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  • Tehkrad's Avatar
    replied
    the weapon.xml file.

    im pretty sure it is that.

    it contains info on when/how long/if /blah weapons fired + effects. etc.

    I know you're missing something, but i'm lazy to research again to find for you.

    I don't even use RA3.

    Leave a comment:

  • Tehkrad's Avatar
    replied
    ehh....... have you tested it within 3ds max? if model moves with the bipod? : 3

    named the bones correctly?

    have you looked into the MOD SDK Documentation that is OH-SO-FULL of information on animation? xD

    have you added the wwskin? (and added the bones to it?)

    ever use bind to spacewarp? (read the mod sdk documentation) (your mesh file names can be no longer than 15 characters)
    read - 3DSMAX_Skin_Modifier.htm

    To Bind A WWSkin to your geometry:


    also check o_O :
    Art_Organization.htm (important)


    don't forget about skinning your model! (unwrap UVW) (adding textures)

    THE EXPORT SETTINGS, ARE ALSO IMPORTANT.
    xD

    Exporting_Models.htm

    I usually just use pure heirarchical animated model. but it all depends on what you're making.

    Leave a comment:

  • Tehkrad's Avatar
    replied
    it may be quite possible that there is incomplete xml coding in your unitname.xml file that should also be mentioned in mod.xml.

    take a look at GDIJuggernaught.xml o_O

    look below the code stuff from "<Draws>
    <ScriptedModelDraw"

    and look at all the things you need to update with your own bones etc.
    Code:
    <Model
    						Name="GUJugg_SKN"
    `````and


    Code:
    BoneName="FXMUZZLE"
    ```` and / etc.

    Code:
    <ModelConditionState
    					ParseCondStateType="PARSE_NORMAL"
    					ConditionsYes="REALLYDAMAGED USER_6">
    `````and update

    Code:
    <Model
    						Name="GUJugg_SKND"
    ````with your own model etc.
    ======
    pay attention to all the model states and
    don't forget about adding the art files from the top. look at what the juggernaught has.


    Code:
    <Include
    			type="all"
    			source="ART:GUJugg_SKN.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_SKND.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_SKNR.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_ABTA.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_ACCL.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_AIDA.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_AIFA.W3X" />
    		<Include
    			type="all"
    			source="ART:GUJugg_AIFB.W3X" />
    etc etc.

    Leave a comment:

  • I need quick help with texture issue of model in-game. xD

    Here's a glimpse of my "Cabal Hammer" v5 :3

    Attachment Attachment

    why is it so blue? >_< is it my specular map? plz don't say height, cuz' I kno' I did it riiite (It shows up correctly in 3DS Max)

    I know that by loading the .w3x file (W3X VIEWER) it shows the textures normally, I could provide a screenshot of it.


    any help would be greatly appreciated, thanks! :P

    - Tehkrad
  • Tehkrad's Avatar
    replied
    I can still script, lol... (this again lol... )

    but im not fond of making particles and FX in sage. (still have yet to work on that better, thanks alot to umbrellasecrets)

    anyways ~ dropbox isnt hard to use or take long to download and install.

    Leave a comment:

  • Tehkrad's Avatar
    replied
    oh yeah back again - if anyone has anything helpful to post, please let me know.

    sorry for bump :3 !

    (recently tried exporting with ik bones in wwskin and now the bones show up in the export log o_O maybe i am doing it right.... still have alot of exporting and testing to do... let me know if I should be doing anything different : >)

    Leave a comment:

  • Tehkrad's Avatar
    started a topic EA Militant re-model animation exporting

    EA Militant re-model animation exporting

    Do I need to add WWSkin (westwood space warps) bones of IK (chains)? I have IK (chains) connected through the default of EA's pre-made sample mod militant skeleton, and plan to export them for animation.

    I mostly use export "heirarchical animated model" + checked box "EXPORT USING EXISTING SKELETON" (I didn't export skeleton of one file for each, rather than using one model and using the same file) *NUMiltn_SKL2.W3X*
    Also added the WWSkin and added EA's Default bones from the sample art.


    will this work for animation? I'd like to know soon before I delay my newly remodeled - re-animated and textured militant soldier for being put to use in a new mod lol ^_^

    some other info:
    I have tested exporting a single file and testing the W3X file and it is not showing the animation itself, however it is going through the frames I have set within 3ds max.
    (W3X viewer shows that it is moving frame to next frame looping from 0 to set ammount of frames for animation)

    Do I need to get rid of IK? if so that will set me behind T_T on making this model. Any information about this will help tremendously, thanks.

