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C&C Commando : Nod Turret [message #90100] |
Wed, 26 May 2004 00:30 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Aircraftkiller | Yes, and Eric, more importantly.
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Another person goes to the list..
Quote: | COMMAND & CONQUER COMMANDO
CREDITS
(snip)
ARTISTS:
GENOCIDE
HAVOC89
JEREMIAH O'FLAHERTY
ERIC KEARNS
SPECIAL THANKS TO:
SMIFFGIG, Lion, KevCat, DeeZire, CannisRabidus, Crimson, Aircraftkiller, FinalMoon,
Vincent Chan, Gerald Deloff, Westwood's Renegade development team as a whole,
Federation of American Sciencists, Military Vehicle Specialists, US Army Aviation,
The Internet Archive Organization, Google
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C&C Commando : Nod Turret [message #90101] |
Wed, 26 May 2004 00:41 |
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Mad Ivan
Messages: 513 Registered: February 2003 Location: United Kingdom
Karma: 0
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Colonel |
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BTW, Phlak, do you have other files, along with these and most importantly, will they see light .I renember some renders of the Nod Buggy, Harvester (GDI), Nod Advanced Power Plant, Some very sexy infantry models (snow camo infantry and GDI Officers come to mind).I also have a question-did the team/you ever made TD-style buildings for some early alpha version?I mean that the current Renegade Structures in Renegade dont have the TD-style (eg.The Construction Yard aint "Rounder" like in TD)...
SeaMan, ak is right, release the info on how you did the blood/lights stuff
My LinkedIn profile
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C&C Commando : Nod Turret [message #90105] |
Wed, 26 May 2004 01:10 |
Deactivated
Messages: 1503 Registered: February 2003
Karma: 0
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General (1 Star) |
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Nod bike cointains only a dummy animation.
And Nod light tank is missing a skeleton file.
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Session Start (AIM - SeaManRA2SW:Aircraftkiller): Wed May 26 10:37:22 2004
[10] Commando: Hey.. so.. you want to know how to add things like blood stains ,vehicle lights and such?
[10] Aircraftkiller: Yeah, and I also want you to stop bullshitting, stop whining, and start getting this shit done
[10] Aircraftkiller: It's way too fn late in Renegade's development for a new "mod" to spend its time on gimmicks and complaints, get the shit done before everyone moves on to another engine
[10] Aircraftkiller: Explain the stuff now, I have 15 minutes before I go to sleep
[10] Commando: Blood: Edit surfaceeffects.ini and add following to [Flesh_Bullet
Sound0=Flesh_Ricochet_Sounds_Twiddler
Emitter0=e_flesh1
Emitter1=e_flesh2
Decal0=bloodtexture.tga
DecalSize=0.5
DecalSizeRandom=0.25
[10] Aircraftkiller: And the lights?
[10] Commando: Vehicle lights: Edit dazzle.ini and copy and paste settings from REN_BLINKLIGHT_WHITE REN_BLINKLIGHT_RED to their corresponding REN_HEADLIGHT and REN_BRAKELIGHT entries
[10] Aircraftkiller: And that's it?
[10] Commando: yes
[10] Aircraftkiller: And what happens then?
[10] Aircraftkiller: How does the engine know where to place the lights?
[10] Commando: to use them, your vehicle model must have bones with headlight and taillight names and REN_HEADLIGHT and REN_BRAKELIGHT dazzle setting in W3d options
[10] Commando: link the bones to vehicle chassis
[10] Aircraftkiller: And the lights work now, get in and the headlights turn on, stop and the brakes flash?
[10] Commando: should be
[10] Aircraftkiller: What else is there that you're hiding?
[10] Commando: I recommend using planes.. boxes might cause the lights appear inside the body or not be visible at all
[10] Commando: Music Box: A self-destructing dummy object is placed on the map which spawns every X minutes which has twiddler set up as the explosion sound
[10] Aircraftkiller: pretty useless
[10] Commando: Orca flame: Remove the animation from its preset settings
[10] Commando: and change FlameLength to 2
[10] Aircraftkiller: Don't need it
[10] Commando: you can use it for something else... MiG jet engine, smoke exhaust
[10] Aircraftkiller: Not using a jet.
[10] Commando: SAM Site: Animate the SAM like in buildings.zip> b_samsite
[10] Aircraftkiller: Already knew about that, not useful for Red Alert
[10] Commando: Dodge and vehicle mouse steering are done by editing the defaultconfig.cfg file
[10] Aircraftkiller: Dodge is pretty useless, so is vehicle mouse steering.
