General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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In Generals vanilla, there was originally intended to be a Conscript infantry unit for the Chinese. In the files, only the selection picture remains. BUT. In Zero Hour, not only does the cameo picture exist, but the Conscript has an actual model in the files! I'm guessing EA was going to try and make this unit a reality for ZH but they never did. I just need to know what the Conscript's selection picture and model file are named in Zero Hour so I can use them for my Red Guard Elite unit I plan to add for Fai. It would be possible to change the model for a unit but leave the animations the same, right? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Captain Joined: 4/10/2014(UTC) Posts: 62
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I'm not sure what either could be.
Although i know the model is there somewhere. W3DZH.big It might also have animations, not sure. But if it's on the same bone structure(skeleton) as the red guards you can reuse their animations.
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1 user thanked JoshZemlinsky for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Hmm... Thanks... Not sure if I'll be able to view him, though. I don't have whatever I need to have to model (that was convoluted, I know). If I find him, maybe I'll tell you where he is and ask if you could see about the animations and skeletal structure things for me... EDIT: Okay I can see the models of objects. Thank you for that feature, FinalBIG. Dunno where this guy is yet or about the animations/structure stuff. Edited by user Saturday, May 24, 2014 5:55:05 PM(UTC)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Woo-hoo! Found the model in FinalBIG! It's named Art/W3D/NIConscrpt.W3D Time to see if it's usable... Nope. At least not with anybody's animations I've tried... Could you look at in whatever program you have to model for me and see which skeletal structure it's most like, if it even HAS one that looks like anyone else's? I'd owe you my life. lol Edited by user Saturday, May 24, 2014 6:21:22 PM(UTC)
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Captain Joined: 4/10/2014(UTC) Posts: 62
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Just found the model, and he indeed is located along with what i believe is animations.
They are named like this: NICNSC_ just above him in FinalBig. Altho i am not sure they are for him, altho the name CNSC kinda makes me think they are. I.e. Conscript
But Generals model are all named something coded. I never got the idea why.
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1 user thanked JoshZemlinsky for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Found another unused guy... Looks a lot like Colonel Burton, actually... Art/W3D/AIHERO2 It's right under AIHero01, the model for Colonel Burton. I tried re skinning Old Burt with him but it didn't work. He actually looks MUCH more realistic and detailed compared to all the other models... Edited by user Saturday, May 24, 2014 6:49:51 PM(UTC)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: JoshZemlinsky Just found the model, and he indeed is located along with what i believe is animations.
They are named like this: NICNSC_ just above him in FinalBig. Altho i am not sure they are for him, altho the name CNSC kinda makes me think they are. I.e. Conscript
But Generals model are all named something coded. I never got the idea why.
Awesome! I'll try them soon. Most likely for coding purposes. Look at the code for infantry animations and you'll see. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Look at DefaultConditionState here for my Rocket Fanatic. "IdleAnimation" Get what I mean now? Code:
;------------------------------------------------------------------------------
Object Infa_ChinaInfantryRocketFanatic
; *** ART Parameters ***
SelectPortrait = SUToxinRPG_L
ButtonImage = SUToxinRPG
UpgradeCameo1 = Upgrade_Fanaticism
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NIMSST_SKN
;Model = NITHunter
IdleAnimation = NIMSST_SKL.NIMSST_STA 0 30
IdleAnimation = NIMSST_SKL.NIMSST_IDA
IdleAnimation = NIMSST_SKL.NIMSST_IDB
AnimationMode = ONCE
AnimationSpeedFactorRange = 0.8 1.2
TransitionKey = TRANS_Stand
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponLaunchBone = TERTIARY Muzzle
End
AliasConditionState = REALLYDAMAGED
ConditionState = FIRING_A
Animation = NIMSST_SKL.NIMSST_ATA
AnimationMode = ONCE
TransitionKey = TRANS_START_FIRING
End
AliasConditionState = REALLYDAMAGED FIRING_A
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = NIMSST_SKL.NIMSST_STA
AnimationMode = ONCE
; this is basically a trick: this guy has a nontrivial animation for firing,
; and a long recycle time between shots. we want him to finish his fire animation
; (unless he's ordered to do something else), so this is just a handy trick that
; says, "if the previous state had this transition key, allow it to finish before
; switching to us, if possible".
