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Offline Gameanater  
#1 Posted : Saturday, May 24, 2014 1:54:31 PM(UTC)
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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!

Chinese Conscript

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?
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Offline JoshZemlinsky  
#2 Posted : Saturday, May 24, 2014 5:05:18 PM(UTC)
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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.

thanks 1 user thanked JoshZemlinsky for this useful post.
Gameanater on 5/24/2014(UTC)
Offline Gameanater  
#3 Posted : Saturday, May 24, 2014 5:53:21 PM(UTC)
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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... Smile

EDIT: Okay I can see the models of objects. Thank you for that feature, FinalBIG. Big Smile Dunno where this guy is yet or about the animations/structure stuff.

Edited by user Saturday, May 24, 2014 5:55:05 PM(UTC)  | Reason: Not specified

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Offline Gameanater  
#4 Posted : Saturday, May 24, 2014 6:09:40 PM(UTC)
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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)  | Reason: Not specified

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Offline JoshZemlinsky  
#5 Posted : Saturday, May 24, 2014 6:45:52 PM(UTC)
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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.

thanks 1 user thanked JoshZemlinsky for this useful post.
Gameanater on 5/25/2014(UTC)
Offline Gameanater  
#6 Posted : Saturday, May 24, 2014 6:47:40 PM(UTC)
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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)  | Reason: Not specified

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Offline Gameanater  
#7 Posted : Saturday, May 24, 2014 6:49:10 PM(UTC)
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Originally Posted by: JoshZemlinsky Go to Quoted Post
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.
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Offline Gameanater  
#8 Posted : Saturday, May 24, 2014 7:33:11 PM(UTC)
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Look at DefaultConditionState here for my Rocket Fanatic. "IdleAnimation"

Get what I mean now? Smile

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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Offline Gameanater  
#9 Posted : Saturday, May 24, 2014 7:35:27 PM(UTC)
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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.
File Attachment(s):
Project Fai and MIB work in progress.zip (104kb) downloaded 41 time(s).
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Offline acidbrain  
#10 Posted : Sunday, May 25, 2014 1:43:46 AM(UTC)
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Originally Posted by: Gameanater Go to Quoted Post
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!

Chinese Conscript

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
Offline Gameanater  
#11 Posted : Sunday, May 25, 2014 9:42:41 AM(UTC)
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I've already seen that page. Fascinating stuff, huh?
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Offline MRBraaanz  
#12 Posted : Wednesday, April 27, 2022 5:56:31 PM(UTC)
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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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