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#1 Pendaelose

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Posted 23 April 2005 - 06:06 PM

WOOT! I fixxed the SDI cannon... it MOOOOVES at last! Right now I'm testing it as a anti tank weapon, but will try and restore the anti-balistic feature


also, found a small bug, the sound loop for the SDI cannon had no reset time...

Edited by Pendaelose, 23 April 2005 - 07:28 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#2 Creator

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Posted 24 April 2005 - 06:24 AM

WOOT!  I fixxed the SDI cannon... it MOOOOVES at last!  Right now I'm testing it as a anti tank weapon, but will try and restore the anti-balistic feature


also, found a small bug, the sound loop for the SDI cannon had no reset time...

<{POST_SNAPBACK}>

Simply add
FireSoundLoopTime = 120
to weapon code

#3 Pendaelose

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Posted 24 April 2005 - 03:54 PM

Simply add
  FireSoundLoopTime  = 120
to weapon code

<{POST_SNAPBACK}>



I did. thanks. I just pointed it out cause I knew the .03 didn'thave that line. Figured it might save you one test run when you get the SDI to fire on those nukes.


To make the SDI live again I deleted all the behavior code and coppied the retaliator code, then did edits from there. I'm not sure which Behavior set it was, but one was make an invalid call for that building.

I still couldn't get it to shoot the nukes... I think the balistic missile option might only apply to like tomohawks or scuds from veihicles.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#4 Creator

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Posted 24 April 2005 - 04:08 PM

To make the SDI live again I deleted all the behavior code and coppied the retaliator code, then did edits from there.  I'm not sure which Behavior set it was, but one was make an invalid call for that building.

I still couldn't get it to shoot the nukes...  I think the balistic missile option might only apply to like tomohawks or scuds from veihicles.

<{POST_SNAPBACK}>


There was two AIUpdateInterface modules in SDI code. One is with different settings inside and another one was empty. You simply had to delete that one which is empty.

#5 Pendaelose

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Posted 24 April 2005 - 04:10 PM

Extra aiupdate.... that would explain much...

Its still kinda tough to figure out what things should look like some times... but I'm learning. I'd say I've moved quick for somebody who a few weeks ago didn't know what to use to open a .big file.

Edited by Pendaelose, 24 April 2005 - 04:17 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#6 Guest_Guest_*

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Posted 25 April 2005 - 01:01 PM

Extra aiupdate.... that would explain much...

Its still kinda tough to figure out what things should look like some times...  but I'm learning.  I'd say I've moved quick for somebody who a few weeks ago didn't know what to use to open a .big file.

<{POST_SNAPBACK}>

Really what you use to open big files
:p ???????

#7 Pendaelose

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Posted 25 April 2005 - 03:58 PM

FinalBig, its a tool.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#8 Guest_Guest_*

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Posted 25 April 2005 - 04:51 PM

FinalBig,  its a tool.

<{POST_SNAPBACK}>


i tried to use the edited big file but when i try to open zero hour it shows me a message which says "technical difficulties................................"
what should i do ? i've tried to edit the health and the damage of the berta. :p

#9 Pendaelose

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Posted 25 April 2005 - 05:31 PM

:p

It usualy says that if you make an invalid command or if you mess up the "End" of a block of code.

What I recomend, select the NukeGeneral.ini

do a find "supernukecannon"

then a find "Health"

The health should be a number like 900 or 1000 (I dunno what a berta has off the top of my head.)

You can change this number to what ever you like


Fir the damage, go back to the top of the "Supernukecannon" section.
do a find for "WeaponSet"

then look at what weapons it has listed there.

open Weapons.ini

Do a find on the name of the weapon you want to edit for the berta

the primary and secondary damage are some of the first things listed.
you can change them to what ever you want. Just keep in mind, if other units use this same weapon they will also be affected.

save your work.

Does it work now?
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#10 Pendaelose

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Posted 25 April 2005 - 06:25 PM

I noticed that the sugestion forum was slowly turning into a modding section... mostly my fault for bringing it up. :p

I'd like if this thread could be used for Contra related modding questions... I have a few of my own, and would be willing to share what I know with anyone who wants to know.

To help get it started...

Is it posible to take an exsisting addon for something else and turn it upside down to mount on the bottom of a plane? If so how do I flip the addon upside down and reposition it?