WaitForStateToFinishIfPossible = TRANS_START_FIRING
End
AliasConditionState = REALLYDAMAGED BETWEEN_FIRING_SHOTS_A
ConditionState = MOVING
Animation = NIMSST_SKL.NIMSST_RNA 20
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = REALLYDAMAGED MOVING
AliasConditionState = MOVING ATTACKING
AliasConditionState = MOVING ATTACKING REALLYDAMAGED
ConditionState = RELOADING_A
Animation = NIMSST_SKL.NIMSST_ATA 10
AnimationMode = ONCE
;WeaponLaunchBone = PRIMARY WeaponA
End
AliasConditionState = MOVING RELOADING_A
AliasConditionState = REALLYDAMAGED MOVING RELOADING_A
ConditionState = DYING
Animation = NIMSST_SKL.NIMSST_DTA
Animation = NIMSST_SKL.NIMSST_DTB
AnimationSpeedFactorRange = 0.9 1.25
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End
AliasConditionState = DYING RUBBLE
TransitionState = TRANS_Dying TRANS_Flailing
Animation = NIMSST_SKL.NIMSST_ADTD1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = NIMSST_SKL.NIMSST_ADTD2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = NIMSST_SKL.NIMSST_ADTD3
AnimationMode = ONCE
TransitionKey = None
End
;PARACHUTING ANIMATIONS
ConditionState = FREEFALL
Animation = NIMSST_SKL.NIMSST_POP
AnimationMode = ONCE
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = NIMSST_SKL.NIMSST_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
; TransitionState = TRANS_Falling TRANS_Chute
; Animation = NIMSST_SKL.NIMSST_POP
; AnimationMode = ONCE
; Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
; End
TransitionState = TRANS_Chute TRANS_Stand
Animation = NIMSST_SKL.NIMSST_PDN
AnimationMode = ONCE
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Rocket_Fanatic
Side = ChinaInfantryGeneral
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PatriotMissileWeapon
Weapon = TERTIARY PatriotMissileWeaponAir
End
ArmorSet
Conditions = None
Armor = InfGen_HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 400
Prerequisites
Object = Infa_ChinaBarracks
Object = Infa_ChinaPropagandaCenter
End
BuildCost = 500
BuildTime = 8.0 ;in seconds
ExperienceValue = 20 20 40 60 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GenericCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MissileDefenderVoiceSelect
VoiceMove = MissileDefenderVoiceMove
VoiceAttack = MissileDefenderVoiceAttack
VoiceAttackAir = MissileDefenderVoiceAttack
VoiceGuard = MissileDefenderVoiceMove
VoiceFear = MissileDefenderVoiceFear
UnitSpecificSounds
VoiceCreate = MissileDefenderVoiceCreate
VoiceGarrison = MissileDefenderVoiceGarrison
VoiceEnter = MissileDefenderVoiceMove
VoiceEnterHostile = MissileDefenderVoiceMove
VoiceGetHealed = MissileDefenderVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL MissileDefenderLocomotor
Behavior = HordeUpdate ModuleTag_04
UpdateRate = 1000 ; how often to recheck horde status (msec)
RubOffRadius = 60 ; if I am this close to a real hordesman, I will get to be an honorary hordesman
Radius = 30 ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
KindOf = INFANTRY ; what KindOf's must match to count towards horde-ness
AlliesOnly = Yes ; do we only count allies towards horde status?
ExactMatch = No ; do we only count units of our exact same type towards horde status? (overrides kindof)
Count = 5 ; how many units must be within Radius to grant us horde-ness
Action = HORDE ; when horde-ing, grant us the HORDE bonus
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 5.0
End
Behavior = SpecialAbility ModuleTag_07
SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
UpdateModuleStartsAttack = Yes
InitiateSound = TankHunterVoiceTNT
End
Behavior = SpecialAbilityUpdate ModuleTag_08
SpecialPowerTemplate = SpecialAbilityTankHunterTNTAttack
StartAbilityRange = 5.0
PreparationTime = 0
SpecialObject = TNTStickyBomb
MaxSpecialObjects = 8
SpecialObjectsPersistWhenOwnerDies = Yes ;Charges are removed instantly when owner dies (nobody can detonate).
SpecialObjectsPersistent = Yes ;Charges are persistent till lifetime expires or owner detonates them.
UniqueSpecialObjectTargets = Yes ;This prevents multiple charges placed on the same object.
FleeRangeAfterCompletion = 100.0 ;Runs away after finishing ability
End
Behavior = SquishCollide ModuleTag_09
;nothing
End
; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_TankHunterDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_TankHunterDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieByFireChina
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinChina
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---
Behavior = PoisonedBehavior ModuleTag_12
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
;Behavior = VeterancyGainCreate ModuleTag_13
; StartingLevel = VETERAN
;End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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For anyone who's curious, here's what I've got so far. (Ignore the Supah Crusadah thing. That was a test, which I'm too lazy to get it to work.) PROJECT FAI XD and an MIB Agent. |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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Originally Posted by: Gameanater In Generals vanilla, there was originally intended to be a Conscript infantry unit for the Chinese. In the files, only the selection picture remains. BUT. In Zero Hour, not only does the cameo picture exist, but the Conscript has an actual model in the files! I'm guessing EA was going to try and make this unit a reality for ZH but they never did. I just need to know what the Conscript's selection picture and model file are named in Zero Hour so I can use them for my Red Guard Elite unit I plan to add for Fai. It would be possible to change the model for a unit but leave the animations the same, right? There is a lot more unused stuff, check This |
Panem et kirkinses |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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I've already seen that page. Fascinating stuff, huh? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Private Joined: 3/4/2022(UTC) Posts: 10
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Srry I'm a bit late to this thread, did you use the red guard skeleton for the conscript.skn in the end? Also does anyone on this thread have any experience with RenX? Would be greatly appretiated wanna try to make a few units, can't seem to find many good quality tutorials anywhere, and cant seem to get the tutorials in the help section of RenX either.
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