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zunnie

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  1. Thanks
    zunnie got a reaction from i.wonder_whatsfordinner in Setup Weapons Factory, Refinery and Tiberium Field   
    Hi!
    This is the testmap i wipped up with a tiberuim field and a Weapons Factory + Refinery.
    We will setup the WF first, then the Refinery and their waypaths and finally the Tiberium Field itself.
    I did not include the airstrip here as the procedure is the same for that one, except that the Carmaker thing should face along the path of the airplane that drops the vehicles.

    First we create the Building Controller for the Weapons Factory, you can find it under 1)Buildings, then 2)WarFactory and select 3)mp_GDI_War_Factory
    now click on the 4)make button at the bottom right. Select the blue icon controller and position it like on the image below:

    First press Ctrl+Shift+T to hide the doors from the Weapons Factory which allows us to do the next step:
    Select the Blue House building controller again and press Ctrl+P, a red Car will appear on the map with a blue line connecting it to the controller.
    Position this red Car inside the Weapons Factory construction bay around the center of it like on my image below:

    Next we need a vehicle construction zone around the Car completely encompassing the construction bay.
    Goto: 1)Object, 2)Script Zone, 3)CnC and select 4)Vehicle_Construction and 5)make it on your map.
    An orange box appears, position it inside the construction bay and drag it around the whole floor, make sure the Car is completely covered inside it.
    To make the zone larger upwards hold your shift key and drag one of the black boxes on the edges up or down. Good luck:

    Now we need to cover up the space or gaps in the WF vehicle dropoff bay in front of the WF door.
    This is required otherwise the AI does not drive out of the WF and your vehicles will stick in the WF construction zone which is bad.
    So in the editor goto: 1)Editor Objects, 2)Editor Only Objects and select 3)Large_Pathfind_Blocker and 4)Make it on your map.
    A green box with 'large dsapo' written on it appears, on the Z axis move it down under the ground until all you can see is the top of the box.
    To make a quick copy of the box left click on the box and hold your mouse button, then simultaniously rightclick once: it creates another box, yay.
    Position lots of them covering the gaps in the WF delivery pad as on the image below:

    Ok so now the waypaths.
    First click the toolbar red cone icon (position at cursor it is called) on the screenshot at number 1 position.
    Now goto the presetlist and goto 2)Waypath and select 3)Vehicle Only Waypath as shown on the screenshot below:

    Now click MAKE to make your first waypoint on the map. Position it at the left side in front of the Car INSIDE the construction zone and left click to place it.
    Then you can position the second waypoint, put it in the center area of the pad and leftclick to place it, then the last point you position just off of the pad, left click to place it, then press the escape key to exit waypath mode.
    You should end up with something like this:

    Now left-double-click on one of the way POINTS, not the WayPATH, and in the box that appears goto the Waypath tab and make sure the options 'Two Way', 'Ground Vehicle' and 'Innate Pathfind' are checked like on the screenshot below:

    Repeat the above until you have 3 waypaths coming out of the WF construction zone, like seen on screenshot below:

    Now we need to place a pathfind generator here. Goto 1)Editor Objects, 2)Pathind Generator and click on 3)Human and 4)Make it on your map.
    Position it near the waypaths as seen on the screenie below:

    Now goto the Refinery on your map and make the building controller there (Buildings->Refinery->mp_GDI_Refinery)
    Select it and press Ctrl+P to create the red Car for this building too. Position it like on the screenshot below:

    Now create a Vehicle Only Waypath from the Car to the center of the Tiberium Field. Left click to place a point, place as many points as you want.
    To finalize the waypath you press escape. PS: You can move around in the editor using the numpad numbers on your keyboard while in waypath mode.
    Double leftclick on a wayPOINT and set the options as seen on the screenshot below:

    Do the same with the MIDDLE waypath from the WF to the Tibfield like on the screenshot below:

    Now we need to place the tiberium field zone for the ai harvesters.
    Goto 1)Object then 2)Script Zone then 3)CnC then 4)Tiberium_Field then select 5)Tiberium_Field_GDI (or _Nod if you are working on the Nod tibfield) and 6)Make it.
    Position it over the tiberium field and make sure that the last waypoints of the waypaths from wf and ref are inside it.

