Jump to content


Photo

Modding Q&A


  • Please log in to reply
548 replies to this topic

#41 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 04 May 2005 - 01:47 PM

Its 100% creator's mod... I just felt the same way. I loved it and wanted to do some tweeks.
Posted Image
Posted Image

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.


#42 s@m

s@m
  • Members
  • 169 posts
  • Location:Rhodes (Greece's most beutifull island)
  • Projects:Blue Fire

Posted 05 May 2005 - 05:24 PM

those are the changes i have made :
Air Force General
---------------------------------------------------------------------------------
1.Stronger Aurora's (still weaker then Beta but with more speed at the return to base)
2.Cheaper Aurora's
3.Humvee has new weapon (howitzer) but the same health points
4.Patriots can now inflict more damage
5.Commanche does more damage to tanks
6.B2 has now a larger clip size
7.Commanche now is cheaper

Nuke General
--------------------------------------------------------------------------------
1.Retaliator now does more damage


Flame General
---------------------------------------------------------------------------------
1.Immolator has now a new weapon that replace the flame wall
2.Flame general now has an Mlrs that launches Napalm missiles(instead of ECM tank)
3.Gattling turrets are stronger


Tank General
---------------------------------------------------------------------------------
1. AvatacMlrs that launches a voley of ptrk rockets(instead of Dragon Tank)
2.Banshee now is cheaper
3.Manticore now is cheaper

so what do you thing? :p

#43 Cluster

Cluster
  • Members
  • 21 posts
  • Location:Salzburg/Austria

Posted 05 May 2005 - 06:13 PM

by the way do you plan to build more generals than 15?

#44 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 05 May 2005 - 07:16 PM

I certainly don't plan too. I've nearly finished what I'll be doing to contra. I've got a very nice (though admitably more buggy than I like) version of contra I've nearly finished. I'll release it and call it quits. I get the mojo that Creator doesn't overly care for me plaing in his back yard, so I'll find somewhere else to mod.
Posted Image
Posted Image

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.


#45 Cluster

Cluster
  • Members
  • 21 posts
  • Location:Salzburg/Austria

Posted 05 May 2005 - 08:59 PM

i want to help you with the mod also, but my english is very bad and i know not many from programming

#46 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 05 May 2005 - 09:42 PM

i want to help you with the mod also, but my english is very bad and i know not many from programming

<{POST_SNAPBACK}>


Your english is just fine. Most of the people on the revora forum have english as a second language... you speak it as well as any I've read. better than many americans. no joke.

I think the trick to doing good team based modding is everybody has to have a role. coders with specific prjects, modelers/skinners... if all you have is coders or just modelers things get messy...

still. Even when I'm finished I'll still post here. atleast until i find something else to eat my time away.
Posted Image
Posted Image

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.


#47 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 06 May 2005 - 03:40 PM

i am thinking of making a mod myself
but it will be more like the true war mod on derelictstudios.net only with the conventional generals units :rolleyes:
no basebuilding only tactiics and more real warfare like a commanche hellfire takes out a tank with 1 rocket, and it takes 2/3 antiair rockets to take out a commanche :rolleyes:
but im thinking of how i can do it on a way i want.

#48 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 06 May 2005 - 04:24 PM

my big dream project needs to move onto a differnt game engine. maby source, or batlefield2

I want to see a hybrid command and FPS enviroment.

a command enviroment similare to ground control. no bases, only stratiegic points and drop ships. commander can bring in squads of bots that he controls and armor and air support... but still let humans play on the field as commandos... easily able to take on many bots at once just like they were playing a typical fps single player. a commander would have to work togeather with the human players on his team and also use his bot support vary carfuly to win.

theres alot more to it.. but thats the short version.

I don't have a clue where to start... its a big project. I've wanted to do it for close to 10 years (I got the idea playing doom2 and warcraft2) but didn't know how. The whole contra thing has given me a little confidence... gonna give it a try.
Posted Image
Posted Image

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.


#49 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 06 May 2005 - 04:39 PM

source is possible there is already an other mod with that concept http://www.irongrip.net/ is one but i thought there were more hl2 mods with it
the only problem is 20 pages of hl2 mods on moddb and to lasy to search :rolleyes:
but i think that is fucking difficult or almost impossible to do :rolleyes:

#50 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 01 June 2005 - 05:26 PM

Creator,

Have you figured out what was caussing the KingRaptor death bug, where it goes invisible... Sadly its not just my version that does it.

I'm near spent on ideas at the moment.
Posted Image
Posted Image

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.


#51 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 01 June 2005 - 05:29 PM

those are the changes i have made :
Air Force General
---------------------------------------------------------------------------------
1.Stronger Aurora's (still weaker then Beta but with more speed at the return to base)
2.Cheaper Aurora's
3.Humvee has new weapon (howitzer) but the same health points
4.Patriots can now inflict more damage
5.Commanche does more damage to tanks
6.B2 has now a larger clip size
7.Commanche now is cheaper

Nuke General
--------------------------------------------------------------------------------
1.Retaliator now does more damage


Flame General
---------------------------------------------------------------------------------
1.Immolator has now a new weapon that replace the flame wall
2.Flame general now has an Mlrs that launches Napalm missiles(instead of ECM tank)
3.Gattling turrets are stronger


Tank General
---------------------------------------------------------------------------------
1. AvatacMlrs that launches a voley of ptrk rockets(instead of Dragon Tank)
2.Banshee now is cheaper
3.Manticore now is cheaper

so what do you thing? ;)

<{POST_SNAPBACK}>



I'm curious, what model did you use for those launchers (tank and flame)? if its something new can you post it for DL? or a screen shot...
Posted Image
Posted Image

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.


