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Offline mr_hymn_  
#1 Posted : Saturday, April 22, 2017 11:54:12 AM(UTC)
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I am making an easy model for now because I am having problem with texturing a bit.

Ok let see I am a bit shame to introduce you the wall and bridge. bcuz of the model.

Wall can contain up to 3 infantry for support and gate have open and close animation. The wall will swallow all the damage but will not protect unit from aircraft and explosion
UserPostedImage

I am using replace object behaviour in order to change the geometry size and animation.
Animation is easy by playing from the first frame and for close is playing backward.

So when the gate is closed it really do I mean your unit cannot across it. However if you fully covered the whole base with wall and closed gate just sometimes that unit can go right through out any walls or even gates. I think might be a bug for something?

For the gate open I am simply put the size of geometry as small as possible by this mean any unit can get out with ease.
UserPostedImage

The code of geometry is simple. You can't use 0 I tried and dozer can't build it.

Code:

 Geometry            = BOX
  GeometryMajorRadius = 1
  GeometryMinorRadius = 1
  GeometryHeight      = 1
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER


This is gate actual size, will fit the whole geometry and not let any units in and out.
Code:

  Geometry            = BOX
  GeometryMajorRadius = 72.5
  GeometryMinorRadius = 11.1
  GeometryHeight      = 29
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER


If anyone have any good idea to implement to this I would be really appreciated and if anyone want a model for it I will give it to you with some code.
Right now I did not made any damage model yet since I did know how to make texture works with the game.

Edited by user Saturday, April 22, 2017 11:55:57 AM(UTC)  | Reason: add something cool

thanks 3 users thanked mr_hymn_ for this useful post.
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Offline acidbrain  
#2 Posted : Saturday, April 22, 2017 3:18:43 PM(UTC)
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Looks good sir, i can help you out with the textures and such so if you are interested just let me know...

Greetz

Edited by user Monday, April 24, 2017 12:02:34 AM(UTC)  | Reason: typo

Panem et kirkinses
thanks 2 users thanked acidbrain for this useful post.
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Offline Zatsupachi  
#3 Posted : Saturday, April 22, 2017 8:04:06 PM(UTC)
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Why don't you try CreateObjectDie? I think it has a parameter that lets you keep it's HP.

(I'll clue in the details when I get back to my computer)
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline AdrianeMapMaker  
#4 Posted : Saturday, April 22, 2017 9:30:40 PM(UTC)
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Another Great Work ...

i Can Use your ideas In Mod Thanks For that Great Work

Edited by user Saturday, April 22, 2017 9:34:51 PM(UTC)  | Reason: Not specified

A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline mr_hymn_  
#5 Posted : Saturday, April 22, 2017 10:26:43 PM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
Looks good sir, i can help you out with the textures and such so if you are interested just ley me know...

Greetz


Yes. sir...
See attached, w3d files.
Gate http://www.mediafire.com/file/fns4657a64qy6zr/CCgate.W3D
Wall http://www.mediafire.com/file/zql4qpwo8p1kl8b/CCwall.W3D

If you have any problem. let me know.
Offline mr_hymn_  
#6 Posted : Saturday, April 22, 2017 10:28:07 PM(UTC)
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Originally Posted by: Zatsupachi Go to Quoted Post
Why don't you try CreateObjectDie? I think it has a parameter that lets you keep it's HP.

(I'll clue in the details when I get back to my computer)


I'm not sure about this one but may try it out.
Offline mr_hymn_  
#7 Posted : Saturday, April 22, 2017 11:08:10 PM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
Another Great Work ...

i Can Use your ideas In Mod Thanks For that Great Work


For a wall. Right now I made it simple, I mean unattackable and indestructible. you can edit as your desire.

