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Slye_Fox
One winged Fox
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Posted: Thu Jun 08, 2006 12:19 pm |
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| IHM wrote (View Post): | | It works exactly the same for TGA. |
No it dosn't.
You beed to do somthign special in RenX to get the alpha working. _________________
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CoLT
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Posted: Thu Jun 08, 2006 1:25 pm |
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He's right. I can't get it to work for tga. _________________
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IHM
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Posted: Sat Jun 10, 2006 7:01 pm |
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Trust me, it does work, thats how I do it, I know this sounds stupid, but which way you export it will effect the alpha. If you export using the button the file menu alpha works, if you use export on the renx toolbar it wont work. _________________
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Slye_Fox
One winged Fox
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Posted: Sat Jun 10, 2006 7:20 pm |
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Enen The_Hunter said you need to do somthing special _________________
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Creator
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Posted: Sun Jun 18, 2006 7:28 pm |
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Question: How to make pilots to eject with button with easier code?
| Chris wrote (View Post): | like what flaws? beside the pilot not on parachute thing....
cant be arsed to read it  |
It can be done much easier. The scheme is:
1) Button executes special ability
2) Special ability calls OCL (use OCLSpecialPower tag)
3) OCL executes weapon (look at "SUPERWEAPON_NeutronMissile" and you will understand how to do it)
4) Weapon kills driver (PrimaryDamageRadius = 1.0; RadiusDamageAffects = SELF) and calls another OCL (using FireOCL) to create free pilot.
No any upgrades and auxiliary objects. |
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Thierry
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Posted: Sun Jun 18, 2006 9:00 pm |
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Wont that screw up the death score at the end of the round? (or cause the "Unit lost" sound) _________________ We can destroy the world a million times over and all it takes is one nut to actually go there and do it... |
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Chris
Level: 94

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Posted: Sun Jul 23, 2006 7:13 pm |
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| Quote: |
Question:
When I set 600 or so in the MaxCameraHeight tag in GameData.ini I get those black terrain and stuff...what can i do to fix it?
Answer:
Sorry...No fix to that..its the sage way of rendering the terrain when the camera is way high...You COULD try lowering your settings...
Theres one way tho... if DrawEntireTerrain = Yes is set.. the terrain will render properly but theres a huge performance cause...this method is not really recommended.
Hope this helps
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Btw, geez! am i the only one that post here?  _________________ Sponsored Links
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Chris
Level: 94

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Posted: Tue Aug 08, 2006 2:48 pm |
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| Quote: | Hey guys, can any of you direct me to the right directions? Which INI do I have to look into with regards to POW capturing? I asked at ProGen but I don't know if people still hang out there or the people there just wouldn't dare to help me because it's DeeZire's work, whereas I clearly stated it's only for private use, but the chances of getting help them I believe will be dissapointing.
So can anyone here tell me which INI? Oh, btw, the POWs in ProGen become crates...I want them to be targettable and be able to be forced-fired upon, how can I also that on 'crates'? |
| Quote: | First off, Define a Stungun in Weapon.ini...After that give that weapon to the infantry,truck,blegh you want to have the POW Ability
(look code below on how a stun gun code looks like)
Weapon StunGunButCanBeAnyNameWeapon
PrimaryDamage = 100.0;define a lower number here.. EG: 30 if you want the object last 3 or so shots befor surrendering
PrimaryDamageRadius = 0.0 ;must be zero
AttackRange = 70.0 ;how far can the gun be fired?
DamageType = SURRENDER ;allows you to use the VoiceSubue Field of the Objects UnitSpecificSounds
DeathType = EXTRA_2
WeaponSpeed = 999999.0
ProjectileObject = NONE
FireSound = *entry from SoundEffects.ini
RadiusDamageAffects = ENEMIES ;should be enemies only...
DelayBetweenShots = 5000 ;how fast you want the thing to fire?
ClipSize = 0
ClipReloadTime = 0 ;if you want to make the weapon have a slow reload rate then...define how many Millisecs here...1000 is 1 sec btw;)
End
The EXTRA_2 DeathType must be defined on the infantry:
On the first slowdeath module you must add *-EXTRA_2 so it will not trigger the *argghh* voice when killed by either a rifle or a cannon..instead it will trigger its own voice you defined on its own SDB module.
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA -EXTRA_2
SinkDelay = 3000
SinkRate = 0.5
DestructionDelay = 8000
FX = INITIAL FX_Argghhh!!
End
You can now add a new death fx on the module that uses the EXTRA_2 death type in the deathtype field of the module like this:
*this is the actual module that creates the surrendered soldier*
Behavior = SlowDeathBehavior ModuleTag_XX ;[XX] can be anything..
