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Building Proxys [message #478393] Sat, 05 January 2013 13:38 Go to next message
c0vert7 is currently offline  c0vert7
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Does anyone know where I can find the reg and flying building setup with proxies? The ones with PTs and and what not already in them so I dont have to do that in LE?

Also what are the character sizes to compare your models too again? 1x1x1.5??? Thanks In Love
Re: Building Proxys [message #478396 is a reply to message #478393] Sat, 05 January 2013 15:14 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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Gmax or 3dsmax?

Yes
Re: Building Proxys [message #478399 is a reply to message #478393] Sat, 05 January 2013 15:40 Go to previous messageGo to next message
Mauler
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I use 0.55, 0.55, 1.8 box
Re: Building Proxys [message #478401 is a reply to message #478393] Sat, 05 January 2013 17:14 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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Gmax/renx Blush

If you also happen to have a character model and a few empty tank models that would be benefital too. I like the maps to be some what porportional. I use to have all this stuff but its been so long so ive tried to make a map... and now none of the sites are still up I got em off. Big Ups
Re: Building Proxys [message #478402 is a reply to message #478401] Sat, 05 January 2013 17:17 Go to previous messageGo to next message
Mauler
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c0vert7 wrote on Sat, 05 January 2013 17:14

Gmax/renx Blush

If you also happen to have a character model and a few empty tank models that would be benefital too. I like the maps to be some what porportional. I use to have all this stuff but its been so long so ive tried to make a map... and now none of the sites are still up I got em off. Big Ups

I will post up some scales models to MPF Here asap, might be a few hours till i get to posting them up.. keep an eye peeled for em!
Re: Building Proxys [message #478405 is a reply to message #478393] Sat, 05 January 2013 18:24 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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ty Blush
Re: Building Proxys [message #478436 is a reply to message #478393] Sun, 06 January 2013 09:34 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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So... anyone have the building proxies Dont Get It
Re: Building Proxys [message #478438 is a reply to message #478436] Sun, 06 January 2013 10:32 Go to previous messageGo to next message
Mauler
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sadly i have no idea, would be a lot of work to recreate those, maybe you can request someone to make it?

oh and btw i finished that scale model file for you, you can get it here

Made them for GmaX-RenX, hopefully that is what you where wanting.. if you need a max file gimme a holler Tell Me
Re: Building Proxys [message #478439 is a reply to message #478393] Sun, 06 January 2013 10:35 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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I think I got them from lauebi or something. I guess ill just make my own set, didnt wanna go through all the work if they already were out there. Blush Thansk for the scales Thumbs Up

Oh NVM found them In Love

[Updated on: Sun, 06 January 2013 10:41]

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Re: Building Proxys [message #478454 is a reply to message #478393] Sun, 06 January 2013 18:44 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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Been a while since a set these up or know which version they are.

They might help take a look.

http://www.mediafire.com/?1c00uncgy209hi0



http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Sun, 06 January 2013 18:46]

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Re: Building Proxys [message #478455 is a reply to message #478454] Sun, 06 January 2013 20:20 Go to previous messageGo to next message
Mauler
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Took a quick look the files are in Max and Gmax, includes vis, blockers, pt zones,spawners.. based on the files, they would seem to work as expected.. didn't have time to test it, but this looks like the file you need c0vert Thumbs Up

Blacky you mind me posting this to our download section over @ MPF?


EDIT: Tested it, it works.. 2 issues, the Nod Refinery flying vehicle blocker near the piston and above the harvy dump zone needs to be hidden, the nod obelisk spawner near the MCT gets stuck, you might need to adjust the proxies a bit more.. other than that it works.. PT zones are fine, all spawners except the ones mentioned are fine

[Updated on: Mon, 07 January 2013 01:51]

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Re: Building Proxys [message #478483 is a reply to message #478393] Mon, 07 January 2013 16:44 Go to previous messageGo to next message
c0vert7 is currently offline  c0vert7
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Ya I grabbed them off

http://renhelp.laeubi.de/tutorial-use-proxis-to-make-your-life-easier.html
Re: Building Proxys [message #478484 is a reply to message #478483] Mon, 07 January 2013 17:27 Go to previous messageGo to next message
Mauler
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you could use those but the files missing a lot of important parts!

the door blocks for vehicles! - unless you want vehicles inside your structures or infantry running up the refinerys,powers plants
the proper vis the exterior and fixes to certain common errors
the ramps!

trust me that file is no good!