Code:

;------------------------------------------------------------------------------
Object ExperimentMilitaryWall

  ; *** ART Parameters ***
  SelectPortrait         = SAChainFence_L
  ButtonImage            = SAChainFence
  
  Draw = W3DModelDraw ModuleTag_01
  
    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    
    DefaultConditionState
      Model = CCwall
    End
    ConditionState = DAMAGED
      Model = CCwall ;PMWallChn3_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ChainLinkFence
  Side = America
  EditorSorting    = STRUCTURE

  BuildCost        = 0
  BuildTime        = 0.0           ; in seconds
  VisionRange      = 150.0           ; Shroud clearing distance
  ShroudClearingRange = 150
  ArmorSet
    Conditions      = None
    Armor           = IndestructibleArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  CommandSet        = ExperimentaMilitaryWallCommandSet ;SenWallCommandSet

  FenceWidth      = 27.35   ; Spacing used by the fence tool in worldbuilder.
  FenceXOffset    = 0       ; Offset used by the fence tool in worldbuilder so corners line up.
  CrushableLevel  = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  VoiceSelect = NoSound

  ; *** ENGINEERING Parameters ***
  KindOf          = PRELOAD SELECTABLE STRUCTURE UNATTACKABLE IMMOBILE LINEBUILD DEFENSIVE_WALL SPAWNS_ARE_THE_WEAPONS SCORE FS_TECHNOLOGY FS_BASE_DEFENSE GARRISONABLE_UNTIL_DESTROYED
  Body                 = HiveStructureBody ModuleTag_04;
    MaxHealth          = 5500.0
    InitialHealth      = 5500.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
    ;**Careful with these damage types -- because area damage types will already
    ;**damage slaves.
    PropagateDamageTypesToSlavesWhenExisting = NONE ;+SMALL_ARMS  +POISON +RADIATION +SURRENDER
    ;SwallowDamageTypesIfSlavesNotExisting = NONE +SNIPER +POISON +SURRENDER; Take no damage if no one to pass this to
  End
  
  Behavior = GarrisonContain ModuleTag_07
    ContainMax                    = 3
    EnterSound                    = GarrisonEnter
    ExitSound                     = GarrisonExit
    ImmuneToClearBuildingAttacks  = Yes
    DamagePercentToUnits          = 100%
    HealObjects   = Yes
	TimeForFullHeal = 100
    IsEnclosingContainer          = No

  End
  
  Behavior = GrantUpgradeCreate ModuleTag_Upgrade
    UpgradeToGrant = Upgrade_AmericaAdvancedControlRods
  End

  Behavior = ObjectCreationUpgrade ModuleTag_LoadCrew
    UpgradeObject = OCL_MilitaryWallSupport
    TriggeredBy = Upgrade_AmericaAdvancedControlRods
  End

  Behavior                 = DestroyDie ModuleTag_03
  End

  Geometry            = BOX
  GeometryMajorRadius = 28.5 ;29 ;14.0
  GeometryMinorRadius = 7 ;1.0
  GeometryHeight      = 29 ;10.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End
Offline mr_hymn_  
#8 Posted : Saturday, April 22, 2017 11:10:19 PM(UTC)
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For the gate will start as closed and you open it.

Code:

;------------------------------------------------------------------------------
Object ExperimentMilitaryGateClosed

  ; *** ART Parameters ***
  SelectPortrait         = SAChainFence_L
  ButtonImage            = SAChainFence
  
  Draw = W3DModelDraw ModuleTag_01
  
    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    
    DefaultConditionState
      Model = CCgate
      Animation       = CCgate.CCgate
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 1.0 1.0   ; play teardown animations more quickly
      Flags           = START_FRAME_LAST
    End
    ConditionState = DAMAGED
      Model = CCgate ;PMWallChn3_D
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:ChainLinkFence
  Side = America
  EditorSorting    = STRUCTURE

  BuildCost        = 0
  BuildTime        = 0.0           ; in seconds
  VisionRange      = 150.0           ; Shroud clearing distance
  ShroudClearingRange = 150
  ArmorSet
    Conditions      = None
    Armor           = IndestructibleArmor
    DamageFX        = StructureDamageFXNoShake
  End
  ExperienceValue     = 50 50 50 50  ; Experience point value at each level
  CommandSet        = ExperimentaMilitaryGateClosedCommandSet ;SenWallCommandSet