DeathTypes = NONE +EXTRA_2
DestructionDelay = 0;this should be zero if you want the object appear immediatly
FX = INITIAL FX_SomeoneSurrendering ;this will trigger the "damnit! i surrender" voice when shot, must be defined in Voice.ini
OCL = INITIAL OCL_InfantrySurrender; this will create a *surrendered* infantry, must be defined in OCL.ini
End
Now you must create the OCL defined on the death module
In OCL.ini (AKA, ObjectCreationList.ini) :
ObjectCreationList OCL_InfantrySurrender ;can be changed to what ever u want
CreateObject
ObjectNames = SurrenderedGuy
Offset = X:0 Y:0 Z:0
Count = 1
Disposition = LIKE_EXISTING ;SEND_IT_FLYING tag is shit
DispositionIntensity = 0.1
End
End
Now after that...the thing will create that when shotted by a weapon using the EXTRA_2 deathtype....but....the object must now be defined in crate.ini
In Crate.INI, You must crate data of the surrendered infantry crate:
CrateData *can be any name, without spaces, EG: PimpMyAssCrateData*
CreationChance = 1.0; this should be one
CrateObject = SurrenderedGuyCrate 1.0
OwnedByMaker = Yes
End
In the CrateObject...you must make the crate...of the surrendered guy using his/her surrendered anims.
Object SurrenderedGuyCrate;the name must match the Cratedata field...
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = model name;AIRNGR_SKN
Animation = model name;the surrendering anims...can be found in Generals or ZH
AnimationMode = MANUAL
Flags = START_FRAME_LAST
WeaponFireFXBone = PRIMARY Muzzle;must be defined like in the orig infantry
WeaponMuzzleFlash = PRIMARY MuzzleFX;^^
End
End
EditorSorting = MISC_MAN_MADE
KindOf = PARACHUTABLE SELECTABLE
Behavior = SalvageCrateCollide ModuleTag_02
ForbidOwnerPlayer = Yes;should be yes
RequiredKindOf = BOAT;the BOAT kindof must be putted on the POW Truck..so the truck is the only object that can pick it up...
ExecuteFX = *entry from FXList.ini,If u want to spice it... you could make a fxlist that triggers a soundfx.. so when a pow truck picks it up he will laugh to death xD
LevelChance = 0%;must be 0
WeaponChance = 0%;must be 0
MoneyChance = 100%
MinMoney = 500;change the value of the crate if u want
MaxMoney = 1000;change the value of the crate if u want
End
;If you want to make the object stays longer....you must change the fields below.
Behavior = DeletionUpdate ModuleTag_03
MinLifetime = 30000 ;just bored so me add numb to it xD
MaxLifetime = 35000;ditto
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14
ShadowSizeY = 14
ShadowTexture = ShadowI
End
If you want it to be targetable...then you must define the FORCEATTACKABLE KindOf on the KindOF fields of the object
If you want it to be runned over by a tank or light vehicle that cant pick it up....you must add this module:
| Code: | Behavior = SquishCollide ModuleTag_XD
End
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and this line : CrusableLevel = 1
after that you can now crush the object, If the object has a BOAT kindof...the object will just pick it up.
Thats all....I think |
NOTE: Any Modders that has a suggestion on this tutorial...you can pm me  _________________ Sponsored Links
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TheHonestyFishZ
All Around Good Guy
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Posted: Sun Aug 27, 2006 7:00 pm |
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Question:
How come whenever I try to download anything from these forums It downloads as "Download.php?" I can't do anything with that, it doesn't work and it makes me mad!
Answer:
Simply rename the file before you download, changing the extension to whatever it was in the original. Simple as that. _________________
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Commander_HK47
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Posted: Sun Sep 24, 2006 11:16 pm |
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Questions:
1. I have followed one of the many tutorials on creating a new unit by cloning an exsisting one in Generals, but Generals still calls the unit XXXXX unit when i put my mouse over it. How do i change this?
2. The discription for my newly created unit displays the same summary information as the unit i cloned it from. You know the information when highlighted for purchase? How do i change that?
*** This information on new strings is being revised, This is being done to correct typos, but more importantly to add needed information to completly answer the two questions to
the fullest extent. ***
Should be up shortly... _________________ If you live in the US and are interesting in trying GameFly, i say go for it!
I recently used there trial promo and decided to continue with 2 game out at a time and have played tons of games that where hard to find in my area for the XBOX and PS2 plus lots of new tittles for all the new gen consoles too!.
So if you new to Gamefly and want to give it a try use this referal link below to help me earn a Nintendo Wii,
Thanks much!
http://friends.GameFly.com/r/93f9883e32d6102a919d |
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Josh 'Sky³' Redwood
Coming Back At You Like Last Night's Pizza
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Posted: Wed Oct 11, 2006 8:22 am |
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Question: Can I convert VXLs to .W3D models?
