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#121 viator

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Posted 30 June 2005 - 09:17 PM

Does anyone have thaught or advice on my situation with the self selling tunel?

<{POST_SNAPBACK}>

does it has to be self selling? :p
maybe:
 Behavior = LifetimeUpdate ModuleTag_18
    MinLifetime = 40000  ; min lifetime in msec
    MaxLifetime = 40000  ; max lifetime in msec
  End
and after 40 secs boom Posted Image
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Posted Image

#122 stack111

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Posted 30 June 2005 - 10:41 PM

Behavior = LifetimeUpdate ModuleTag_18
   MinLifetime = 40000 ; min lifetime in msec
   MaxLifetime = 40000 ; max lifetime in msec
 End

you could do that and then for the dealth animation make it the selling animation for a tunnel network, so it would kill itself but look like sell it :p, but I know you want to make the tunnel just disappear not have a selling animation,
BUT is it possible to remove the construction fences while selling? :)
---------------------------------
is that tag made by you? if it is/isn't could you tell me how to make a tag like that or tell me how to mod one?
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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#123 Pendaelose

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Posted 30 June 2005 - 11:35 PM

you could do that and then for the dealth animation make it the selling animation for a tunnel network

<{POST_SNAPBACK}>


I've already thaught of the death animation being an animation in reverse. I think most of all I just needed the lifetime line. handy thing it is,
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.


#124 viator

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Posted 30 June 2005 - 11:53 PM

is that tag made by you? if it is/isn't could you tell me how to make a tag like that or tell me how to mod one?

<{POST_SNAPBACK}>

that tag isn't made be me, i was just experimenting, tracing how tankhunter's TNT works.. :p

Edited by viator, 01 July 2005 - 12:58 AM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#125 stack111

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Posted 01 July 2005 - 12:19 AM

I've already thaught of the death animation being an animation in reverse. I think most of all I just needed the lifetime line. handy thing it is,

so your just going to copy that code and go to the sneak attack tunnel network's code and paste it in there :p
-------------------
when using ; in coding do you HAVE to put a space between ; and what you want gone :)
---------------------
if i want to have the helix carry more units and not have the upgrades ingame(for humans only) red is my code would this be correct, what or do i have to go other places? I know i have to go to every helix and change passignger amount also
CommandSet ChinaVehicleHelixCommandSet
 1 = Command_TransportExit
 2 = Command_TransportExit
 3 = Command_TransportExit
 4 = Command_TransportExit
 5 = Command_TransportExit
;---------
 6 = Command_TransportExit; Command_UpgradeChinaHelixBattleBunker
7 = Command_TransportExit
 8 = Command_TransportExit; Command_UpgradeChinaHelixPropagandaTower
10 = Command_TransportExit; Command_UpgradeChinaHelixGattlingCannon
;---------
 ;7 = Command_UpgradeChinaHelixNapalmBomb
 ;9 = Command_ChinaHelixDropNapalmBomb
;---------
11 = Command_AttackMove
12 = Command_Evacuate
13 = Command_Guard
14 = Command_Stop
End

Edited by stack111, 01 July 2005 - 12:40 AM.

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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#126 viator

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Posted 01 July 2005 - 01:09 AM

yes, this should works :p

Edited by viator, 01 July 2005 - 01:15 AM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#127 Pendaelose

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Posted 01 July 2005 - 02:04 AM

that was wiered... I clicked the Respond button and came back hours later... the original post had been changed and followed up on.. hehehe

Edited by Pendaelose, 01 July 2005 - 02:05 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.


#128 stack111

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Posted 02 July 2005 - 07:14 PM

could someone post a link for downloading gmax, renx etc...
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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#129 viator

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Posted 02 July 2005 - 07:53 PM

gmax
RenegadeTools(RenX)
w3dimporter
dds utilities there is wrong link for Adobe Photoshop Plug-ins download, the right one is this

if you don't want to play around with free but annoying registration of gmax try this: Attached File  gmax.zip   242bytes   58 downloads

Edited by viator, 02 July 2005 - 09:27 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#130 s@m

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Posted 02 July 2005 - 10:53 PM

gmax
RenegadeTools(RenX)
w3dimporter
dds utilities there is wrong link for Adobe Photoshop Plug-ins download, the right one is this

if you don't want to play around with free but annoying registration of gmax try this: Attached File  gmax.zip   242bytes   58 downloads

<{POST_SNAPBACK}>

Yeah but how the hell do use that program :huh: ???You must have skilfull hands!!! I try it a little bit and i just saed:that work is not for me so thats where you Guys come up :huh:

#131 Pendaelose

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Posted 02 July 2005 - 11:02 PM

Yeah but how the hell do use that program :huh: ???You must have skilfull hands!!! I try it a little bit and i just saed:that work is not for me so thats where you Guys come up :huh:

<{POST_SNAPBACK}>


I've found for the really touchy details I edit the Vert. coordinates directly instead of trying to drag it around with the mouse. Or use the 1 dimension only dragging while moving to make sure it stays lined up.
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.


