MOK999
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Problem With Weapon And animation
MOK999 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Problem With Weapon And animation
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
ok i found it -
Problem With Weapon And animation
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
ok i fix the weapons,so at least answer this how to export a animtion from max. -
adding a new faction?
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
no -
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)
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adding a new faction?
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
still waitng for help -
Need New Link For Sources Codes
MOK999 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 posted a topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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 -
Need New Link For Sources Codes
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
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. -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
yeah -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
i try reinstalling but still no chance -
Trying to Install Patch 1.9 For Tiberium Wars
MOK999 replied to MOK999's topic in Tiberium Wars / Kane's Wrath Maps & Modding
i have english lang pack and i download english patch and i buy the game,game is not riped