[Updated on: Mon, 07 January 2013 17:29]

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Re: Building Proxys [message #478485 is a reply to message #478393] Mon, 07 January 2013 18:31 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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Mauler wrote on Mon, 07 January 2013 17:27

you could use those but the files missing a lot of important parts!

the door blocks for vehicles! - unless you want vehicles inside your structures or infantry running up the refinerys,powers plants
the proper vis the exterior and fixes to certain common errors
the ramps!

trust me that file is no good!



Yea you should use the ones I posted they have vehicle blockers, vis planes, and proxies, ect.
The gmax version of the buildings has almost all buildings silos, temple of nod, helipads, rep pads, com centers, construction yards, ect.

To use the ramps you just merge the flying parts into your gmax\max scene and use the snap tool to place the ramps, blockers in their correct position.


Mauler wrote on Sun, 06 January 2013 20:20

Took a quick look the files are in Max and Gmax, includes vis, blockers, pt zones,spawners.. based on the files, they would seem to work as expected.. didn't have time to test it, but this looks like the file you need c0vert Thumbs Up

Blacky you mind me posting this to our download section over @ MPF?


EDIT: Tested it, it works.. 2 issues, the Nod Refinery flying vehicle blocker near the piston and above the harvy dump zone needs to be hidden, the nod obelisk spawner near the MCT gets stuck, you might need to adjust the proxies a bit more.. other than that it works.. PT zones are fine, all spawners except the ones mentioned are fine


Would you want to fix any issues? I don't have much time as of right now.

Maybe make a separate version for the ramps so people don't have to merge it into their scene and get them into the right position.
I will try and find all the damage animations, new emitters if any for all the extra buildings.


http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Mon, 07 January 2013 18:32]

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Re: Building Proxys [message #478487 is a reply to message #478393] Mon, 07 January 2013 19:54 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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I wanted to make light maps for all the buildings with the 4.0 light map tool when I had time, haven't tried it yet.

http://s18.postimage.org/jc6qbn4k9/bricks3.png

[Updated on: Mon, 07 January 2013 19:57]

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Re: Building Proxys [message #478488 is a reply to message #478487] Mon, 07 January 2013 20:20 Go to previous messageGo to next message
Mauler
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The lightmap tools don't generate lightmaps, the light tools released by TT only finish the job to get proper lightmapped meshes ingame, and proper lighting..
Re: Building Proxys [message #478489 is a reply to message #478393] Mon, 07 January 2013 21:08 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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yea but light maps with the wlt files instead of generating them in leveledit.

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Building Proxys [message #478490 is a reply to message #478393] Mon, 07 January 2013 22:36 Go to previous messageGo to next message
Mauler
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Both leveledit and max lights are fine ... It's our preference .. I use level edit so I can see the changes and effects on my character / level right away .. Instead of finding out I made an error in my max light and have to go back into max/maya again.. Besides u need the maya exporter to create WLT files from max, am I'm not sure if saber hawk has released that yet.. But I've used all the the lightmap tools. If you need info on something gimme a holler

[Updated on: Mon, 07 January 2013 22:38]

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Re: Building Proxys [message #478502 is a reply to message #478393] Tue, 08 January 2013 15:23 Go to previous messageGo to next message
Generalcamo is currently offline  Generalcamo
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The problem with Level Edit lights though is that you need to recreate them step by step from 3ds max. It removes a step if you use 3ds max.

But sadly saberhawk hasn't released his tool to the public. And from the pm I got from him, it is only for Maya 2011 and 2012.
Re: Building Proxys [message #478507 is a reply to message #478502] Tue, 08 January 2013 16:51 Go to previous messageGo to next message
Mauler
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huh... i light map my scene and remember where i placed my lights.. no need for rocket science there, as long as the color matches,fades at a distance, i could care less about trying to light the terrain/models... as they have the prelit option on them... so those lights will only affect objects that recieve vertex lighting, i.e characters, vehicles, props.. or anything without the prelit arguments applied
Re: Building Proxys [message #478546 is a reply to message #478393] Wed, 09 January 2013 14:10 Go to previous message
c0vert7 is currently offline  c0vert7
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Well in that case, thx guys. Thumbs Up
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