Answer:
| FlyBy wrote: |
The SHP files of RA2 are nothing more then a series of 2D bitmaps. It is impossible to make a full 3Dmodel out of that, unless you rebuild it manually in a 3D modelling program. There is no automated way in doing that
I was the one who made the Maxscript that allowed a very crude import of a voxel into max.
The problem with voxels is that they have less information then polygons. You could see them as 3D pixels.
Which is exactly how I tackled that problem: every voxel model is a huge collection of cubes, runing in the then or even hundredthousands of polygon. It is as a consequence POINTLESS trying to convert a VXL into a 3D model, let alone in.W3D.
and even if you would it would look like very bad. It's far more efficient to model it from scratch. look around, i'm sure there are Kirovs modeled somewhere.
Just ask permission of the maker to use it. That's all there is... |
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Chris
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Posted: Sat Nov 25, 2006 2:16 pm |
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Question:
| Decimator wrote (View Post): | Ok guys, can someone get me the Radar Van Jam code from deezire? I cant get it since i dont have my password anymore . |
Answer:
| Sleipnir wrote (View Post): | | Deezire.net wrote: | Make Gap Generators In Generals
Some players loved them and others hated them. To some players, Gap Generators (and Mobile Gap Generators) were incredibly useful strategic support units, to other players they were a ligitimized cheat and a cheap tactic.
Whatever your views, Gap Generators were fun in Red Alert (and eventually Red Alert 2) and made for a useful addition to any side. If you dont know how they work, they basically cast the shroud around themselves, rendering that area 'unexplored' to the enemy but not to the objects owner. Not only did this make things undetectable under the shroud, it made targetting anything within that area near impossible until it had been 'explored' again.
You can make an exact copy of this kind of technology in Generals and Zero Hour too, thanks to a nice little module that eventually went completely unused anywhere in the game - and it still works.
As usual, theres a bit of background involved. Long ago, when the GLA were first being conceptualized after their transformation from what was then the Fundamentalists, an idea was spawned that they should have a 'radar jam' function. This took the form of an object that could cast the shroud around itself thus rendering anything in that radius unseen to enemy players. For balance reasons, and because the decision was eventually made to remove the shroud in favor of the fog idea instead, the idea was dropped.
Putting this feature back in is a piece of cake. All you need to do is add a simple upgrade module to the object which you want to be a Gap Generator. To some people, this may seem that the idea is useless, since when you see a radius of shroud in multiplayer it gives the unit away - since you will see a small spot of shroud in a whole map of fog. However, the advantage of this is you cant target things (even Super Weapons) through shroud - you have to expose it first. Plus, if you give this to a mobile unit, the shroud is generated wherever the unit moves to as well - allowing you to create wide areas of shroud. This idea is used on the GLA Radar Van in Pro:Gen as an upgrade, allowing it to be used as a Mobile Gap Generator as seen in Red Alert.
To get it working, simply give your object this module;-
Behavior = ActiveShroudUpgrade ModuleTag_WHATEVER
TriggeredBy = [upgrade name from Upgrade.INI]
NewShroudRange = [real number, expressed in feet]
End
You could also give your object the GrantUpgradeCreate module to have this ability inherently, or of course trigger it from an upgrade in the normal way. For extra funkiness, you can even add an FXListUpgrade = to the module to trigger an event from FXList.INI on your object when the upgrade is triggered.
The real ambitious could use this on a 'special power' object in a similar way to the Emergency Repair, thus allowing for a super weapon that shrouds the map wherever it is fired. In Zero Hour, you could even use the logic employed by the Worker Command Set switches to allow the unit to turn on or off its shroud generator.
Thats all there is to it - an object that can act as a Gap Generator or a mobile equivalent. |
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Slye_Fox
One winged Fox
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Posted: Sat Nov 25, 2006 3:18 pm |
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A Gap Generater is diferent to a Radar Jammer. _________________
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Chris
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Posted: Thu Feb 01, 2007 9:50 am |
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Question:
Replacing Skin using HEX Editor
| Quote: |
I found some website that has a tutorial that will change ex. Crusader Tank skin using HEX Editor but I forgot what website is it. Does anyone knows where is that or what site is it? Help is good! |
Answer:
Alternative URL if the one above didn't work:
clicky _________________ Sponsored Links
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Chris
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Posted: Tue Dec 18, 2007 6:58 am |
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Q: How the heck do i make unit pickboxes in ZeroHour work?
A: Read this tutorial:
Q: Is it possible to make units take infantries?
A: Yes, Read this article: http://forum.cncreneclips.com/index.php?showtopic=19849 _________________ Sponsored Links
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