    Make sure you save your map AS, then goto Pathfinding->Generate Sectors
    Now save your map again when thats done, make a mix file and host a 1p LAN game to test it, it should create the harvester and drive to tiberium then dump at the refinery.
    Greetz zunnie
  2. Thanks
    zunnie got a reaction from i.wonder_whatsfordinner in [HOWTO] Organizing Work Environment Setup - Renegade Tools   
    The Environment Setup Tutorial
    This tutorial will attempt to learn you how to setup your entire working environment for creating maps in gMax and the free provided Renegade Public Tools v2.
    It includes all the tools you need and they should be installed in this particular order:
     
    1- The gMax Installation Files and Registration ByPass. (NOTE: Windows 8+ and 10 are NOT supported, you'll need Windows 7 or XP Pro to use gMax without glitches, there is NO fix for this.) 2- The official Renegade Public Tools version 2 from Westwood Studios. (Works fine with 8+ and 10) 3- The unofficial LevelEditor from Tiberian Technologies for support with 4.6 Scripts Update. (Works fine with 8+ and 10) 4- Some (semi) Critical Assets required for making a map for Renegade in gMax/RenX. 5- The XCC mixer i personally have been using since i don't know when, it's the best eventhough it's not the latest.  
    Environment Guide Package
    Download the file i prepared as zip from the MPF download area:
     
    Once it is downloaded, make sure you unblock the file by going to the zip properties and clicking "Unblock" BEFORE you extract it.

     
    In this tutorial i will install EVERYTHING to do with mapping for Renegade in my folder on the D drive in "Renegade-Mapping".


    Go ahead and extract the zip somewhere, open it in a new window:
    And then copy the contents somewhere:

     
    Go into the #Installs folder that you extracted inside the Renegade-Mapping folder


    Step 1 - Install gMax and apply the registry fix
    We need to install gMax first, you MUST install it first or it won't work properly later.
    Open the gmax12+bypass.zip and copy files into your #Installs folder and then run gmax12.exe to install it.
    In this guide i am installing directly into the Renegade-Mapping folder so the endresult will be something like the following:

    Now, because the author of gMax doesn't send out emails anymore to register gMax for free, there is included a Autodesk.reg file, right click on that and choose Merge and when promted do Yes to merge it.


    When installation is done and you merged the registry thing, then run gMax for the first time.
    You will be prompted to select a rendering device, here you choose "Direct 3D" and continue.
    Once it has fully loaded you must exit gMax again.
     
     
    Step 2 - Install the official Renegade Public Tools v2
    Extract the file Renegade_Tools_Installer_2.zip and run the executable, install it into your Renegade-Mapping folder, endresult should look simular to this:

     
    Go into the folder LevelEdit and you will see these files:

     
    Now delete (yes delete permanently) the LevelEdit.exe that is currently there, the original from Westwood.
    Extract the file LevelEdit46.zip and copy the resulting LevelEdit46.exe to your LevelEdit folder like so:

     
    Goto your Renegade GAME folder, which you updated to the latest TT Script Update (available on http://www.tiberiantechnologies.org )
    Copy the following files to your LevelEdit folder and overwrite any existing ones there:
    "MemoryManager.dll" "Mss32.dll" "Shared.dll" "ttle.dll" You should end up with a LevelEdit folder looking like this:

     
    Now make a complete copy of your Renegade game folder (which is updated to 4.6 of course) and name it "RenegadeEditorGame", just copy and paste it somewhere like:

     
    Now open the Registry Editor through your startmenu "search" option type: regedit and open it.

     
    Expand the folders (or keys as they are called) until you are inside the Renegade folder/key.
    "HKEY_LOCAL_MACHINE -> SOFTWARE -> Wow6432Node -> Westwood -> Renegade"

     
    You see the InstallPath option there? Double click on it and change its value to where your game2.exe is located in the RenegadeEditorGame you copied earlier, in my example here it would be:
    D:\Games\Westwood\RenegadeEditorGame\game2.exe


    Now close the Registry Editor program, we don't need it no more now, you don't need to save anything, it does so automatically.
     
    Run the Editor
    Ok, so we can finally run the editor now, go into the LevelEdit folder and run LevelEdit46.exe
    There click the "New..." button and call it for example "MyWork".


