Has anyone managed to make a new refinery - I've added all the old code to a new building with a different model and the harvester goes off, collects resources, comes back to the structure, and just sits there doing nothing :/
I assume it's a problem with the approach bones - does anyone know what they should be called?
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user_unknown
Member Since 28 Feb 2004Offline Last Active Oct 10 2012 10:10 PM
Community Stats
- Group Hosted
- Active Posts 404
- Profile Views 277,459
- Member Title Federation Supreme Commander
- Age 37 years old
- Birthday March 22, 1987
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Gender
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Location
London
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Projects
Event Horizon
Topics I've Started
Refinery probs
07 October 2007 - 12:32 PM
W3X export problems :/
22 September 2007 - 12:36 AM
I'm having random problems trying to export my tank model to W3X - all areas have an assigned shader model and texture, but when it's actually exporting 3dsmax crashes and closes. I think it's something to do with ROOTTRANSFORM - this object is listed in the list at the beginning of the export but does not exist in my model, and the exporter seems to crash when it is trying to export this section.
I seem to be able to fix it by selecting all from the H menu, unlinking them, recreating the materials, reapplying the materials, and linking the sub-objects again, but this is getting annoying and doesn't work every time. Does anyone know what is going on?
I seem to be able to fix it by selecting all from the H menu, unlinking them, recreating the materials, reapplying the materials, and linking the sub-objects again, but this is getting annoying and doesn't work every time. Does anyone know what is going on?
Easy way to run BuildMod
17 September 2007 - 09:26 PM
I'm sure most of you have worked this out, but there is a much easier way of running the buildmod file than messing around with cmd.
1. Select BuildMod.bat
2. Create a shortcut.
3. Open the properties of the Shortcut and add the folder name after the Target, ie. my mod is in Mods/EventHorizon, so the path for the shortcut is:
"C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\BuildMod.bat" EventHorizon
You can then compile your mod easily just by double clicking on the shortcut, from wherever you like, rename it to 'Build Event Horizon' or whatever, and can even make multiple copies if you are working on several different mods.
1. Select BuildMod.bat
2. Create a shortcut.
3. Open the properties of the Shortcut and add the folder name after the Target, ie. my mod is in Mods/EventHorizon, so the path for the shortcut is:
"C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\BuildMod.bat" EventHorizon
You can then compile your mod easily just by double clicking on the shortcut, from wherever you like, rename it to 'Build Event Horizon' or whatever, and can even make multiple copies if you are working on several different mods.
Squad initial payload
15 September 2007 - 08:30 AM
Has anyone managed to get a squad have multiple unit types present without using the banner carrier code (due to the problems this causes with the health bar, etc.)? I wanted to make a squad that has 4 different soldier units in it when built but it doesn't seem to like it if you put it in the Initial Payload section. Any ideas?
Upgrades
01 April 2007 - 10:42 PM
Hmm... anyone know if it's possible to have more than 2 upgrades for a unit? There only seem to be two 'upgrade' spaces on the unit's information display at the bottom, unless the box under the veterenacy mark is an upgrade icon too...
Probably not answerable yet anyway, would just help with my planning :(
Probably not answerable yet anyway, would just help with my planning :(
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