Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Mar 10, 2007 3:09 am Post subject:
Tutorial Requests
Subject description: Post all your tutorial requests in this topic ONLY! Do not post them outside it.
Hello everyone,
The Blue Zone Tutorials forum is a place to share tutorials only. It is not a place to ask questions, request tutorials or ask where is a tutorial about something. You can ask questions and ask where you can find a tutorial about something at the Command & Conquer 3 Editing Forum only. If you have any requests for a tutorial, this is the only topic in this forum where you can do it. Simply post your reply with a tutorial request and pray for a good soul to make this tutorial for you. Thanks in advance for your cooperation. QUICK_EDIT
Any way to make a garrisonable structure repairable by an engineer? Game gets kinda boreing when you've severely blown up a city or want to save a valueable defensive position.
Posted: Sat Apr 07, 2007 4:50 pm Post subject:
Exchange in-game music with *.mp3-tracks
The new music is not really liked by everyone. Modding the old soundtrack from C&C, Tiberian Dawn or Tiberium Sun into the game would be awesome. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Apr 07, 2007 6:32 pm Post subject:
First of all, there is a button called edit, to edit the post instead of doing a triple post in 5 minutes.
Anyway, I don't think it's possible to mess up with the soundtrack yet, since it is in these weird .manifest structures. Maybe the same thing applies to the garrisoned buildings being repaired by engineers. We need to wait the mod SDK. QUICK_EDIT
i thought about doing all requests in one, but also thought and still think that each deserves a separate post. it thematically separates the requests from one another and makes it possible to use the headlines.
to my understanding this thread is made for requests, not discussion. so if you agree please delete this post and your previous one.
Posted: Sun Apr 08, 2007 10:32 pm Post subject:
CTRL+ALT+click makes a unit follow/protect another one
This function was present in C&C1. It could be used to protect a i.e. harvester by a tank or more units. The command would make the tank follow the harvester where ever it went.
An option to modify commands like these, would really make the sky the limit.
BTW:
gufu wrote:
And Banshee says what he'll banb you for you're stupidity...
"you're" is an abbreviation for "you are". QUICK_EDIT
It is part of the texturing tool. Just like there is an option to "Paint passable/impassable" there is also an option for "Paint visible/invisible." _________________ WOL nick: migtybob
Joined: 28 Jan 2006 Location: Melbourne, Australia
Posted: Sun Sep 09, 2007 1:39 pm Post subject:
I'd like to see a tutorial that tells you how to create a MOD from scratch using simple step by step instruction so it is easy to follow unlike the CNC3 SDK documention. Also one that teaches you how to add new music tracks to the game. _________________
I'd like to see a tutorial that tells you how to create a MOD from scratch using simple step by step instruction so it is easy to follow unlike the CNC3 SDK documention.
I might actually write one up if there's still demand for it. QUICK_EDIT
I'm pretty sure there will be a high demand for that. (Especially for people who are too lazy to register and ask but still want to know how. >.>) _________________ WOL nick: migtybob
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Sep 20, 2007 7:31 pm Post subject:
I think nearly anyone needs such a tutorial, because EA's one sucks @ss
So if you could make one Kushan, many people (I as one of them) would be a bit happier QUICK_EDIT
Joined: 23 Jun 2006 Location: 3rd Rock from the Tiberian Sun
Posted: Tue Oct 16, 2007 11:09 pm Post subject:
What I'd really like, and I'm sure others would too is a tutorial on creating textures. Not applying them, but the actual creation. I understand how the CnC3 shaders work and how they are applied.
I'm talking about making new base textures. Primarily how the realistic affects are created. Worn metal edges, blended looks that give the impression of shadows, color variations, etc that you see on the CnC3 base texture tga's.
Maybe I haven't looked enough, but while I can find texture tutorials, none of them apply directly to the what I'm wanting.
Im sure many people follow tutorials on the internet and make them in Photoshop or Paint Shop Pro, then convert to DDS. I have no clue about the shaders... QUICK_EDIT
Joined: 20 May 2005 Location: Defiance Industries HQ, Antarctica
Posted: Wed Dec 05, 2007 4:31 am Post subject:
I would like a simple 1 2 3 step process for cloning a unit and getting it in game so like take the orca make a copy of it then make the clone buy able at the helipad.
Next I would Like a tutorial on how to make a unit hover like the venom or Ox transport, along with the no return to helipad for reload.
Thank you all.
-Kurorahk- _________________ Defiance Industries: We prefur to call it well prepaired not over kill.
Blaze, Demon of The Round Table, Mobuis One call me what you want I am one with the sky. QUICK_EDIT
I would like to see something telling you how to use a MOD. I got a few, but do not know where to actually put them and/or what to replace with them. Most people do not seem to include that stuff with their MODs anymore =-( QUICK_EDIT
hi people
i would like to see a tuto teaching how to add upgrades
want to make an upgrade mod on the barracks
i wanted to make a veterancy upgrade level 1 so all soldiers will be coming out at 1 level of veterancy (if its possible crazed.gif )
has been made a tutorial for that?, if not, what files do i need to modify?
