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 Forum index » Modding Central » Command & Conquer 3 Editing Forum » Finished Mods & Models Showcase
Small Predator Mod
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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sat Sep 15, 2007 7:02 am    Post subject:  Small Predator Mod Reply with quote

Here's a small mod I made as I learn the sdk. It adds the Rocket Pod upgrade to the Predator as seen in the pre-release builds & trailers.

To keep from making the Predator overpowered, I removed the railgun upgrade.

Upgraded at the Command Post.

While I've edited the string file for the descriptions, the upgrade button still uses the railgun graphic.

The only other change I can remember is the crane can build lower tier defenses.

Cheers,

Rebelmoon


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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Sep 15, 2007 3:54 pm    Post subject: Reply with quote

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.
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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Sat Sep 15, 2007 4:00 pm    Post subject: Reply with quote

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....
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Sat Sep 15, 2007 5:20 pm    Post subject: Reply with quote

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...
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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sat Sep 15, 2007 5:27 pm    Post subject: Reply with quote

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.

Cheers,

Rebelmoon

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Sep 15, 2007 7:23 pm    Post subject: Reply with quote

Rebelmoon, any other beta stuff left over in the files?
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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sat Sep 15, 2007 7:46 pm    Post subject: Reply with quote

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.

Cheers,

Rebelmoon

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Gun Ship
Cyborg Soldier


Joined: 28 Jan 2006
Location: Melbourne, Australia

PostPosted: Sun Sep 23, 2007 4:09 pm    Post subject: Reply with quote

Thats awesome how did you do it?
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Rebelmoon
Rocket Infantry


Joined: 23 Jun 2006
Location: 3rd Rock from the Tiberian Sun

PostPosted: Sun Sep 23, 2007 5:42 pm    Post subject: Reply with quote

Gun Ship wrote:
Thats awesome how did you do it?


Thanks! Smile

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.

Cheers,

Rebelmoon

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TSfan
Medic


Joined: 25 Aug 2007

PostPosted: Wed Sep 26, 2007 12:51 pm    Post subject: Reply with quote

does this mod work on low settings?

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Wed Sep 26, 2007 5:45 pm    Post subject: Reply with quote

TSfan wrote:
does this mod work on low settings?


Don't think so.


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. Laughing Either way its wonderful. Very Happy
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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Mon Nov 05, 2007 3:51 pm    Post subject: Reply with quote

Moved. I have to say I did like this little mod. Was awesome for when you'd only get 1 or 2 changes per mod.

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