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Thread: GDI Kodiak

  1. #1
    Master Sergeant Stygs's Avatar
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    GDI Kodiak

    And here is the Kodiak

    Again, it's basicly a plug'n'play mod - simply put the files into the right folders, include them in your mod, add the commandbutton to the commandset and your ready to go.

    The mod contains a edited CnC4 Kodiak model & animations (merged the turrets with the main model and removed the pointless firng anims for the turrets) with a slightly edited texture to better fit with the CnC3 art style (grey cockpit glas), a new damaged texture (rather cheap, but better than nothing), some renamed bones (to make coding easier) a build icon for the sidebar (taken from the CnC4 Beta) and basic weapon codes and particle effects.

    DOWNLOAD

    Just put "Kodiak" folder into your mods Art folder and include the GDIKodiak.xml in your mod.


    Notes:
    -The mod contains no new sounds or special abillitys. I also disabled some animations because they seemed unfitting for the unit. Feel free to enable them again.
    -You also want to edit the tracer for AA guns - I removed them since they wont work anyway for multible turrets, but it feels like something is missing
    -Theres also the issue with the radar dish: it's allways rotating in TT, but since it's not done with a animation, I can't recreate that in TW.
    -You can also use Bibbers W3x Resizer Tool to scale the model down to fit better with the Scrin ships in TW (about 70% works fine).

    sshot0058.jpg

    Credits: EA/Stygs and Bibber/Megumi (for their tools and help with the particle effects)


    EDIT: I just edited the housecolor a bit so the yellow strip in the front is in housecolor too.
    Last edited by Stygs; 07-21-2012 at 12:40 AM.

  2. #2
    Major Zocom7's Avatar
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    Once again, thanks for the download.

  3. #3
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Stygs View Post

    You also want to edit the tracer for AA guns - I removed them since they wont work anyway for multible turrets, but it feels like something is missing
    Thats ok, a Simple Tracer Projectile Weapon can easily replicate the tracer type effect and since its a projectile weapon, no bugs!!!

    But I know you know about that since you have already done that for your mod. :P

    For the Radar, I simply made it a dummy turret, I do assume its made as a dummy turret with an endless rotating loop I think.
    Last edited by Commander32; 07-20-2012 at 11:27 AM.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  4. #4
    Master Sergeant Stygs's Avatar
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    Hmm, a fake turret sounds like a interesting idea for it.

    Again, I suggest resizing the model to about 70% to fit in better with the scrin uints.

  5. #5
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Stygs View Post
    Hmm, a fake turret sounds like a interesting idea for it.

    Again, I suggest resizing the model to about 70% to fit in better with the scrin uints.
    Already done. :P

    Anyway post any update for these two will ya?

    Im in the process in making refined versions of em with all the sounds and more polished weapons, added debris, and some effects.

    Its gonna be gooood.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  6. #6
    Master Sergeant Stygs's Avatar
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    Debris sounds nice, I was thinking about doing some myself

  7. #7
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Stygs View Post
    Debris sounds nice, I was thinking about doing some myself
    Right now its a simple debris where the whole ship falls crashing down and blows up, like in CnC4. :P

    Still getting there but should be all polished up soon...

    EDIT: I has good news!!! Everything is working as planned as of now, and I might post my results later on.

    What I currently have set up is that these units are rather special, they are only deployed as a reinforcement special power(flys down when you use one), so gameplay wise it would take some time to get one, and overall won't let the player rely on these units too much yet are there if the extra firepower is needed.
    Last edited by Commander32; 07-21-2012 at 04:16 AM.

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  8. #8
    Master Sergeant Stygs's Avatar
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    Well, getting it to come from the sky is easy (like the Hammerheads in KW/TWA), the building is just missing the bones for it.
    Nod is a different topic however, since it would also affect Venoms and similiar.


    Special Power sounds good, but I was thinking about some kind of stolen tech units. Maybe have their buttons hidden and only display them once the player captures a scrin tech building.

  9. #9
    Brigadier General Commander32's Avatar
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    Quote Originally Posted by Stygs View Post
    Well, getting it to come from the sky is easy (like the Hammerheads in KW/TWA), the building is just missing the bones for it.
    Nod is a different topic however, since it would also affect Venoms and similiar.


    Special Power sounds good, but I was thinking about some kind of stolen tech units. Maybe have their buttons hidden and only display them once the player captures a scrin tech building.
    Sounds like something that you would do for your mod... :P

    BTW how does one make those bones work to make em come from teh sky?

    My quote:
    'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '

  10. #10
    Lieutenant Colonel Lauren's Avatar
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    Quote Originally Posted by Commander32 View Post
    Sounds like something that you would do for your mod... :P

    BTW how does one make those bones work to make em come from teh sky?
    some random xml, for example HeliBone.xml:
    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <AssetDeclaration xmlns="uri:ea.com:eala:asset">
    
    	<W3DHierarchy
    		id="_HeliBone">
    		<Pivot Name="ROOTTRANSFORM" Parent="-1">
    			<Translation X="0.000000" Y="0.000000" Z="0.000000"/>
    			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
    			<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
    		</Pivot>
    		<Pivot Name="HeliPark01" Parent="0">
    			<Translation X="0.000000" Y="0.000000" Z="300.000000"/>
    			<Rotation X="0.000000" Y="0.000000" Z="0.000000" W="1.000000"/>
    			<FixupMatrix M00="1.000000" M10="0.000000" M20="0.000000" M30="0.000000" M01="0.000000" M11="1.000000" M21="0.000000" M31="0.000000" M02="0.000000" M12="0.000000" M22="1.000000" M32="0.000000" M03="0.000000" M13="0.000000" M23="0.000000" M33="0.000000"/>
    		</Pivot>
    	</W3DHierarchy>
    	<W3DContainer
    		id="_HeliBone"
    		Hierarchy="_HeliBone" />
    
    </AssetDeclaration>
    Then in the draws tag of the Air Tower:
    Code:
    			<ScriptedModelDraw
    				id="ModuleTag_DrawHeli"
    				ExtraPublicBone="HeliPark01">
    				<ModelConditionState
    					ParseCondStateType="PARSE_DEFAULT">
    					<Model
    						Name="_HeliBone" />
    				</ModelConditionState>
    			</ScriptedModelDraw>
    Dunno if really needed:
    Code:
    			<ParkingPlaceBehavior
    				id="ModuleTag_ParkingPlaceBehavior"
    				HealAmount="25"
    				NumRows="2"
    				NumCols="2"
    				ApproachHeight="0"
    				ParkInHangars="false"
    				DoorOpenTime="2s"
    				DoorCloseTime="2s"
    				LowersOntoParkingPlaceOnProduction="true">
    				<DefaultRallyPointOffset
    					x="45.0"
    					y="0"
    					z="0" />
    				<CanParkHereFilter
    					Rule="ALL"
    					Relationship="ALLIES" />
    			</ParkingPlaceBehavior>
    Last edited by Lauren; 07-21-2012 at 02:08 PM.

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Victory Games is Electronic Arts' dedicated Strategy Gaming studio. Formed in 2010 under the leadership of Jon Van Caneghem, Victory Games has offices in Los Angeles, CA; Austin, TX; and Shanghai, China and is currently focused on the Command & Conquer franchise.