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			| C&C Seaside Canyon Released [message #36276] | Mon, 04 August 2003 15:32   |  
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				|  |  npsmith82 Messages: 525
 Registered: February 2003
 Location: England, UK
 
	Karma: 0
 | Colonel |  |  |  
	| I'm amazed with your progress on the building destructions! 
 This is exactly the kinda feature that needs to be present in every fan-made map from now onwards (or at very least, just yours).
 
 Excellent work, thanks again.
 Keep 'em comin'
 
 ~ Nick
 
 WOL: npsmith82
 
 For RenAutoComplete, RenSkirmish, RenBuddyList and RenWOLstatus please visit (IE) TheCodeSmith.com
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			| C&C Seaside Canyon Released [message #36540] | Tue, 05 August 2003 11:31   |  
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					|  KIRBY098 Messages: 1546
 Registered: February 2003
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Welcome to ACK's world. 
 Now all we need are some ungrateful children who use the map all the time, to flame it unmercilessly. Then your journey to ACK-dom will be complete.
 
 Oh, and you need to be a little more abrasive with people too.
 
 
   
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			| C&C Seaside Canyon Released [message #36571] | Tue, 05 August 2003 14:04   |  
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				|  |  General Havoc Messages: 1564
 Registered: February 2003
 Location: Birmingham, England, Unit...
 
	Karma: 0
 | General (1 Star) |  |  |  
	| Just one question, couldn't you combint the destruction animations into the one mix? I know it would make it bigger but that wouldn't matter as you would only need the one mix instead of the 3? I don't know the exact way you have the animations setup so I can't say why you used the 3 mixes. 
 _General Havoc
 
 Visit my website at http://renhelp.laeubi-soft.de powered by laeubi.de
 "SHUT UP AND MOD" - Dante
 "ACK is the Simon Cowell of modding" - Ultron10
 Scripts.dll Debugger, Map Scripter and Tutorial writer
 
 Computer Science Bsc
 Aston University in Birmingham, UK
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			| C&C Seaside Canyon Released [message #36622] | Tue, 05 August 2003 17:30   |  
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				|  |  NeoSaber Messages: 336
 Registered: February 2003
 
	Karma: 0
 | Recruit |  |  |  
	| It could be one .mix file. I set up three .mix files so I can easily update the exploding buildings or alternate models. If I pack them into every map, but in later versions I make minor changes, I will have to rename the files every time. If I don't rename the files then the new map could load the outdated files from an older map. 
 This way I can make minor changes (like add a few more emitters to the explosions), make an updated version of the ExpBldg_Data.mix, and any map that uses the exploding buildings is now updated without having to have a new version.
 
 I decided to do the same thing with the alternate models because there are still a few bugs in the models I wanted to eventually correct (a few improperly binded vertices, a few character models don't have LOD, etc). I figured it would be easier for now to update a single file instead of any map that uses them.
 
 NeoSaber
 
 Renegade Map Maker at CnC Source
 Animator/Compiler/Level Editor/Object Rigger/Programmer for Red Alert: A Path Beyond
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			| C&C Seaside Canyon Released [message #36647] | Tue, 05 August 2003 19:20   |  
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					|  Apache Messages: 185
 Registered: February 2003
 Location: Fort McMurray, AB, Ca
 
	Karma: 0
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	| Neo! These animations are incredible! Both me and my brother were stunned at them, esspecially the AGT! It adds a whole ton to the game to actually see the base destroyed, and in smoking ruins as you wreak havoc! 
 - Russell
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