  FenceWidth      = 27.35   ; Spacing used by the fence tool in worldbuilder.
  FenceXOffset    = 0       ; Offset used by the fence tool in worldbuilder so corners line up.
  CrushableLevel  = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles

  ; *** AUDIO Parameters ***
  VoiceSelect = NoSound

  ; *** ENGINEERING Parameters ***
  KindOf          = PRELOAD SELECTABLE STRUCTURE UNATTACKABLE IMMOBILE LINEBUILD DEFENSIVE_WALL SCORE FS_BASE_DEFENSE
  Body                 = ActiveBody ModuleTag_04;
    MaxHealth          = 5500.0
    InitialHealth      = 5500.0
  End

  End

  Behavior                 = DestroyDie ModuleTag_03
  End

  Geometry            = BOX
  GeometryMajorRadius = 72.1 ;29 ;14.0
  GeometryMinorRadius = 11.1 ;1.0
  GeometryHeight      = 29.1 ;10.0
  GeometryIsSmall     = No
  Shadow          = SHADOW_VOLUME
  BuildCompletion = PLACED_BY_PLAYER

End
Offline mr_hymn_  
#9 Posted : Saturday, April 22, 2017 11:12:13 PM(UTC)
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Now gate open

Code:

ObjectReskin ExperimentMilitaryGateOpen ExperimentMilitaryGateClosed

   ; *** ART Parameters ***
  SelectPortrait         = SAChainFence_L
  ButtonImage            = SAChainFence
  
  Draw = W3DModelDraw ModuleTag_01
  
    ExtraPublicBone = STATION01
    ExtraPublicBone = STATION02
    ExtraPublicBone = STATION03
    
    DefaultConditionState
      Model = CCgate
      Animation       = CCgate.CCgate
      AnimationMode   = ONCE_BACKWARDS
      AnimationSpeedFactorRange = 1.0 1.0
      Flags           = START_FRAME_LAST
    End
    ConditionState = DAMAGED
      Model = CCgate
    End
  End



And Commadbutton

Code:

CommandButton Command_ConstructSenGate
  Command       = DOZER_CONSTRUCT
  Object        = ExperimentMilitaryGateOpen ;SenChainLinkFenceExperiment
  TextLabel     = CONTROLBAR:ConstructAmericaWall
  ButtonImage   = SAChainFence
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildSecurityFence
End

CommandButton Command_ConstructSenGateC
  Command       = DOZER_CONSTRUCT
  Object        = ExperimentMilitaryGateClosed ;SenChainLinkFenceExperiment
  TextLabel     = CONTROLBAR:ConstructAmericaWall
  ButtonImage   = SAChainFence
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel           = CONTROLBAR:ToolTipUSABuildSecurityFence
End



Upgrades
Code:


Upgrade Upgrade_MilitaryGateOpen
  DisplayName        = UPGRADE:CamoNetting
  Type               = OBJECT
  BuildTime          = 0
  BuildCost          = 0
  ButtonImage        = SAFulArAurora_L
End

Upgrade Upgrade_MilitaryGateClose
  DisplayName        = UPGRADE:CamoNetting
  Type               = OBJECT
  BuildTime          = 0
  BuildCost          = 0
  ButtonImage        = SAFulArAurora_L
End




Commandset to change object between close and open

Code:

CommandSet ExperimentaMilitaryGateOpenCommandSet
  1  = Command_UpgradeGateCloseCommandSet
  12 = Command_Sell
End

CommandSet ExperimentaMilitaryGateClosedCommandSet
  1  = Command_UpgradeGateOpenCommandSet
  12 = Command_Sell\
End
Offline acidbrain  
#10 Posted : Sunday, April 23, 2017 6:42:03 AM(UTC)
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What about these textures?