For me, I would like to request a tutorial on how to edit existing units,infantry and buildings in the game. Could you guys also post the required 'Tools' in doing so. Thanks and have a nice day! QUICK_EDIT
i would like to see one that tells you how to give units a 2nd weapon, like the Orca having an AA missile that is limitless.
i would also like to see one give any details on the ability to edit objects/units/buildings size or color and if this can be do able with out 3D MAX *like making a RedZone tib field color blue*
also how to add members to a squad and have it work QUICK_EDIT
Edit TiberiumFieldRedZone.xml and change ThingToSpawn="TiberiumCrystal" to ThingToSpawn="TiberiumCrystalBlue"
That'll make it spawn Blue Tiberium. If you want the field itself to be blue instead of green, you'll have to replace the texture it uses. There's a post by golan somewhere long ago in the modding section of the EA forums on how you can replace the texture in the .xml file without editing the model itself, but you'd probably have better luck just asking golan than trying to find something on EA's forums. _________________ WOL nick: migtybob
unless there is some thing that would be = to the redzone tib field for blue tiberium, ether some thing that some one made or that is in game/world builder that was never correctly or compleatly done? QUICK_EDIT
Textur replacement would not help much, since both, blue and green fields, use the very same texture
You would need to edit the original texture or change the uv map (which is kinda hard via xml editing)
No, you make a duplicate of the field with a different name and a duplicate of the texture itself with the color changes, and replace the texture via xml in the duplicate with the conditionstates so it doesn't need the original texture which you can leave alone.
Or in fact this particular model can be extracted from the game since it has no animations so you could just edit the .w3x file with a text editor and replace the texture there. I've done this already to make a Red Tiberium field.
What spy46 wants to do (at least with the Tiberium) is completely possible.
Thanks bob, one more question about editing Tib and Tib fields.
its size, the red and white fields that i want to make i dont want to be the same size as the original fields or crystals, how is this done if it can be. QUICK_EDIT
No, you make a duplicate of the field with a different name and a duplicate of the texture itself with the color changes, and replace the texture via xml in the duplicate with the conditionstates so it doesn't need the original texture which you can leave alone.
Editing the uvw via xml works also and saves the time to edit the texture (however, you need a basic idea how xml & uvw works, or you might screw it up :/ ) _________________
I would like to learn to make a Magnetic Harpoon similar to the apocalypse tanks on ra3 _________________ When something must be blown up:
Count on Aussie Bomber
\'/''''\'/
.|___|
..\__/
....\/
Now throw agrenade out the window & see What happens QUICK_EDIT
I was trying to create new factions for a project,but it ended up being more complicated than I thought,so here is what I want,if somebody can make a tutorial about it:
How to create a new faction that is a perfect copy of an existing side?
The reason is that a simple section copy in PlayerTemplate.ini removes too many things: side specific interface (logo at top right),advisor (eva) voice,and worst than that: the AI for skirmish.
If somebody could make that tutorial,starting for a perfect copy of an existing side would probably make it easier for anybody wanting to try to make a new faction. QUICK_EDIT
The equivilant for what you are asking for generals has 3492 in it. Anyways, doesn't the sdk contain tutorials for adding units and such? _________________ Please, read the signature rules of the forum. QUICK_EDIT
Not tutorials, but if you have basic knowledge of normal XML, you can look at the xsds and that tells you how all the tags are used(Attributes, Elements etc.) and what they can contain(Booleans, Integers etc.). So you already have access to practically ALL the coding knowledge you need in one folder. QUICK_EDIT
It'd be nice if someone that actually knows how to mod anything of C&C3's could explain to me how to extract unit audio from it. I'd like to use some of it in a mod. QUICK_EDIT
I've got the steam version of C&C3 and when I try to run world builder it says that there is no valid C&C3 installed what do I need to do to get it running? QUICK_EDIT
Joined: 12 Sep 2003 Location: In my own little world
Posted: Sun Mar 20, 2011 5:15 am Post subject:
Couple requests, although can be classed as queries I guess also;
Is it possible to play video in the radar display like in the campaign, and if so how? Saw info on codec and replacing EA logo, so formatting won't be a problem, this is more for plot moments.
The answers probally no, but the main C&C Campaign(s), guessing not possible to add a new button for your custom one, only able to use them in custom maps section? Again, if it is possible, how?
I hope theres help out there for these tidbits, although if neither are possible, I would massively appreciatte knowing rather than praying and trawling through a few years worth of threads on various forums _________________ AI
Empire Earth: The AI doesn't build their bases in a logical fashion, but has superb offensive and defensive capabilities.
Red Alert 2: The development team was stoned during this part of the programming.
Is there any guide that explain how to fix imported treads in KW/TW?
I really want to fix unit I imported there and don't sure how it can be done (I did heard some theories and got some *half* guide but it don't explain the basic steps in max)
My level with max is low-middle, I can edit existing models, change shaders, but don't know every little thing in max and never really tried to animate yet
Also there's any guide that show how you can remove frame from animations without max? because I can make one (I know how to remove with max ofc but it end up breaking the animation so I find way to just reduce the number of frames through the file itself ) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Apr 11, 2022 7:52 pm Post subject:
Mig, but he is talking about C&C3 (it's not Red Alert 2).
And, as far as I know, the only file that seems to define what starts with each faction seems to be INI/PlayerTemplate.ini where I've seen a StartingBuilding= tag. However, I don't know if the game accepts a StartingUnit= tag. Probably not. QUICK_EDIT
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