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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat May 10, 2003 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
How do i play generals animations? I see them in xxc but you can't pla them Crying or Very sad


get Renegade editing tools from ftp.westwood.com

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Sat May 10, 2003 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually all you need is w3d viewer



w3dview.zip
 Description:
not sure if this will work without registry entries

Download
 Filename:  w3dview.zip
 Filesize:  925.01 KB
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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sat May 10, 2003 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
Where are the thunder storm animations? I can't find em.


I can't find them eather

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat May 10, 2003 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean for the lightning strike? That's generated on the spot, like lasers, disruptor blasts, and railgun trails. Although it would be rather easy to create a lightning strike animation.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sat May 10, 2003 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

The lightening strikes yea, theat randomly apear in iorn storms.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat May 10, 2003 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could convert RA2 Lighting Storm anim and use it.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sat May 10, 2003 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

why when theres TS lightening storm thingys.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sun May 11, 2003 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

you won't find them in the mix files... cuz they aren't there. the lightning in TS is just a simple randomly curved line, it's not a graphic

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Mon May 12, 2003 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

so you could make one easily then

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Thu May 29, 2003 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

If xcc don't create a hva file automatically for your vxl then how do i create one?

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Thu May 29, 2003 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

with hva edit, i dont have a link and its not on my pc

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Thu May 29, 2003 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread


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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 30, 2003 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Regarding the lightning topic: you could edit the IonWH so, that in displays the RA2 lightning bold instead of EXPLOMED or EXPLOLRG... this looks fine, except for the fact you see nothing special on the ground... like explosions orso...

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 30, 2003 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread


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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Jun 17, 2003 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your help all, here another 3 Cool

1. I don't think this is possible but can you get an air unit to slow down after a sertain ammount of time or after fireing it's ammo?

2. Can i get an aircraft to hover when it's not moveing and it if can't land?

3. Whos ya farther and who does he work for?

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jun 19, 2003 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Or if someone coudl exsplain this:

PrimaryFireFLH=0,32,0

PrimaryFireFLH=0,0,0

Say what the Red part means and what the blue part means and the green part please.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jun 19, 2003 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Forward V,Lateral <>,Height I

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jun 19, 2003 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

or X,Y,Z offset from center in other words.

1. No

2. No you can't do that. Landable=no wont help. the thing will go crazy

3. i have no idea

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jun 19, 2003 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

X, Y & Z =?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 19, 2003 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
Forward V,Lateral <>,Height I

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jun 19, 2003 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

They are just coordinates, but for 3d positioning there's another value other than x and y needen: z.

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Jun 22, 2003 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to make the harvester empty the tiberium realy slowly?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jun 23, 2003 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a line for that, but I really havent managed to use it...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jun 23, 2003 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

HarvesterDumpRate=

I actually use this to speed up the dumping and the harvesting process in general, so i don't need to increase the harvester speed (racing harvies looks stupid)

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jun 23, 2003 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

which value do you use for that?

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Jun 24, 2003 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I searched for it in rules.ini and i couldn't find that command line Question

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jun 24, 2003 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

that line is a "secret" line... it really doesnt appears on rules.ini

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Jun 24, 2003 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

So i place it where in rules.ini?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jun 24, 2003 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

in the beggining.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Jun 24, 2003 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Any were in the general options?

Just put HarvesterDumpRate=1.0?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Jun 24, 2003 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
which value do you use for that?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Jun 24, 2003 7:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

0.001

dumbs it almost instantly like in RA2

this way it speeds up the refinery process.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jun 24, 2003 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee is asking what value set does it use

Well it uses minuets

HarvesterDumpRate=.25 would be 25 seconds for example
i would guess the default is something like

HarvesterDumpRate=.08

but im not sure
if someone would simply count the amount of seconds it takes for a harvester to gather a full bail and unload a full bail we would have the values and we could work from there

so if anyone could do that and post the results here i would be happy and im sure banshee would too

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Tue Jun 24, 2003 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to correct somethin. ,25 min is actually 15 seconds.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Tue Jun 24, 2003 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

oops yea
stupid me Oops!

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Jun 25, 2003 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Buh, just try some settings and see if you're satisfied. If you're still using the harvester unloading sounds Smiffgig, then I would leave it unchanged.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Wed Jul 09, 2003 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

T'e following lines were used in FS but do they work in TS?

BurstDelay0=
BurstDelay1=


And when i'm amkeing a .shp turret i gotta take 31 angles rite? How manny degrees do i have to turn for each angle in GMax?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Jul 09, 2003 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think you need 32 directions. but the first one in the list is image 0000, this is for XCC Mixer to understand it.

and about the degrees, that's an easy one, just divide 360 by 32.... that's about 11. 4 degrees.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Wed Jul 09, 2003 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by TerroR on Tue Dec 07, 2010 5:36 pm; edited 1 time in total

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Wed Jul 09, 2003 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

and yes the BurstDelay0= and BurstDelay1=
works in TS

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Wed Jul 09, 2003 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

great

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Fri Jul 11, 2003 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to have2 voxel turrets on a tank?
One turret for primaryfire, and the other for secondary fire?

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sat Jul 12, 2003 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

First of all i'd like to appoligise to those i cursed/annoyed in the 'Help required' topic, Sorry.

Then i'd like to thank those who have helped answer all my questions in this topic, Thanks.

Then i'd like to repeat a question, Is it possible to have2 voxel turrets on a tank?
One turret for primaryfire, and the other for secondary fire?

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat Jul 12, 2003 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Sat Jul 12, 2003 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can, but the second one wont move, you just need to model it onto the voxel and set the FLH :p

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