowInterleavedFiring="true" InterleavedStyle="INTERLEAVE_RANDOM"> <Weapon Ordering="PRIMARY_WEAPON" Template="NODAvatarLaser" /> </WeaponSlotHardpoint> </WeaponSetUpdate> <LaserState id="ModuleTag_DefaultLaserState" LaserId="1" /> <Physics id="ModuleTag_Physics" /> <ProductionUpdate id="ModuleTag_ProductionUpdate" /> <ModelConditionUpgrade id="ModuleTag_AllFactionUpgrade" AddConditionFlags="USER_6"> <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy> </ModelConditionUpgrade> <StatusBitsUpgrade id="ModuleTag_VeterancyUpgrade" StatusToSet="WEAPON_UPGRADED_03"> <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy> </StatusBitsUpgrade> <Physics id="ModuleTag_Physics" /> <SlowDeath id="ModuleTag_Death" SinkDelay="0s" SinkRate="0.5" DestructionDelay="0.03s"> <OCL Type="INITIAL"> <OCL>OCL_NodBasiliakInitialDebris</OCL> </OCL> <DieMuxData DeathTypes="ALL" DeathTypesForbidden="SUPERNATURAL" /> <Sound Type="INITIAL" List="ALI_DevastatorWarship_SoundDie" /> </SlowDeath> <SlowDeath id="ModuleTag_SuckedIntoTheVoid"> <DieMuxData DeathTypes="SUPERNATURAL" /> <Sound Type="INITIAL" List="ALI_DevastatorWarship_SoundDie" /> </SlowDeath> </Behaviors> <AI> <JetAIUpdate id="ModuleTag_03" NeedsRunway="false" KeepsParkingSpaceWhenAirborne="false" AutoAcquireEnemiesWhenIdle="YES"> <UnitAITargetChooserData CanPickDynamicTargets="false" SympathyRange="25.0" /> <LockonInfo /> </JetAIUpdate> </AI> <Body> <ActiveBody id="ModuleTag_Body" MaxHealth="11000" /> </Body> <Geometry IsSmall="false"> <Shape Type="BOX" MajorRadius="80.0" MinorRadius="32.5" Height="25.0" ContactPointGeneration="VEHICLE"></Shape> </Geometry> <AudioArrayVoice> <AudioEntry Sound="ALL_Basiliak_VoiceAttack" AudioType="voiceAttack" /> <AudioEntry Sound="ALL_Basiliak_VoiceCreate" AudioType="voiceCreated" /> <AudioEntry Sound="ALL_Basiliak_VoiceMove" AudioType="voiceGuard" /> <AudioEntry Sound="ALL_Basiliak_VoiceMove" AudioType="voiceMove" /> <AudioEntry Sound="ALL_Basiliak_VoiceAttack" AudioType="voiceAttackAfterMoving" /> <AudioEntry Sound="ALL_Basiliak_VoiceRetreat" AudioType="voiceRetreatToCastle" /> <AudioEntry Sound="ALL_Basiliak_VoiceSelect" AudioType="voiceSelect" /> <AudioEntry Sound="ALL_Basiliak_VoiceSelectBattle" AudioType="voiceSelectBattle" /> </AudioArrayVoice> <AudioArraySound> <AudioEntry Sound="ALI_DevastatorWarship_MoveStart" AudioType="soundMoveStart" /> <AudioEntry Sound="ALI_DevastatorWarship_MoveLoop" AudioType="soundMoveLoop" /> <AudioEntry Sound="ALI_DevastatorWarship_AmbientDelayedLoop" AudioType="soundAmbient" /> </AudioArraySound> <ShadowInfo Type="VOLUME" /> <VisionInfo VisionRange="630" ShroudClearingRange="400" /> <CrusherInfo CrusherLevel="2" CrushableLevel="2" /> </GameObject> <GameObject id="NodBasiliak_Debris01" inheritFrom="BaseDebris" EditorName="NodBasiliak_Debris01"> <Draws> <ScriptedModelDraw id="ModuleTag_Draw" OkToChangeModelColor="true"> <ModelConditionState ParseCondStateType="PARSE_DEFAULT"> <Model Name="NodBasiliak_Debris01" /> </ModelConditionState> </ScriptedModelDraw> </Draws> </GameObject> <ObjectCreationList id="OCL_NodBasiliakInitialDebris"> <CreateObject Options="IGNORE_ALL_OBJECTS" Disposition="RANDOM_FORCE RELATIVE_ANGLE" MinForceMagnitude="2.0" MaxForceMagnitude="5.0" DispositionIntensity="5.0" MinLifetime="1.0s" MaxLifetime="3.s" MinForcePitch="90d" MaxForcePitch="-75d"> <Offset x="0.0" y="0.0" z="0.0"></Offset> <CreateObject>NodBasiliak_Debris01</CreateObject> </CreateObject> </ObjectCreationList> </AssetDeclaration> Thanks and advance.
  3. i want to add a new faction can someone tell me how,i'm sure is not impossible i see alot the adding new factions is this possible,how i can add new faction? edit:Ex. I Want To Just Rename A Faction To Other Name I Not Want To Overwrite The Original Faction Just Like Copy It And Rename it.Like Trio Alliance On Kane's Wrath Reloaded (Kane's Wrath)
  4. i'm not running my kane's wrath on origin and i playing mods too,maybe mod i trying to build is not ok.i will try to build an other mod.may i should download a cnc3 tw that have multi languages because i download a multi lang kane's wrath and works with patchs may i can install patchs this way for tw too not origin,and thanks for help.
  5. oh i see what about steam is that can patched. edit:Sorry But I Try To Build A Mod With Wrathed Sdk For Kane's Wrath But It Gives A Releasing Control Error It Say's "Key Already Added".Why This Error Shown.
  6. 1.I'm Running Under Origin 2.No I'm Not Running C&C 3 The Ultimate Collcection Under oirgin 3.I'm Running On Windows 7
  7. i want to download cnc4 Source Codes With Model And Sound I'm Sure You Have New Link For Them Because The Was Uploaded By You and kane's wrath Only Source Codes.
  8. Is Seems I Not Have Any Chance On Tw,Anyway I Want To Mod Cnc 3 kw But I Need Some Cnc4 And Cnc 3 Kw Sources Codes I Found But The Gamefront Links Are Down If Someone Have New Link For Them Please Post Them.
  9. i have english lang pack and i download english patch and i buy the game,game is not riped
  10. i'm New On Cnc Modding And I Know A Little About Cnc Modding,Anyway I Download Kane's Wrath Reloaded,And I Found How To Install It,But I Was Need Patch 1.9 To Run A Mod SO I Download THe Patch For Cnc3 Tw And When I Try To Install It,It Says You Need At Least One Language Pack To Install,And I Install A Language Pack To But Still No CHance,Please Help Me And Sorry If I Post This On A Wrong Section.
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