[10] Aircraftkiller: How about you figure out something useful like extending the range of the radar, or enabling the radar zoom in\out in the input.ini configuration?
[10] Commando: Silent Kane
[10] Aircraftkiller: He doesn't know where those functions are.
[11] Commando: exe need be edited
[11] Commando: editing the presets don't change anything
[11] Aircraftkiller: What else?
[11] Commando: Well... that is pretty much everything I remember
[11] Aircraftkiller: Not much of an exchange for those few models that actually work.
[11] Commando: oh...
[11] Aircraftkiller: Now you see why I didn't feel like releasing them to the public?
[11] Commando: Multiple vehicle weapons: Change Keynumber to something else than 0
[11] Aircraftkiller: You need to get your shit together because in the two years, or more, that you'll take to develop this "Commando" thing, most likely the game will be dead, or everyone will be playing RA who were playing Renegade before
[11] Aircraftkiller: How/
[11] Aircraftkiller: That's actually useful
[11] Commando: well.. set the two weapons as usual
[11] Commando: primary weapon should have Keynumber 1
[11] Commando: secondary should have key 2
[11] Aircraftkiller: Don't know what the hell you're talking about for key numbers
[11] Commando: um... that's the setting in weapon preset
[11] Commando: by that you toggle weapons by pressing 1 and 2
[11] Aircraftkiller: What about additional barrel bones?
[11] Commando: much like pressing 0 would select a beacon
[11] Commando: the key is Attach_turret script
[11] Aircraftkiller: I want an additional barrel bone for the Mammoth Tank so the Tusk box launchers rotate up and down to counter aircraft threats
[11] Commando: not possible
[11] Commando: or you could make them move along with the barrels
[11] Commando: I belive that there is a special logic attached to object that is called B_WIRE.w3d
[11] Commando: and that's chain link fence
[11] Aircraftkiller: What logic?
[11] Aircraftkiller: and where is b_wire.w3d? I've never seen it in a W3D format
[11] Commando: it is mentioned in game code
[11] Aircraftkiller: Where?
[11] Aircraftkiller: And is the object in the game files or not?
[11] Commando: it doesn't exist
[11] *** Aircraftkiller has received Clipboard02.jpg.
[11] *** Aircraftkiller signed off at Wed May 26 11:13:26 2004.
Session Close (Aircraftkiller): Wed May 26 11:13:32 2004
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C&C Commando : Nod Turret [message #90152] |
Wed, 26 May 2004 07:37 |
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Genocide
Messages: 222 Registered: October 2003
Karma: 0
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Recruit |
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--oo00o00oo-- |
Genocide | does not render in “polys�, it renders in “triangles�, and each poly that is a box is divided into 2 triangles, hence making more vertexes.
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i showed some of my friends that do 3D for a living this statement. boy did we get a laugh outta that. next time think about what you are saying before you say it or you will just get laughed at again.
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Those people who do "3D For A Living" must work for a real low budget company who's desperate for anything that looks just "good".
They and you are also dumbfucks and have the knowlage about engines as good as a dead cow.
The W3D Engine renders in Triangles, yes those 3 sided shapes.
Now stop coming into topics and posting donkey shit that has no relevence to the topic so piss off.
Fist Of Fate Renegade Mod:
http://fof.deadlyfear.com
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C&C Commando : Nod Turret [message #90157] |
Wed, 26 May 2004 08:19 |
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Genocide |
--oo00o00oo-- |
Genocide | does not render in “polys�, it renders in “triangles�, and each poly that is a box is divided into 2 triangles, hence making more vertexes.
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i showed some of my friends that do 3D for a living this statement. boy did we get a laugh outta that. next time think about what you are saying before you say it or you will just get laughed at again.
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Those people who do "3D For A Living" must work for a real low budget company who's desperate for anything that looks just "good".
They and you are also dumbfucks and have the knowlage about engines as good as a dead cow.
The W3D Engine renders in Triangles, yes those 3 sided shapes.
Now stop coming into topics and posting donkey shit that has no relevence to the topic so piss off.
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Wow, that went completely over your head. Renegade, like nearly every other 3d game I have ever seen, renders in POLYGONS. Polygons in this case ARE triangles, they're not different. Saying that Renegade renders in triangles and not polygons is just plain stupid.
(I think he replied to this thread with that quote by mistake...)
.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.
My Gallery: sir-phoenixx.deviantart.com/gallery
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C&C Commando : Nod Turret [message #90160] |
Wed, 26 May 2004 08:34 |
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Genocide
Messages: 222 Registered: October 2003
Karma: 0
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Recruit |
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Polys is just short for Polygons, which are blocks of meshs that look like squares, if u was to model in Edit Poly you would just be editing the blocks instead of triangles.
