Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Release Forum » [models]Proper Construction Yard setups
[models]Proper Construction Yard setups [message #366946] Sun, 11 January 2009 11:03 Go to next message
DL60 is currently offline  DL60
Messages: 283
Registered: May 2006
Karma: 0
Recruit
From time to time I'm going through my renegade modding stuff and looking for some nearly finished stuff which I can pu on my modding page.

The newest what I found is my Conyard-Setup whcih was indeed nearly finsihed.

Quote from my readme I wrote (includes also install-instructions):
Quote:

This is my Construction-Yard setup. Although there are lots of similartities to other setups from other authors, I did the whole setup alone - without using data from others! I only used some of their ideas.
Feature-List:
-completly suitable for flying-maps
-modified/improved every building-aggregate
-destruction-animation (inside and outside) with emitters und cracks

I also packed some testmaps in here where you can take a look at may setup.

IMPORTANT!!!! If you want to modify the aggregates for your purposes, then please rename your modded versions e.g. instead of a c in mgcon_ag_2c use a d (like this mgcon_ag_2d). This applies for all the other aggregates too! I don't want any intersections with my aggregtates!


I have to emphasize the following sentence:
Quote:

Although there are lots of similartities to other setups from other authors, I did the whole setup alone

So I didn't use any data from others! I only remade some of others ideas in my setup!!

Have fun with it. You can DOWNLOAD it here at my modding page @ the models section:
http://deathlink.ut-ccr.de/

Here is a picture
http://img175.imageshack.us/img175/4941/conyardsshowoffni4.jpg
  • Attachment: Conyards.zip
    (Size: 1.54MB, Downloaded 101 times)

[Updated on: Tue, 13 January 2009 13:10] by Moderator

Report message to a moderator

Re: Proper Construction Yard setups [message #366959 is a reply to message #366946] Sun, 11 January 2009 11:58 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
Messages: 3250
Registered: September 2006
Karma: 1
General (3 Stars)
Good Job Thumbs Up

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Proper Construction Yard setups [message #366969 is a reply to message #366946] Sun, 11 January 2009 13:04 Go to previous messageGo to next message
Altzan is currently offline  Altzan
Messages: 1586
Registered: September 2008
Location: Tennessee
Karma: 0
General (1 Star)
Sweet, looks very cool Thumbs Up

EDIT: I noticed the MCT doesn't work in your testmaps.


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire

[Updated on: Sun, 11 January 2009 13:28]

Report message to a moderator

Re: Proper Construction Yard setups [message #367026 is a reply to message #366946] Mon, 12 January 2009 05:59 Go to previous messageGo to next message
DL60 is currently offline  DL60
Messages: 283
Registered: May 2006
Karma: 0
Recruit
??? They work both perfect for me. Animations are okay and the damage dealt to the building is okay when you put a c4 on it.
Re: Proper Construction Yard setups [message #367027 is a reply to message #366946] Mon, 12 January 2009 06:12 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
Messages: 1273
Registered: December 2006
Location: Netherlands
Karma: 0
General (1 Star)
They work for me to Smile nice work!

I only wished that you knew how to make the interrior look red when the building is dead, just like in original buildings. Sad


http://i236.photobucket.com/albums/ff5/Di3HardNL/Di3Logo-1.jpg

Visit My website to download all kind of models for Renegade! Also learn how to create your own stuff with my tutorials!
www.renegademodels.tk

Check out my video's on my Youtube profile!
http://www.youtube.com/user/Di3HardNL
Re: Proper Construction Yard setups [message #367029 is a reply to message #366946] Mon, 12 January 2009 06:23 Go to previous messageGo to next message
Altzan is currently offline  Altzan
Messages: 1586
Registered: September 2008
Location: Tennessee
Karma: 0
General (1 Star)
Huh, that's weird. I played The C&C_GDIConYard one and aimed at MCT and nothing... bombed it and did little damage... Maybe it's the scripts Whats That

If the instructions are followed in the readme things should be fine, so I guess it's irrelevant.

I like the flying attributes and the simplicity of the design Thumbs Up


I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
Re: Proper Construction Yard setups [message #367031 is a reply to message #366946] Mon, 12 January 2009 06:34 Go to previous messageGo to next message
Goztow is currently offline  Goztow
Messages: 9745
Registered: March 2005
Location: Belgium
Karma: 14
General (5 Stars)
Goztoe
Is it just me or doesn't it really look like the Tib >dawn con yard? http://screenshots.filesnetwork.com/64/others/constructionyard.gif

Or isn't it ment to be?


You can find me in The KOSs2 (TK2) discord while I'm playing. Feel free to come and say hi! TK2 discord
Re: Proper Construction Yard setups [message #367034 is a reply to message #366946] Mon, 12 January 2009 06:46 Go to previous messageGo to next message
Titan1x77 is currently offline  Titan1x77
Messages: 1086
Registered: February 2003
Karma: 0
General (1 Star)
Is it easy to convert these to .max files? I know alot of the other buildings were done, I'd use these if you can convert them.

"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Re: Proper Construction Yard setups [message #367047 is a reply to message #366946] Mon, 12 January 2009 08:56 Go to previous messageGo to next message
DL60 is currently offline  DL60
Messages: 283
Registered: May 2006
Karma: 0
Recruit
Quote:

Is it just me or doesn't it really look like the Tib >dawn con yard?

Or isn't it ment to be?


These construction-yard-designs are from Westwood. You don't know the buildings-package westwood gave the community? There are the source files of the regular buildings in there and lots of unfinished files for other buildings (e.g. our conyards). The source files for the conyards where nearly finsihed by Westwood and started adding missing things long time ago. I finsihed it these days.

Quote:

Is it easy to convert these to .max files?

I don't I never tried it but I can imagine that it is lots of work to setup and reapply all the materials again.
Re: Proper Construction Yard setups [message #367163 is a reply to message #366946] Tue, 13 January 2009 05:52 Go to previous message
Titan1x77 is currently offline  Titan1x77
Messages: 1086
Registered: February 2003
Karma: 0
General (1 Star)
With the w3d tools, I remember importing w3d's and clicking update material and having little success. Im not sure if the max w3d tools will function for better or worse? I'll take a look into it, I do like my old 2in1 CY with the repair pad.


"But if the gameplay sucks, the looks don't matter at all." - Sir Phoenixx

Previous Topic: [skin]Stealth tank Skin.
Next Topic: F.A.Q.
Goto Forum:
  


Current Time: Thu Feb 13 03:09:52 MST 2025

Total time taken to generate the page: 0.00681 seconds