    Or maybe I need to export the W3X files as "Animation Only" instead? to save .big disk space usage? as in smaller file sizes... or.. sage engine usage... idk.

    here is some export log info that MIGHT help :3 :

    ======
    ======
    Code:
    Initializing Capture....
    Extracting 20 frames of animation from Max
    
    Extraction Complete.
    
    Begin Save Motion Data
    
    Saving Channel Data for 30 Nodes
    
    node: 0 
    node: 1 xyzq
    node: 2 
    node: 3 q
    node: 4 q
    node: 5 q
    node: 6 q
    node: 7 q
    node: 8 q
    node: 9 
    node: 10 q
    node: 11 q
    node: 12 q
    node: 13 
    node: 14 q
    node: 15 q
    node: 16 
    node: 17 q
    node: 18 q
    node: 19 
    node: 20 xyzq
    node: 21 xyzq
    node: 22 
    node: 23 xyz
    node: 24 xyz
    node: 25 xyz
    node: 26 xyz
    node: 27 xyzq
    node: 28 xyz
    node: 29 xyz
    
    Save Channel Data Complete.
    Destroy Log..1,2,3,4, go..
    
    Processing Mesh: NUMILITANT_B
    ERROR! Could not run Shader Asset Builder - EXE missing or shader not in "Run/Shader" directory? (Looking for C:\ShaderAssetBuilder.exe) triangle count: 738
     final vertex count: 918
     vertex/triangle ratio: 1.243902
     strip count: 283
     average strip length: 2.413428
     longest strip: 27
    
    Exporting HLOD object: NUMILTN_SMVA03
     lod count: 1
     Exporting LOD Array 0
     sub-object count: 2
      Sub Object: NUMILTN_SMVA03.NUMILITANT_B Bone: 0
      Sub Object: NUMILTN_SMVA03.BOUNDINGBOX Bone: 0
     Exporting Aggregates:
     aggregate count: 0
     Exporting Proxies
     proxy count: 0
    
    -------------------------------------------------------------
    
    Vertex Count: 918
    ====
    ====

    ...I have exported successfully a building before so I have gotten that far in making models, here's a sneak peek LOL S/S !!..

    Code:
    http://imageshack.us/photo/my-images/847/cnc3game201111241843509.jpg/
    Code:
    http://imageshack.us/photo/my-images/502/cnc3game201111241846013.jpg/
    testing:
    Code:
    http://imageshack.us/photo/my-images/266/cnc3game201111241905548.jpg/
    If you have an export log to share, I'd like to know about it of what particular things I should see...

    Also I reply late. Give me time please. (like a week or two :3 ) (or earlier/later if I have time.. )

    Thanks.
    Last edited by Tehkrad; 12-01-2011, 02:14 AM. Reason: image
  • Tehkrad's Avatar
    replied
    well...

    if cabal is upgraded with the tacticus, then it could have a major impact on kane's plans + or - .

    a seperate faction (Cabal as Commander) may be born with it's own agenda on other factions etc.
    btw - cabal combined with tacticus could enable him to think for himself - so in turn could unravel a whole new war (and story oO) as a faction, and with Cabal as Legion could begin taking over NOD and then advancing to destroying GDI. Finally Scrin may be seen as an enemy since Cabal was pre-programmed to be loyal to KANE, blah blah blah.. Cabal goes berserk and destroys Scrin lol idk.

    depends on the story..

    Leave a comment:

  • Tehkrad's Avatar
    replied
    replace object on death with another..... like apc to infantry.

    *dont reply to me im not active lol, serious.*

    Leave a comment:

  • Tehkrad's Avatar
    replied
    Originally posted by Golan2781 View Post
    Post number five of this thread. oO

    On destruction of a power building, you can have it fire a weapon destroying nearby "walls", which on death fire another weapon destroying the next segment in line and so on.
    *my thoughts on this*

    generaljist you could just reverse the power outage from powerplants to the walls, walls power powerplant.

    by use of coding.. although not to sure if it would work correctly. You might wanna do that with the wall's hubcab segment thingy's instead. Then use what was quoted above firing a weapon upon death.

    just throwin my two cents on this lol.

