I like the allowance of the crane allowing to build lower tier defences, a compromise I greatly agree with.
I also like your approach with the predator, giving it the missile upgrade, in place of the railgun.
But looking at those pictures, more and more I wonder if its possible to have a reloading animation, so the missiles are not present right after firing. I always hated that appearance. _________________ If there is a problem on the forums, PM me. QUICK_EDIT
I'm pretty certain it is possible to have the missile disappear from the model when fired - as the GDI missile guy does this, doesn't he? however, the nod rocket militia doesn't.... _________________
I think it is done via animation for the missiles guy....
Its was possible via ini-codes back in generals and I am pretty sure its also possible in TW via xml.
cavesyudepu claimed to have this feature for his orcas, but he never explained how he did it... _________________
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sat Sep 15, 2007 5:27 pm Post subject:
Yes, I've been trying to figure out that very idea. As Chriz said, cavesyudepu claims to have done it but other than pics, he hasn't been very helpful.
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sat Sep 15, 2007 7:46 pm Post subject:
Carnotaurus wrote:
Rebelmoon, any other beta stuff left over in the files?
The only model from the pre-releases I know for sure that was actually still in the game but not used is the open-topped manned Pitbull. I was able to extract it prior to the sdk being released. The rocket-pod on the Predator & chaingun on the Orca were not which is why I made my own.
After the sdk was released I found the max files did include the rocket-pod. While the one I made is very close to the actual one from EA, I decided to use theirs in this mod just for absolute accuracy. The chaingun wasn't in their max files but Chriz has made a very cool animated chaingun for the Orca, much better than mine.
As far as every model in the sdk or what I can extract, I haven't looked at all of them so I can't say for sure if anything else is in there.
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Sun Sep 23, 2007 5:42 pm Post subject:
Gun Ship wrote:
Thats awesome how did you do it?
Thanks!
All I did was separate by element the rocketpod from the turret supplied in the sdk, renamed it as an upgrade object. Added a firebone and exported it out as W3X. The rest was coding.
TBH, I cheated a bit. I renamed the rocketpod the same as the railgun mesh, deleted the original railgun mesh, then just changed the upgrade triggers to point to the new rocketpod upgrade. That last is important if you want to have seperate upgrades, if not, then when you research the railgun, the Predator gets the rocketpod at the same time. For example, my rocketpod upgrade is purchased separately at the Command Post. The railgun upgrade is still done at the Tech Center. There is more coding involved, of course, but that is the main points.
Anyway, Rebel, I've had a odd little problem, it seems to crash now and again, but seems random with your mod, on vanilla it doesn't...Then again, I might have not seen the object that generated the crash or so, but I'm pretty sure it had something to do with a impact on something or another.
I'd go peek at the code, but I'm not even sure I'd be able to understand what I'd be looking at in the first place. Either way its wonderful. _________________ ... QUICK_EDIT
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