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[B]Veyron

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Everything posted by [B]Veyron

  1. Self explanatory much like the C&C3 stuff I got these are the same make. Soviet, allies,and the empire and also some uprising stuff too. I will get to these when I clear other shit out of the way lol
  2. [B]Veyron

    C&C3 units

    https://www.mediafire.com/file/1nwyf9l4b1h5om9/TW.rar you can download both files here along with the code to get them working. enjoy. I take no credit for these.
  3. One would have to create much of the animations according to each building No? Example with the mcv unpacking etc which is just keyframe animation
  4. [B]Veyron

    C&C3 units

    The files were made public from ea.
  5. [B]Veyron

    C&C3 units

    Both should be ready for testing over at the AGN public map testing server if I am correct thanks to the respective people.
  6. the range is ridiculous even with the TS buggy. talk about infinite range or close to. you gotta position the recon bike snug into a corner and you can fire the rockets in a sideways arc type way and smack the enemy in the face
  7. [B]Veyron

    C&C3 units

    animation for the death of an avatar. unfortunately I cant take video so pics is all you get. dead avatar. taken from a TW Orca and its drivable lol
  8. [B]Veyron

    C&C3 units

    what do you think? the new avatar problems with animation blends atm but this picture isn't the effect of that. it's actually just bone placement and what I chose as yaw and pitch.
  9. [B]Veyron

    C&C3 units

    if you have been reading my text up until this very minute you will know I struggled to understand why the animation was acting strange in my purifier which prevented it from coming in contact with the ground much like the titan does. that problem was recently solved and all it was just needed to uncheck a box in the settings menu and voila! my purifier now touches the ground! I've also quickly imported the tripod for more confirmation and it is a success. although the tripod is in the ground purposely. also that other combined pic there the purifier would need slight adjustments in the code I believe to lower it a tad more. I know it isn't much and atm I'm trying to figure a map to place much of my stuff in..
  10. kenz said something in regards of a tech building or a capturable building as something you only need to be there for a short time or something in that manner shouldn't be something that one lingers around for. just simply capture it and onto the next mission no need to stay around in a multi-floor building to capture one mct I think that was bc of the design of the current comm center. give it some decoration and have players capture it from outside its a gameplay mechanics thing My aim is just for fun I don't take team balance or anything like that into consideration waaayyy too much work for me. But the comm center could be something minimap related since that is what it allowed for. the cool thing is once you make the comm center you can make the advanced comm center for GDI since they use the same base.
  11. I always keep the spy if it's a unit my current team doesn't have. Rather I like the idea of using the enemies own technology against them. Another thing is getting a spy like a flamethrower infantry and shooting my own teammates and watch them freak out.
  12. just stating yes! that's what my vision was exact similarity to vanilla tib dawn. the old ren is more ICBM
  13. [B]Veyron

    C&C3 units

    yes I see. right cause that's where I think those models were gonna be used. probably the best solution is to design them again using the models as a starting point and just envelope the same models with my self-made model so as to rebuild the model sorta thing.
  14. Prototype. just for show. tib dawn version. reused mrls chassis/AGT missiles. used my stainless glass piece as the insignia.
  15. new units? new buildings? or is that something that is up to us? ie: me?
  16. alien jesus rides in his chariot of fire again!
  17. [B]Veyron

    C&C3 units

    using some of the buildings that I got as well here. Not much progress with the units still in the same position as previous post..
  18. [B]Veyron

    C&C3 units

    the purifier. I'd explain here but by the looks of things this will be another project I will be abandoning simply because how the models are designed. notice how it's hovering. it also walks in one spot. I got no clue. I am done. Bye.
  19. too good! I'd abandon crate whoring after that no thank you. end of the day I think it's all up to the server owner/map maker to do whatever they want. all great ideas but none of them actually used.
  20. [B]Veyron

    C&C3 units

    as promised. a few things to fix obviously but amazing to fly!
  21. [B]Veyron

    C&C3 units

    proof that I got the mech fixed. what happened was the root bone was renamed to something other than root bone and so the axis of this root bone x-axis, y-axis,z-axis weren't lined up to the UDK x,y,z axis. for instance the y-axis of the root bone was lined up in the x-axis I think it was? and the z-axis which is the up axis in UDK was aiming in the Y-axis which is either left or right on the model and so on. what I did to correct this issue was simply duplicated the renamed root bone and changed the axis of this root bone so it was correct with the world axis in max and the UDK axis. I then just replaced said renamed root bone with the duplicated bone and it worked. but only temporary because this same technique didn't work with the other animations another unfortunate is that most of this has to be completely redone over because I've tried a lot of different ways to somehow correct these issues but I've found that how these models are designed and how the bone system is setup, etc greatly affects the integration into another gaming system. I'm sorry if this all seems gibberish but I wanted to show and tell the great many challenges that are associated with this and that these obstacles can be overcome with practice and patience! At this moment I'm going to try one last method to try to integrate these mechs in game and that is a union of the geometry( because each model is a combination of separate individual models of the parts of the mechs) which will inevitably screw up the animation and then I will re-skin weight each component of these mechs which if done at the correct keyframe of the animation should work as I want and then repeat what I have been repeating :). I will continue to post each successful unit I integrate however for your enjoyment above all this I want to thank some people and give credit where it stands: Havoc89 - for his vehicle rigging tut Plokite_Wolf - for the upload (however there are a few others) the game design team at EA - for design of the units and animations limsup - for his support
  22. there should be a gun you get from a crate that allows you to modify the landscape it's possible tutorial's online
  23. [B]Veyron

    C&C3 units

    it's the orientation of the bones in the model. all the bones are oriented so that every Z-axis is facing the front of the mech hence why when the mech spawns the front face of the mech is facing upwards. to add here the "root" bone where everything connects is facing the z-axis which is spawning the stuff in the way shown too. I have tried replacing the bones with correct facing bones and I have tried changing the axis and nothing has worked. that being said I have also added the root bone and the wheels bones too mimicking what I "studied" from the titan and to my demise this has not worked aswell. by not working I mean the animations are glitchy Using the model as is and importing it along with the anims works fine (by viewing the animation in the animset editor?) so ya... BUT I haven't tried setting with the Y-axis as up. will report in a few hours.
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