    Leave a comment:

  • Tehkrad's Avatar
    replied
    my suggestion is a replacement of group squads with another (not listed) squad for upgrades.

    object for object o_O by coding it.

    - anyways if you use just those 4 options for upgrade slots 4x, (4 is max i believe) then you would lose out on having air transport.

    ....you could just give the player the ability to call down paratroopers of squads that you would like to use.

    (if you reply, i most likely wont have time to reply back - sorry : x )

    Leave a comment:

  • Tehkrad's Avatar
    replied
    ugh second time typing this.

    check the mod sdk files for references

    you could add in a ability with a cooldown, check upgrades.xml

    re-check ea examples and see what they did (EA) then replicate it for your own effects. (MOD SDK)

    forget LUA scripts, those are a WHOLE different world of coding lol. no joke.
    >_<

    Leave a comment:

  • Tehkrad's Avatar
    replied
    looks interesting thanks o_o, even if i dont use them great for examples lol ^_^

    Leave a comment:

  • Tehkrad's Avatar
    replied
    an ion cannon disuptor? you mean a disruptor, that thing that will destroy enemies and allies with a beam firing straight across? I have yet to make vehicles with weapons like that.... hmmm not so sure about the process on making one of those, though I think someone here had a topic on it.

    not so sure where to find that at the moment :x

    I already have a plan to fix factions with base defenses, at default values from EA = way too expensive. Also getting rushed at the beginning of the game makes people mad, ill try fixing that up in my mod.

    btw - end game units take like 30 minutes to build (I could change the timing if given enough input about it). why bother playing skirmish games for an hour plus anyways?

    anyone else who is still reading - I reply late. lack internetz.

    Leave a comment:

  • A Cabal Mod Poll Please Choose

    see poll and link below

    http://www.commandandconquer.com/for...-for-Community
    Last edited by Tehkrad; 09-27-2011, 12:59 AM.
  • Tehkrad's Avatar
    started a topic A Cabal Based Mod Questions for Community

    A Cabal Based Mod Questions for Community

    I dont have an actual name for the MOD yet to post on moddb.

    However if anyone would like to make any certain changes to the mod I'm working on..

    First off I am the creator of http://www.moddb.com/mods/commando-special-forces

    Currently working on a way better mod that has Cabal in it... probably most of his forces will by cybernetic..

    I'm thinking of remaking this mod (from link above) and removing the extra stuff in it such as elite buildings, most of the random player skills and just model new units/buildings to make a fun mod..

    Question one:
    How do you feel about having End Game Unit(S)? like in the CSF MOD (Since when do players wanna play a skirmish/multiplayer map for an hour+ ?? )

    Question two:
    Multiple super weapons? , one could be stronger than other and possibly second weapon is limited on effect on enemy. Such things could be unharvestable tiberium? LOL or just destroy all tanks within radius....

    Question three:
    upgrade-able infantry by upgrading barracks or hand of nod etc. ??? maybe ultra expensive/ultra powerful air units in the mod?

    Question four:
    Fake buildings (to confuse the AI and multiplayer people from real buildings) ?

    Question five:
    adding in ridiculous things on the mod like a yellow cake bus(mini nuke explosion lolz), trailers (APC xD) or even... miniature dogs that auto kill infantry? OMG CYBORG PUPPIES LOL
  • Tehkrad's Avatar
    started a topic audio files and imports from old games

    audio files and imports from old games

    question one:
    where do I place audio files once I make them in the mod sdk? lol..

    question two:
    how should I go about getting files to use from tiberian sun - firestorm (mainly audio files only) to import into cnc3 tw (yes, for a mod)?

    I want them unit sounds! maybe buildings too... but mostly units.
  • Tehkrad's Avatar
    replied
    uhhh

    looky into the mod sdk > cnc3xml folder > globaldata > unitabilitybuttontemplates.xml

    copy to mod folder

    make edits to it

    ....make edits to other .xml files from global data into your mod folder..

    make edits within the xml files.

    ----
    also to get it disabled you could just replace a non-ability unit with the unit ability with itself (object for object)

    that way it appears disabled when it is actually replaced.

    o_o" hope that helped.

    anyways 2 seconds seem pointless to add in anyways. unless you're thinking of cooldowns.... then yeah.. (after using an ability)

    check the upgrade.xml

    Leave a comment:

  • Tehkrad's Avatar
    replied
    well scripting an AI can only go so far, or can it?

    not enough credits stored at base to care.. : |

    well atleast people on cnc3 tw can mod the AI a little.............

