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get rid of gold on units
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Tekken Force
Civilian


Joined: 15 Sep 2009

PostPosted: Thu Sep 17, 2009 9:39 pm    Post subject:  get rid of gold on units Reply with quote  Mark this post and the followings unread

I want to get rid of the gold colour on units like the Titan, Engineer and Disruptor. you know when you're Nod and you get the ability to build GDI units, and they come out gold but with a bit of red on, I'd like to change it so the whole unit's color is dictated by what color your house is using. Red Disruptors and Titans sound quite cool actually. I've never agreed with Nod having engineers that are almost entirely yellow, same goes for stuff like their MCVs and sensor arrays.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 17, 2009 10:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

and the question is?

Or was it just a statement? In this case i don't like full remapable units as most other modders do. Full red,blue etc units, don't give the sidespecific feeling.

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Tekken Force
Civilian


Joined: 15 Sep 2009

PostPosted: Thu Sep 17, 2009 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah I would like to know how it could be acheived, if it's plausible. maybe someone else has done something similar to what I've described? and what's the sidespecific feeling?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 17, 2009 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

A gdi unit should be gold, regardless of the player color. That's what i mean with sidespecific feeling.
A full blue or red unit doesn't look like GDI or Nod.

If you still want it, just open each unit and recolor them.
For VXL use the Voxel Section Editor.
For SHPs the SHP Builder.

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Tekken Force
Civilian


Joined: 15 Sep 2009

PostPosted: Fri Sep 18, 2009 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
A gdi unit should be gold, regardless of the player color. That's what i mean with sidespecific feeling.

does that work both ways? because when you're GDI and get hold of some Nod units, they don't have a bit of red on them. and I've never understood why Nod have had to make do with gold sensor arrays, mcvs and engineers. so ye I definitely still would like to explore it. thx for the pointers.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Sep 18, 2009 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

I think he wants the unit to change colour dependent on side, for instance, a titan built by a nod player would be grey and remap, while with GDI it would gold and remap.
So the unit would match the side owning it in more ways than just remap.

Am I right, Tekken Force?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Sep 18, 2009 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Ithink he just meant the whole thing be remap. TYhis is easy. Edit the voxel in VXLSE and look for the option to automatically replace the gold colors with the remap ones.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Fri Sep 18, 2009 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no Gold -> Remap. Though G.D.I. to Nod, then Greyscale to remap works, but some objects you probably don't want getting remapped get done such as tyres.

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AltomareXD
General


Joined: 22 May 2008

PostPosted: Fri Sep 18, 2009 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like the Capture Pack? Nod getting Nod themed GDI Tanks.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Sep 18, 2009 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

That doesn't work, as TS doesn't have the ForbiddenHouses tag.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 18, 2009 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

could be done on singleplayer maps using 2 sets of units. One with all units in gold scheme and one with all units in Nod scheme.
Then in the map, dependant on the side the AI plays, you give those units Techlevel=-1 and the playerside set the normal techlevel.

If the player e.g. Nod captures the GDI warfactory, he can build Nod schemed Titans, while the AI still produces GDI schemed titans.

You might even achieve this in multiplayer, if you create 1 invisible immune dummy unit for each side and use it as prerequisite for the sidespecific set of units. Though how you can make sure that you always get at least one of these as a starting unit is a different question.

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sat Sep 19, 2009 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
You might even achieve this in multiplayer, if you create 1 invisible immune dummy unit for each side and use it as prerequisite for the sidespecific set of units. Though how you can make sure that you always get at least one of these as a starting unit is a different question.

Some sort of clever FreeUnit tag?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 19, 2009 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

no, because there is no building which you build only 1 time over the whole match. Else you would have after a while several of these dummy units.

In addition i'm not sure if the invisible dummy unit would make you invincible as you can never lose all units, thus never lose the game.

It's again a problem of BuildConst and having 1 conyard for both sides. With separate conyards you could simply use them as prerequisite for the sidespecific unitlist.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Sat Sep 19, 2009 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
no, because there is no building which you build only 1 time over the whole match. Else you would have after a while several of these dummy units.

In addition i'm not sure if the invisible dummy unit would make you invincible as you can never lose all units, thus never lose the game.

It's again a problem of BuildConst and having 1 conyard for both sides. With separate conyards you could simply use them as prerequisite for the sidespecific unitlist.

Well I think you have your answer there. IIRC, in another topic you explained how to make side-specific MCV's: make the original MCV useless and give a free (side-specific) MCV as a starting unit. Using a few tricks you could force this unit to always be there as a starting unit.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Sep 19, 2009 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can have separate conyards. The AI just doesn't like it, and will only deploy the first entry in BuildConst=

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zinkin
Medic


Joined: 12 Dec 2009
Location: CABAL CITY :D

PostPosted: Tue Dec 15, 2009 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea there isnt any gold color...well i will just let it be and not make more problems lolx Laughing

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