Edit in Mesh and your in triangle mode.
Im only saying what ive learnt.
Fist Of Fate Renegade Mod:
http://fof.deadlyfear.com
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C&C Commando : Nod Turret [message #90162] |
Wed, 26 May 2004 08:40 |
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--oo00o00oo--
Messages: 180 Registered: June 2003
Karma: 0
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once again genocide like i said, think about what you are going to say before you say it or you will just get laughed at.
like Sir P said and at what i was hinting at...those so called "triangles" are still polygons. anytime polygons are rendered by game or even a 3D program for that matter, the polygons are split down to triangles. this is known as triangulation. even when you render out NURBS, the NURBS are converted into triangulated polygons.
[Updated on: Wed, 26 May 2004 08:42] Report message to a moderator
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C&C Commando : Nod Turret [message #90163] |
Wed, 26 May 2004 08:41 |
Phoenix - Aeon
Messages: 221 Registered: April 2004
Karma: 0
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Like I said a polygon is a multi-sided shape, It doesn't have a fixed number of sides, hell you could have your basic poly as an octagon if you wanted.
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C&C Commando : Nod Turret [message #90165] |
Wed, 26 May 2004 09:01 |
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Aircraftkiller
Messages: 8213 Registered: February 2003
Karma: 0
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General (5 Stars) |
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Mad Ivan | BTW, Phlak, do you have other files, along with these and most importantly, will they see light .I renember some renders of the Nod Buggy, Harvester (GDI), Nod Advanced Power Plant, Some very sexy infantry models (snow camo infantry and GDI Officers come to mind).I also have a question-did the team/you ever made TD-style buildings for some early alpha version?I mean that the current Renegade Structures in Renegade dont have the TD-style (eg.The Construction Yard aint "Rounder" like in TD)...
SeaMan, ak is right, release the info on how you did the blood/lights stuff
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If he did, I would have had them. All that stuff is in EA's storage, rotting away somewhere.
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C&C Commando : Nod Turret [message #90204] |
Wed, 26 May 2004 13:43 |
phlakaton
Messages: 124 Registered: May 2004
Karma: 0
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Recruit |
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I used to have that Advanced PP but damn if I can find it in any of my backups... too bad. All it is really is another cooling tower on the back of the normal PP but the entire thing is larger and it had those walkways around the towers too.
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C&C Commando : Nod Turret [message #90220] |
Wed, 26 May 2004 15:30 |
phlakaton
Messages: 124 Registered: May 2004
Karma: 0
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Recruit |
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hell ... I'll make a better one than that.... then someone else can texture it. Hehe. Now that I don't have all those old school renegade restrictions to deal with.
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C&C Commando : Nod Turret [message #90233] |
Wed, 26 May 2004 17:32 |
icedog90
Messages: 3483 Registered: April 2003
Karma: 0
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General (3 Stars) |
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Mmm, advanced power plant. It would be great if it were remade. It's SO big, look at the soldier in the distance compared to it.
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C&C Commando : Nod Turret [message #90246] |
Wed, 26 May 2004 18:40 |
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Phoenix - Aeon | Like I said a polygon is a multi-sided shape, It doesn't have a fixed number of sides, hell you could have your basic poly as an octagon if you wanted.
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When you're talking about things like 'polygon count', a polygon is just a triangle, nothing more, nothing less.
Go into gmax/renx, create an 8 sided cylinder, delete all of the vertices except for the ones on the very end, and you'll find that the polygon count would be 8, not 1. (6 polygons if it's optomized)
.:Red Alert: A Path Beyond Modeler:.
E-mail: sirphoenixx@gmail.com
AIM: Sir Phoenixx
ICQ: 339325768
MSN: sirphoenixx@hotmail.com
Yahoo: sirphoenix86
If anyone needs any help with using 3dsmax, or gmax feel free to contact me.
My Gallery: sir-phoenixx.deviantart.com/gallery
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C&C Commando : Nod Turret [message #90268] |
Wed, 26 May 2004 23:47 |
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Mad Ivan
Messages: 513 Registered: February 2003 Location: United Kingdom
Karma: 0
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Colonel |
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phlakaton | hell ... I'll make a better one than that.... then someone else can texture it. Hehe. Now that I don't have all those old school renegade restrictions to deal with.
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Hehe!Welcome to the Renegade Mod Community
My LinkedIn profile
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