    Double click the MyWork in the window and it shall bring up the editor in action:

     
    You'll notice the editor created a folder called "MyWork":


    Which contains a few key folders the editor uses:

     
    Create a map project folder inside the levels folder like so:


    Inside this folder you will save your Editor's "C&C_My_Map.lvl" file and stuff related to your map such as W3D models/terrain and maybe textures, cinematic text files and/or audio.
    ALWAYS choose to "Save Current Level As..." inside the editor ALWAYS WHENEVER you want to save your progress, do NOT EVER use "Save Current Level" (trust me), period, or it will not update some files (lsd/ldd/ddb) for your map and it wont work properly when you make a .mix with XCC later on.

     
    For example the endresult could look like this:

     
    << i will update this guide later tonight or tomorrow, just 1 thing: If you have missing textures make sure you place them in your Editor_Cache folder and reload the editor >>
     
  3. Thanks
    zunnie got a reaction from i.wonder_whatsfordinner in Obelisk Controller Placement in Leveledit   
    Place the obelisk controller like this on the Obelisk in your map:

     
     
    Goto the properties of the obelisk controller and substract 41 from the Z value, enter the new value in the Z box and press OK.
    In this example:
    Old Value = 28.009
    Substract - 41.000
    New Value = 12.991

     
     
    The controller will jump underneith the map, this is fine, and supposed to happen.

     
    Now when you play your map the obelisk will fire from the red top.
  4. Like
    zunnie reacted to WNxServer in Moderator Promotions   
    Heya,
     
    today i would like to announce promotions to some dedicated moderators.
     
    Let's congratulate the following Members:
     
    @DEMONDSPN @kobravipe @vihannes2  
    You have shown great activity ingame and on the forums, it's well deserved!
    Keep it going!
     
    PS.: @unknown I'm home now. Just wanted to announce that, you know ^^
     
    Serv.
  5. Thanks
    zunnie got a reaction from Goldy58 in Launcher & Manual page for TCW   
    https://multiplayerforums.com/games/tcw/
     
    Check out the tcw pages and manual, mostly done although some content still needs adding
    The stuff there will be loaded in the Launcher that @Goldy58 is working on.
  6. Like
    zunnie got a reaction from Bazil in GDI Infantry Barracks Ingame Test   
    A full first test of the GDI Infantry Barracks in the game. Nice!
     
  7. Like
    zunnie reacted to trunkskgb in GDI Refinery Overhaul Image 1   
    Nice work!
  8. Sad
    zunnie got a reaction from FredaTinkerToy in The TCW2 Ingame Main Menu   
    No i was not I just <3 Renegade Engine and C&C 3 Tiberium Wars
  9. Like
    zunnie reacted to ZirconWolf in The TCW2 Ingame Main Menu   
    So were you an original C&C Renegade Developer?
  10. Like
    zunnie got a reaction from unknown in The TCW2 Ingame Main Menu   
    The new TCW2 Ingame Main Menu as it is, some options may be changed in the future though:

  11. Like
    zunnie got a reaction from FredaTinkerToy in The TCW2 Ingame Main Menu   
    The new TCW2 Ingame Main Menu as it is, some options may be changed in the future though:

  12. Like
    zunnie reacted to paranoya in can not download maps   
    Today i have no time, but when I try joining the server next time and I still can't join and it gives me the same error I will try to contact you ok?
  13. Haha
    zunnie got a reaction from trunkskgb in GDI Infantry Barracks Interior Crates   
    Funny & Nice

  14. Like
    zunnie got a reaction from unknown in GDI Infantry Barracks Ingame Test   
    A full first test of the GDI Infantry Barracks in the game. Nice!
     
  15. Like
    zunnie got a reaction from unknown in GDI Infantry Barracks Waving Flag   
    The flag that will wave in the wind on your GDI Infantry Barracks:

  16. Like
    zunnie got a reaction from unknown in GDI Infantry Barracks Interior textured shots   
    GDI Infantry Barracks Interior:
     




  17. Like
    zunnie reacted to Goldy58 in Update Log   
    Revision: 487
    Author: goldy
    Date: Wednesday, April 11, 2018 11:33:26 PM
    Message:
    TCW2 Launcher (1.1.4.2)
    ADDED - Refresh button to Server  List
    FIXED - Duplicated "Run TCW2"
    ----
    Modified : /Client/TCW2Launcher.exe
     
  18. Thanks
    zunnie reacted to Cronus in NickServ AutoJoin List (Replacement for your scripts!)   
    We have a feature for auto joining all of your channels on identifying to NickServ.
     
