General GideonX 0 Posted April 26, 2004 1.I use a speical computer mic that is attached to my head to record voices it works just fine but you need a very quiet place to record. 2.With gmax you can make everything I do; I have to import my 3DS to gmax to make the textures right(aka addtive and trans) in the game and to export to W3D files. 3.No the turrent is not a seperate file you just have to code which "bone" is going to act as the turrent; unless you are making something like the overlord tank where you want to add an extra turret to it(aka the gatt cannon). 4.Yes you have to make a texture for the damaged verson of the tank and you will do this by making two models one good one damaged then code in the ini to use the damged after life drops below X. Share this post Link to post
Thierry 0 Posted April 26, 2004 Ok, I can find a microphone, do I need a special program or something.And what do you mean by ''bone''? And in ZH some Tankgun weapons have a recoil( not the recoil with the tank, but the barrel). Do I have to animate that? Share this post Link to post
Gazdude 0 Posted April 26, 2004 Bones are what you use to attach two parts which move, theyre a feature in gmax Share this post Link to post
Thierry 0 Posted April 26, 2004 I see. Well, I kinda now a thing or two now. And about adding the unit, could XCC do it? I haven't worked with it though. Share this post Link to post
Thierry 0 Posted April 26, 2004 Osey 2003... This might be a bit a weird qeustion. But me and Gazdude have decided to create a conversion mod and are kinda recruiting people. If anyone else wants to join...Please! We are not yet sure about the category Share this post Link to post
Gazdude 0 Posted April 26, 2004 We need to assemble a team at the moment.... i Think we need a coder at the moment Share this post Link to post
osey 2003 0 Posted April 26, 2004 Thats cool but g-max isnt my strong point i know how to make the correct shape of the tank etc but boning modles is somthing i havent done yet so if i help i guess the best i culd do wuld be to make maps at the moment though..... 1. As Gazdude says we gonna need a coder 2. A modeler i (preferably 2) 3. A mapper (thats me :roll: ) 4. A good skinner and some 1 who is good with Adobe Photoshop or Jasc Paintshop for some nice textures and menu conversions etc... Share this post Link to post
Thierry 0 Posted April 26, 2004 Maps are good, do you know any means of adding the units we make to ZH?Do you know how to do it? Share this post Link to post
Gazdude 0 Posted April 26, 2004 im a modeler, ive made tanks n stuff before, i know how to add bones and joints to turrets ect.. but im still a newb on gmax though... Share this post Link to post
Thierry 0 Posted April 26, 2004 That's ok. As long as the tanks looks good and all. Osey 2003, do you want to join? And then as a mapper, like you said. Share this post Link to post
osey 2003 0 Posted April 26, 2004 sure but we cant get full up n running till we have a coder.......... and im pretty sure adding moded units to WB isnt too hard besides we have the forums community to ask.... :wink: Share this post Link to post
General GideonX 0 Posted April 27, 2004 sure but we cant get full up n running till we have a coder..........and im pretty sure adding moded units to WB isnt too hard besides we have the forums community to ask.... :wink: Just remember if you are going to use the WB you have to be very careful what you coders do if there is the smallest syntax error (even a tab in the wrong place) the WB will crash you need a very persice coder to get a WB compatiable mod. Best way to test it try and open the WB after every unit or change to the ini code and make sure it still works. Share this post Link to post
General GideonX 0 Posted April 27, 2004 Ok, I can find a microphone, do I need a special program or something.And what do you mean by ''bone''? And in ZH some Tankgun weapons have a recoil( not the recoil with the tank, but the barrel). Do I have to animate that? Once you setup the bones you export the skeleton and you can animate different thing such as recol, this is a better solution then making a whole new model with the recoil as this can be used for any model with the same skeleton structor. Aka in the code when "Firing" you apply this skeleton to the base model and it will recoil when firing, and as said above it can be used for any models with the same skeleton. This concept is also used for trooper walking and other such animation, although if you find this to difficult just export the same model as the base but animate it firing then in the code insted of using a skeleton just change what model is there. Share this post Link to post
Thierry 0 Posted April 27, 2004 Thknx. BTW, we have now named the mod: C&C World Rebellion, and it will be in the style of WW3 with a rebel side. Share this post Link to post
General GideonX 0 Posted April 27, 2004 Thknx.BTW, we have now named the mod: C&C World Rebellion, and it will be in the style of WW3 with a rebel side. Nice well best of luck to you guys I hope you get the team that you need to make a great mod. Share this post Link to post
Thierry 0 Posted April 27, 2004 Ditto on that! If anyone here knows anyone who might help, then please... Share this post Link to post
osey 2003 0 Posted April 27, 2004 Thierry, are you planing on using generals original map textures for the maps or will there be new ones? and what sorta map's u wanting me to make? maybe the mod will start as multiplayer and then work its way to single player liek the rest of them? and btw... maybe we shuld start a new thread for posting comments about the mod etc in cus this is Gideonx's thread and i think we going slightly off topic....... :? Share this post Link to post
Gazdude 0 Posted April 29, 2004 How do you export gmax files between 3ds and gmax, i've read that theres no way you can do it.. how do you do it?? Share this post Link to post
General GideonX 0 Posted April 30, 2004 gmax can import more dxf and RenX can import 3DS files and dfx files just keep the coordance mapping from 3Dmax so that when you import you dont have to redue skinning work. To go from gmax to 3Dmax you need to export the model as W3D then use the max script to pull in the model. you can go either way! -> <- Share this post Link to post
Gazdude 0 Posted May 1, 2004 You couldn't direct me to a good "adding your model to generals" tutorial could you, i've looked everywhere...... Share this post Link to post
Thierry 0 Posted May 4, 2004 GideonX, which kind of program or method do you use to create DDS files, which generals/ZH needs for skins. We have a Nvidia program, but that doesn't seem to save in the right way orso. How do you do it? Or how does your coder do it? Share this post Link to post
Thierry 0 Posted May 4, 2004 Never mind, we got it fixed. We forgot that the size ahd to be 128 X 128 or 512 X 512 or 1024 X 1024. lol Share this post Link to post
General GideonX 0 Posted May 10, 2004 The long awaited webpage should be out this week I've been working 18-24 hour days all last week so that is why I have not be that active on the boards. I have alot of in-game screens to show you guys I just did a presentation of the game last week on thursday night, everone there really liked it. I'll be more active after tuesday when I finish the last bit of my major work and the webpage should be done sometime later this week. Here is a small small sneek peak at some ingame this was the frist trial of the laser wall This of course is the lest impressive of anything I could show you but hey its something before the webpage right PS: they only have to be in that size if you are making curtain types of digial files aka avatars or UI some of my ingame skinns are 1600*1600 or larger Share this post Link to post