    Leave a comment:

  • Tehkrad's Avatar
    replied
    cant wait to get added to the team? xD been on yo skype for some time now..

    Leave a comment:

  • Tehkrad's Avatar
    replied
    compare other fx lists off other files to your own files so that you dont make any mistakes. other than that ... just read posted before this.

    Leave a comment:

  • Tehkrad's Avatar
    replied
    no one wants to share work that would not be credited in the end : | you can however download available sources off moddb mods o_o like my mod commando special forces lol....

    Leave a comment:

  • Tehkrad's Avatar
    replied
    thanks that helped - saved the file as 32 bit and it works!

    (also thanks to people on my skype : O )

    anyways is there any specific settings I should be using when making specular maps? say if i just use the hue /saturation (from image > adjustments) in photoshop or other settings? idk if im making them too bright o_o red

    also normal map settings - filters? o_O from using the nvidia plugin (current version)
    I would like to know what settings work, more information on filters like tha 3x3 and .... ehhh 3x4? er 4x4 and such ._.

    Leave a comment:

  • Tehkrad's Avatar
    replied
    how am I supposed to add a grayscale?

    o_O blue with a 50% grey? sorry I feel stupid lol.

    I need more info. plz

    Leave a comment:

  • Tehkrad's Avatar
    replied
    make sure all includes are in the includes area on the top of model code.

    update the CommandSet="GDIOrcaCommandSet"

    update? - ConditionsYes="FORMATION_PREVIEW">
    <Model
    Name="GUOrca_FP"

    --
    --

    ConditionsYes="MOVING TURN_RIGHT">
    <Script>
    CurDrawableShowSubObject("SMOOTH_ROTOR")
    </Script>
    <Animation
    AnimationName="GUCobraHeliRotor_SPNN"

    __________
    the above code is for turning right, so you'll need to animate turning right with a seperate w3x file...

    you might as well re-double check the rest for other type animations so that they're what they should be.

    hmm..

    you might also need to show a few pics of your 3ds max model and make sure it is facing X.. not any other direction ...

    and placement.

    that might help someone here come up with a better answer.


    also

    <ModelConditionState
    ParseCondStateType="PARSE_DEFAULT"
    Skeleton="GUCobraHeliRotor">
    <Model
    Name="GUCobraHeliRotor" />
    </ModelConditionState>

    thats not the default model :O you might need to update that. unless im looking at it wrong... -.- sigh not using notepad plus lolz

    update this too.. lol

    <ModelConditionState
    ParseCondStateType="PARSE_NORMAL"
    ConditionsYes="FORMATION_PREVIEW">
    <Model
    Name="GUOrca_FP" />
    </ModelConditionState>

    yeah im done for now.
    Last edited by Tehkrad; 09-15-2011, 12:47 AM. Reason: more info2

    Leave a comment:

  • Tehkrad's Avatar
    replied
    lauren is right,

    also you may be able to change other problems you have with your model in the model xml code.

    Like the turret pitch...

    for anti air you might find your answer looking at anti air unit xml's ~ model and weapon codes..

    Leave a comment:

  • Tehkrad's Avatar
    replied
    last time I tested this it was all corrupted. downloadable but corrupted.

    I mean from the downloads off the first page/post.

    Leave a comment:

  • Tehkrad's Avatar
    started a topic Need help on house color height maps please

    Need help on house color height maps please

    Hi,

    I am trying to make a house color on a model (because the material editor within 3ds max 9 requires it so, along with diffuse, specular and normals) (yes I have defined certain areas of the image is the blue color the game uses, by using color pic from the examples provided by EA documentation MOD SDK pics)

    so far I am having no luck, even after looking at the documentation within MOD SDK ~ Art_Textures.htm or whatever it is called. I need more information on this so I can start making better textures for my future models.

    - maybe there are different requirements from the shaders objectsgdi.fx ? or objectsnod.fx ? please let me know : >

    - Also I have already done UVW Unwrapping to make the textures within programs like GIMP or PHOTOSHOP - just that after doing this stuff my house color test in 3ds Max makes my model look like the whole thing is a house color. (player color )

    - I would add .TGA files but I cant : x or maybe dds.. no experience on dds though lol

    Any help would be much appreciated lol ^_^
    Last edited by Tehkrad; 09-15-2011, 12:44 AM. Reason: extra info p3
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