What tool do you use to export/import button pictures and cameos? I'm looking for a way to port the pics from .02 and add new pics without paying an arm and a leg in effort.

Why does the CSF editor leave big boxxes everywhere I use the enter key on a unit tooltip?

Why does the CSF editor have I/O errors and delete all my work?
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#11 Creator

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Posted 26 April 2005 - 07:57 AM

Is it posible to take an exsisting addon for something else and turn it upside down to mount on the bottom of a plane?  If so how do I flip the addon upside down and reposition it?

<{POST_SNAPBACK}>

Yes, it is possible, but you have to edit 3D model. Add the bone named "FIREPOINT01" ands rotate it 180 degrees. Also do not forget that there are vehicle addons and Helix addons. They are different. Helix gattling and Overlord gattling are not the same. Helix addons are turned upside down already and don't need model editing.

What tool do you use to export/import button pictures and cameos?

<{POST_SNAPBACK}>

Photoshop and skillful hands.

Why does the CSF editor leave big boxxes everywhere I use the enter key on a unit tooltip? Why does the CSF editor have I/O errors and delete all my work?

<{POST_SNAPBACK}>

I don't use any CSF editors. I written my own TXT->CSF convertor and I recommend you to do the same.

Edited by Creator, 26 April 2005 - 07:59 AM.


#12 Pendaelose

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Posted 26 April 2005 - 02:11 PM

I didn't think of the helix addons, forgot all about them.

But what about positioning an addon? can you use a behavior offset command to shift them forward or back?


I had been hoping they could be flipped that way, but oh well, I'm trying to get a decent 3d editor right now, I've seen the links for a plugin for G-Max and 3d studio max. I think I might try them when I get off work.


what about a command list? is there any refernce available for all the behavior modules or the commands used? Right now I'm working off what I can read in the .big files. I find something else that does what I want and copy then tweek.

For what I have in mind with my bit of work, I'm really not sure its worth the trouble of using photoshop to edit the TGA files... I not looking to replace contra, I'm just playing around with it to see what I can do. But just thesame, I'd love to see a couple of my new units in .04... I've fallen in love with the A-10, the firestorm iron dragon, and the TOS tank

I've not released it yet, but I've the TOS tank (I think I got the model from Gen-Dev made by the Hunter I think... I'd have to check the read me.) working for Flame china and I hope to build a TOS base defense when I figure out the moddeling. If it works well I want to replace all flame china gattling weapons with the TOS missle launchers. When I get it working I'll worry about changing pictures and text...

Edited by Pendaelose, 26 April 2005 - 02:32 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#13 Creator

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Posted 26 April 2005 - 05:20 PM

But what about positioning an addon?  can you use a behavior offset command to shift them forward or back?

<{POST_SNAPBACK}>

No. Only model editing can help.

I had been hoping they could be flipped that way, but oh well, I'm trying to get a decent 3d editor right now, I've seen the links for a plugin for G-Max and 3d studio max. I think I might try them when I get off work.

<{POST_SNAPBACK}>

You need:
-GMAX
-RenX
-W3D importer 1.07 by Coolfile.
At least, it is all that I have. It is enough.

what about a command list? is there any refernce available for all the behavior modules or the commands used?

<{POST_SNAPBACK}>

Yes. There are a lot of tutorials. I attached one of them to this post.

If it works well I want to replace all flame china gattling weapons with the TOS missle launchers.

<{POST_SNAPBACK}>

Then how flame gen will defend from aircrafts? TOS is anti ground only system.

Attached Files



#14 Pendaelose

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Posted 26 April 2005 - 06:23 PM

If it works well I want to replace all flame china gattling weapons with the TOS missle launchers.

<{POST_SNAPBACK}>

Then how flame gen will defend from aircrafts? TOS is anti ground only system.

<{POST_SNAPBACK}>


I dunno about the real thing, or what anybody else had made in the past.
The tank as I have it right now will tilt up and fire on air targets, looks quite nice. I'm not sure what the TOS had by design, but it has worked quite well for me the way I set it up. I can send you cuts from the .Ini files so you can see.

The way it is now it can own on choppers and bombers, but the rockets are a little to slow for to much use against fighters... I'm thinking give the mig31, or maybe swap it with the standard mig. But if flame china gains a tad of strenght against tanks (still weak vs tanks, just not SO weak) it makes a little sense to reduce thier anti-air a little. they still have it, just like they had anti-tank. just not so much so.