    To check out the syntax of the command and how to add/del/list your channels see

    /NS help AJOINGenerally to add a channel you issue command.
    /NS AJOIN add YOURNICKNAME #ChannelHere [ChannelKey]You issue ChannelKey (with no brackets)  if there is one for the channel. 
    To delete a channel from the autojoin list you issue command.

    /NS AJOIN del YOURNICKNAME #ChannelHereFinally to do a list of all the channels on your AutoJoin List issue command.
    /NS AJOIN LISTThis will help with some admin channels or channels set to restricted, since it will not AutoJoin you to your channels until you identify to Nickserv (/NS IDENTIFY) 
     
    ~Cronus
  19. Like
    zunnie reacted to SpEeDr in Server Rules & Server Info   
    Server Rules :
    ~ no cheating
    ~ no advertising of other servers
    ~ no intentional bug exploiting
    ~ respect everyone
    ~ no erroneous nicknames
    ~ no racism 
    ~Spamming is not allowed
    Server Info :
    ~IP : 74.91.113.100
    ~Port : 5050
    ~server moderators :
    Administrators: zunnie unknown SpEeDr hesh94 
    Full Moderators: Rossnisbe
     Half Moderators: Muslium
    Developers :
    @SpEeDr - Founder, allround devloper
    @zunnie - Coding
  20. Like
    zunnie got a reaction from SpEeDr in Stats [player] Command   
    I've added these stats to the server, you can look them up for anyone ingame by typing !stats <player>

  21. Like
    zunnie got a reaction from unknown in Stats [player] Command   
    I've added these stats to the server, you can look them up for anyone ingame by typing !stats <player>

  22. Like
    zunnie got a reaction from shadowstorm in Install Renegade   
    Download our Standalone Client based on Renegade with everything included here:
     
    I just happen to update it not too long ago.
    If you need help i suggest you join us on discord @ https://multiplayerforums.com/discord
     
  23. Like
    zunnie reacted to shadowstorm in Install Renegade   
    It worked, thanks so much for the help and response
  24. Thanks
    zunnie got a reaction from SpEeDr in Updating anticheat hash file on server   
    Update the anticheat.ini file
    Everytime you want to play a (new) custom map or file on the server you need to update the anticheat.ini file inside the server data folder.
     
    Using XCC mixer to copy the hash files
    Download XCC and put it somewhere on your local drive @

    You also need the Hash batchfile, allow folder and the anewmaphashes.ini file which are contained in this zip file:
    hashfiles.zip

    NOTE: Goto the zip files properties by right clicking on them and choosing "Properties" and "Unblock" it before extracting it.
    Place it inside your servers main folder.
     
    In this example i'm going to hash the files for the map C&C_Bridge_Control.mix but the procedure is the same for every map.
    Open the XCC mixer you downloaded and browse (by double clicking the drive/folders) until you get to the location where the map.mix file is at.

     
    Double click that mix file to open it in the XCC mixer and you should see something simular to this:

     
    Now you need to select all files (hold shift and or control to select multiple at once), the files that need hashing are typically only the W3D, LDD, LSD, DDB, TDB extensions.
    Select them in your XCC window, right click and then choose "Copy"

     
    It will then place the files inside the XCC folder like so:

     
    Now copy the files to your allow folder inside your server directory like so:

     
    Now open the anticheathash.bat file:

     
    A window will popup and you can close it by pressing a key. The files are now hashed inside the anewmaphashes.ini file:

     
    You copy these entries at the bottom of your anticheat.ini found in your data folder of the server:

     
    Close the server and then upload the new anticheat.ini with ftp to the server data folder and overwrite the existing file.
    There may be duplicate error messages for files that were hashed from other maps, just remove the duplicate line, and start the server again.
     
    If you want to turn off anticheat checking for a particular file you can add it to the acallow.ini file found in the data folder as well. Edit the file and after the [AllowList] heading you add something like:
    [AllowList]
    somefile.w3d=0
     
    This should be all.
  25. Like
    zunnie reacted to Muslium in Muslium Moderator Application   
    Thanks guys 
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