UserPostedImage

UserPostedImage

Edited by user Friday, May 25, 2018 1:50:29 AM(UTC)  | Reason: Not specified

Panem et kirkinses
thanks 2 users thanked acidbrain for this useful post.
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Offline mr_hymn_  
#11 Posted : Sunday, April 23, 2017 8:09:12 AM(UTC)
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I think this is fantastic. very beautiful.
Offline acidbrain  
#12 Posted : Sunday, April 23, 2017 12:26:15 PM(UTC)
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Did some work on the gate
Made some small changes to the models also btw, but i guess you see what i've added
Not quite sure about the door texture, i like the yellow/black stuff but the texture in the middle is a bit sjitty imo...

UserPostedImage

Greetz

Edited by user Friday, May 25, 2018 1:50:55 AM(UTC)  | Reason: Not specified

Panem et kirkinses
thanks 1 user thanked acidbrain for this useful post.
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Offline mr_hymn_  
#13 Posted : Sunday, April 23, 2017 12:29:43 PM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
Did some work on the gate
Made some small changes to the models also btw, but i guess you see what i've added
Not quite sure about the door texture, i like the yellow/black stuff but the texture in the middle is a bit sjitty imo...

UserPostedImage

Greetz


Just a little. BUT I like it..
Offline acidbrain  
#14 Posted : Sunday, April 23, 2017 1:49:11 PM(UTC)
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Played around with the door texture, made it a bit more metal...

UserPostedImage

Edited by user Friday, May 25, 2018 1:51:17 AM(UTC)  | Reason: Not specified

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Offline mr_hymn_  
#15 Posted : Sunday, April 23, 2017 8:54:16 PM(UTC)
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I have a question. Should I add the station point for the gate to add some infantry on the top like the wall or just turrets?

I am right now adding 3 station points to spawn 3 tank traps at the front. What do you think?
Offline AdrianeMapMaker  
#16 Posted : Sunday, April 23, 2017 9:07:10 PM(UTC)
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wow man where do you found those textures?
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb

UserPostedImage





Offline mr_hymn_  
#17 Posted : Sunday, April 23, 2017 9:11:33 PM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
wow man where do you found those textures?


Same here. I can do but not as good as he did. It takes time to do it as far as I know.

Skeleton animation and texturing. sigh... very tough
Offline mr_hymn_  
#18 Posted : Sunday, April 23, 2017 11:25:13 PM(UTC)
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Is it ok to you if I am just want to ask?

Because this wall missing it's corner so I think it might be just a same to the wall texture but it's square but same height as wall. and fence is surrounded 4 side on top (easy build) and having a 1 station bone on top. to OCL the turret.
Offline acidbrain  
#19 Posted : Sunday, April 23, 2017 11:59:21 PM(UTC)
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Originally Posted by: Mr_Hymn_ Go to Quoted Post
I have a question. Should I add the station point for the gate to add some infantry on the top like the wall or just turrets?
I am right now adding 3 station points to spawn 3 tank traps at the front. What do you think?

2 turrets on the gate would be cool, no infantry needed i guess, the patriot batterry fits nice i think...

Originally Posted by: adrianemapmaker Go to Quoted Post
wow man where do you found those textures?

The wonders of the internet...:P
Oh and i layered a few textures in paint.net with different transparencies, no rocketscience because making textures is not my cup of tea...

Originally Posted by: Mr_Hymn_ Go to Quoted Post
Is it ok to you if I am just want to ask?
Because this wall missing it's corner so I think it might be just a same to the wall texture but it's square but same height as wall. and fence is surrounded 4 side on top (easy build) and having a 1 station bone on top. to OCL the turret.

It's your design so do whatever you want but i think a 45 degree angled cornerpiece would look better, it becomes rather boxy with 90 degree angles...

placed some sandbags, looks cool imo...

UserPostedImage

Edited by user Friday, May 25, 2018 1:52:23 AM(UTC)  | Reason: Not specified

Panem et kirkinses
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Offline mr_hymn_  
#20 Posted : Monday, April 24, 2017 12:54:52 AM(UTC)
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I am really like it.
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