Edited by Pendaelose, 26 April 2005 - 06:23 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#15 Pendaelose

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Posted 27 April 2005 - 04:43 AM

OK. I got the modeling tools and went to work. I now have a very nice TOS turret. It looks good and plays well in game. I think I'm going to go for the remove all gattling idea for flam china, you can check ii out and see what you think when I post it.

But first...
I've got another question. I've had no problems with any other general. but flam china just will not build the new units I've made. Cybr, Air, inf, and nuke all build exactly what they are told like good little AIs, but Flam china won't. If I add a new unit to a team they will build the team, up to that unit and then stop production on the team compleatly. Only flame does this. any idea why?

but they do build the new turret quite nicely
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#16 Creator

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Posted 27 April 2005 - 06:22 AM

I'm not sure what the TOS had by design, but it has worked quite well for me the way I set it up.

<{POST_SNAPBACK}>

Read this.
http://www.globalsec...ussia/tos-1.htm
And here are fotos.
http://armor.kiev.ua...n/tos/index.php

But first...
I've got another question.  I've had no problems with any other general. but flam china just will not build the new units I've made.  Cybr, Air, inf, and nuke all build exactly what they are told like good little AIs, but Flam china won't.  If I add a new unit to a team they will build the team, up to that unit and then stop production on the team compleatly.  Only flame does this.  any idea why?
but they do build the new turret quite nicely

<{POST_SNAPBACK}>

No, I have no idea.

#17 matador

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Posted 27 April 2005 - 11:05 AM

got a small question :huh:
i want my airfield to be stealth using the upgrade from the gla stealth gen what files do i need to copy i already copied the cameo.
and i created a new upgrade: Upgrade Upgrade_AirfieldCamouflage
DisplayName = UPGRADE:CamoNetting
Type = OBJECT
BuildTime = 15.0
BuildCost = 300
ButtonImage = SUcamo
ResearchSound = RPGTrooperVoiceUpgradeCamoNetting

and i used the behavior from the gla stealth cc

Behavior = StealthUpdate ModuleStealth_09
StealthDelay = 2500 ; msec
StealthForbiddenConditions = ATTACKING USING_ABILITY TAKING_DAMAGE
InnateStealth = No ;Requires upgrade first
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = StealthUpgrade ModuleTag_23
TriggeredBy = Upgrade_AirfieldCamouflage
END

butttt..... it doesnt work :laugh: :p

EDIT:

who can help me??

ok nevermind it works
i forgot the commandset :p
but 1 thing YEAAAAHHHHHHHHHHHH
my first thing ive modded :shiftee:

Edited by matador, 27 April 2005 - 11:59 AM.


#18 Pendaelose

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Posted 27 April 2005 - 12:45 PM

Read this.
http://www.globalsec...ussia/tos-1.htm
And here are fotos.
http://armor.kiev.ua...n/tos/index.php

<{POST_SNAPBACK}>


Fair enough, but lets keep inmind the game we're talking about. In real life quad cannon have no hope of shooting down an air craft made after 1950, Patriot missle launchers DO NOT attack tanks, or even planes, EVER :huh: , flash bangs don't kill anyone (they arn't fun though). You cannot ride a tomohawk, apaches kill tanks in one shot, and the only realistic GLA unit in the game is the bomb truck

I think the exsisting game enviroment gives an enourmus amount of leaway.

but I could also just call it a TOS II or III and do what ever I want :p if the real weapon only has version I then I'm covered. Or, if TOS realy offends you I could just call it missle tanki/site.

If a patriot can be abused... so can a TOS, or we can rename it. In real life there are very few missle launchers that attack everything the way a launcher will in game. If you have a name suggestion I can live with that. The only important thing at all is it looks good in game and balances well.

Edited by Pendaelose, 27 April 2005 - 12:59 PM.

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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.


#19 matador

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Posted 27 April 2005 - 01:09 PM

http://www.fas.org/m...d/row/tos-1.htm

fas.org says they used fuelairbombs
cool effect against planes :huh:

#20 Pendaelose

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Posted 27 April 2005 - 01:20 PM

yeah, it could be cool...

right now i've got the missles exploding all around the target with conventional explosions that leave fields of fire. it looks pretty sharp as is. its not an air-fuel missle weapon, but hell, it looks good.
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Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.





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