#132 stack111

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Posted 05 July 2005 - 01:55 PM

where would you find a new bone to have a unit fire its primary weapon, secondary, and tertary

for example, i want to change the weapon bone on the orginal zh commanche to a simliar thing in contra, cuz i love Creator's commanche so much

; *** ART Parameters ***
  SelectPortrait         = SACRaptor_L
  ButtonImage            = SACRaptor
  
  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
  
  Draw                   = W3DModelDraw ModuleTag_01
where do you find the portraits and there names?

O YEAH... how do you guys resize models to make them bigger/smaller, Thanks

Edited by stack111, 05 July 2005 - 01:57 PM.

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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#133 Pendaelose

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Posted 05 July 2005 - 04:29 PM

where would you find a new bone to have a unit fire its primary weapon, secondary, and tertary

for example, i want to change the weapon bone on the orginal zh commanche to a simliar thing in contra, cuz i love Creator's commanche so much


O YEAH... how do you guys resize models to make them bigger/smaller, Thanks

<{POST_SNAPBACK}>


the bones are part of the model it self. Not every, but most units have the launch bones and fx bones listed in the defaultconditionstate

To change the bone, you need to know the name of the bone you want to change it to... this bone must be part of the model, or it will default to firing form the 0 postion on the model. the 0 position is usualy fine for most planes that are dropping bombs, but is not good for many ther units.

2 ways to resize a model. Easy way add "Scale = x.x" infantry in the Remix are "Scale = 0.85" while another unit might be "Scale = 1.05" Keep in mind a tiny change makes abig differnce in game. scale = 2 is a huge jump in scale.

the hard way is edit the model and re-size the model there. save and export, then put back in the big file... both have thier time and place depending on what you want to do. I would recomend scale= for units and model sizing for buildings.
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.


#134 stack111

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Posted 05 July 2005 - 06:11 PM

Where do you find the names of the Model's bones you can change too??? or how?

Thanks, where do you find the names of cameos and portraits NOT IN THE INI :) Thanks yet again

Edited by stack111, 05 July 2005 - 06:14 PM.

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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#135 viator

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Posted 06 July 2005 - 12:00 AM

Where do you find the names of the Model's bones you can change too??? or how?

<{POST_SNAPBACK}>

the only way i know is to import model into gmax

Thanks, where do you find the names of cameos and portraits NOT IN THE INI ;) Thanks yet again

<{POST_SNAPBACK}>

i think that you have to take a look into 'MappedImages' folder :)
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#136 stack111

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Posted 06 July 2005 - 02:58 AM

wow you're awesome ;)
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"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck

#137 Creator

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Posted 06 July 2005 - 10:21 AM

Easy way add "Scale = x.x"  infantry in the Remix are "Scale = 0.85" while another unit might be "Scale = 1.05"  Keep in mind a tiny change makes  abig differnce in game.  scale = 2 is a huge jump in scale.

<{POST_SNAPBACK}>

Do not use easy way because it will screw up shadows.

Where do you find the names of the Model's bones you can change too??? or how?

<{POST_SNAPBACK}>

Open a model in RenX and you will see all bones.

Thanks, where do you find the names of cameos and portraits NOT IN THE INI

<{POST_SNAPBACK}>

In INIs only. There are no names of cameos outside them.

Edited by Creator, 06 July 2005 - 10:25 AM.


#138 viator

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Posted 06 July 2005 - 06:07 PM

i'm gonna need some help with fafnir's animation ;)
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#139 Pendaelose

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Posted 06 July 2005 - 06:31 PM

i'm gonna need some help with fafnir's animation  :rolleyes:

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ewww... I can look, but it will be a pure learning expierence for me. the best tutorials I know are on www.Proclone.net you might want to check it out. He has a mech that is made all the way through the tutorial, pobobly very similare to what you are working on. I know he uses "Inverse Kenetics" to make it happen... all done in GMAX.
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.


#140 viator

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Posted 06 July 2005 - 07:00 PM

thanks :rolleyes:
i will also take a look how tankhunter works
Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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