#52 s@m

s@m
  • Members
  • 169 posts
  • Location:Rhodes (Greece's most beutifull island)
  • Projects:Blue Fire

Posted 02 June 2005 - 09:02 AM

those are the changes i have made :
Air Force General
---------------------------------------------------------------------------------
1.Stronger Aurora's (still weaker then Beta but with more speed at the return to base)
2.Cheaper Aurora's
3.Humvee has new weapon (howitzer) but the same health points
4.Patriots can now inflict more damage
5.Commanche does more damage to tanks
6.B2 has now a larger clip size
7.Commanche now is cheaper

Nuke General
--------------------------------------------------------------------------------
1.Retaliator now does more damage


Flame General
---------------------------------------------------------------------------------
1.Immolator has now a new weapon that replace the flame wall
2.Flame general now has an Mlrs that launches Napalm missiles(instead of ECM tank)
3.Gattling turrets are stronger


Tank General
---------------------------------------------------------------------------------
1. AvatacMlrs that launches a voley of ptrk rockets(instead of Dragon Tank)
2.Banshee now is cheaper
3.Manticore now is cheaper

so what do you thing? ;)

<{POST_SNAPBACK}>



I'm curious, what model did you use for those launchers (tank and flame)? if its something new can you post it for DL? or a screen shot...

<{POST_SNAPBACK}>

I cant model so i use the known models from contra but i make new eapons for them and move them from the one general to the other.I just playing wwith the codes :grin: .I cant disign something and i dont know how but i would love to know

#53 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 02 June 2005 - 01:18 PM

I cant model so i use the known models from contra but i make new eapons for them and move them from the one general to the other.I just playing wwith the codes :) .I cant disign something and i dont know how but i would love to know

<{POST_SNAPBACK}>


thats cool, I do almost the same myself. I can edit models, but am not quite up to making a NEW model... so I recycle alot and use models from Gen-dev and Reneclips
Posted Image
Posted Image

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.


#54 s@m

s@m
  • Members
  • 169 posts
  • Location:Rhodes (Greece's most beutifull island)
  • Projects:Blue Fire

Posted 02 June 2005 - 01:49 PM

I cant model so i use the known models from contra but i make new eapons for them and move them from the one general to the other.I just playing wwith the codes :rolleyes: .I cant disign something and i dont know how but i would love to know

<{POST_SNAPBACK}>


thats cool, I do almost the same myself. I can edit models, but am not quite up to making a NEW model... so I recycle alot and use models from Gen-dev and Reneclips

<{POST_SNAPBACK}>

Can you tell me again step by step how to costomize an existed unit from the big file??Heres what i do:1 have instaled final big renx and gmax 2 extract all the big with the finall big 3rename one w3d file i want to edit with the renx to WHAT heres my problem :)

Edited by s@m, 02 June 2005 - 01:58 PM.


#55 s@m

s@m
  • Members
  • 169 posts
  • Location:Rhodes (Greece's most beutifull island)
  • Projects:Blue Fire

Posted 02 June 2005 - 07:46 PM

So pandaelose can you help me about the model thing :)

#56 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 02 June 2005 - 08:08 PM

So pandaelose can you help me about the model thing :)

<{POST_SNAPBACK}>


yeah... I can. I'll see about digging up the links to the sites I used tutorieals off of and mayby summing up what you might be missing.
Posted Image
Posted Image

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.


#57 s@m

s@m
  • Members
  • 169 posts
  • Location:Rhodes (Greece's most beutifull island)
  • Projects:Blue Fire

Posted 02 June 2005 - 08:18 PM

So pandaelose can you help me about the model thing :)

<{POST_SNAPBACK}>


yeah... I can. I'll see about digging up the links to the sites I used tutorieals off of and mayby summing up what you might be missing.

<{POST_SNAPBACK}>

i think i fount my problem sorry :rolleyes:

Edited by s@m, 02 June 2005 - 08:31 PM.


#58 Pendaelose

Pendaelose

    Remix3 Modder

  • Hosted
  • 5,687 posts
  • Location:Rocket City
  • Projects:Remix Beta 1.0

Posted 03 June 2005 - 04:04 AM

think i fount my problem sorry :huh:

<{POST_SNAPBACK}>


thats cool... I've been busy working on my release... I want it doen before monday (with the whole Do list fixed) I haddn't forgetten about you, I just hadn't had time.


Now the questions....

I've created a new superweapon. It fires just fine from both the building and the shortcut button BUT the the SW always starts ready and does not show a timer in the corner.... .... WHY???

Edited by Pendaelose, 03 June 2005 - 04:27 AM.

Posted Image
Posted Image

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.


#59 s@m

s@m
  • Members
  • 169 posts
  • Location:Rhodes (Greece's most beutifull island)
  • Projects:Blue Fire

Posted 03 June 2005 - 07:17 AM

think i fount my problem sorry :huh:

<{POST_SNAPBACK}>


thats cool... I've been busy working on my release... I want it doen before monday (with the whole Do list fixed) I haddn't forgetten about you, I just hadn't had time.


Now the questions....

I've created a new superweapon. It fires just fine from both the building and the shortcut button BUT the the SW always starts ready and does not show a timer in the corner.... .... WHY???

<{POST_SNAPBACK}>

What kind of superweapon? :D

#60 matador

matador
  • Members
  • 95 posts
  • Location:AirForce China
  • Projects:trying

Posted 03 June 2005 - 10:50 AM

Pendaelose put publictimer yes in superweapons :huh:




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users