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Found 3 results

  1. Original Authors: Bumpaneer, StoneRook and Andre First step, I’d like to give big thanks for Bumpaneer on allowing me to write this tutorial on realistic water making for Renegade. Well, let’s get started. Load your Ren-X and make a plane 10x10 or bigger. Remember this is only to get you started, once you learn this tutorial, you will be able to make the water any size you wish. Press the M key on your keyboard, which should open the Renegade Material Editor. Click on the blue box icon (Make New Renegade Material) to avoid conflicts between a material already used in other object. Then, change the Pass Count to 2 and select the Surface Type (Naturally Water) as show in the picture below: Usually, when you start by the Pass 1 tab, Ren-X crashes, so let’s move on to Pass 2 tab, then we come back to set up the #1.Click on Vertex Material tab on Pass 2. Make sure Ambient, Diffuse, Specular and Emissive colors are black. Under the "Stage 0 Mapping" (bottom Left of screen). Select the drop down box to the right of Type and select "BumpEnv". And fill the box Args below with: BumpScale=0.2 BumpRotation=0.3 VPerSec=-0.01 And don’t forget to change the Stage 1 Mapping Type to Environment (Basically to make it reflective) as shown in the picture below: Now let’s move to the Shader tab (Still inside Pass 2 Tab). Select the Blend Mode to Add. On the Advanced (Still on Shader Tab, but on bottom), select the Pri Gradient as Bump-Environment and the Detail Color as Add. Watch picture below: Now let’s move to the Textures tab to set up the textures and the details of the water and it’s movement. Check the Stage 0 Texture and click on the None button to select the proper texture. Use the texture called bump_water.tga here. Now check the Stage 1 Texture (Detail Texture) and click again on None button and select the texture named water_reflect.tgaOn next page you are going to see how your Textures tab should be after setting up all these changes. Once you are done with setting up Vertex Material, Shader and Texture tabs on Pass 2, click on the button shown on the picture (Assign Material to Selection) to apply the changes to rhe object. Now let’s move back to Pass 1. On Vertex Material Tab, change the Stage 0 Mapping Type to Linear Offset and add VPerSec=-0.01 to the Args box, as shown in the picture on next page.Important Note: The Ambient, Diffuse, Specular and Emissive are already set up properly, you don’t need to change them. There is nothing to change or set up on Shader Tab, so let’s move directly to the Textures Tab on Pass 1. Check the Stage 0 Texturing and select the remaining texture included in the pack:water_texture.tga – Once you select the texture, check the Display button and then, to finish, click once again on Assign Material to Selection button, wich will Finished Product: Tutorial Written by André. Realistic Water technique developed and improved by Bumpaneer and StoneRook. If you wish to know how to make more realistic effects for Renegade, start using WDump provided with the Renegade Mod Tools, there you can view all W3D’s Textures settings, making you be able to duplicate any effect Westwood added to their maps with textures. == Enjoy Your New Realistic Water ==
  2. RenX / Leveledit Download the MCTs Here or PCTs Here These MCT`s were developed by Bumpaneer with help from Abjab and StoneRook. The PCTs were developed by Bumpaneer with help from AircraftKiller and StoneRook. These soldiers made this project possible. Thanks most certainly goes out to them. Feel free to use these MCTs and PCTs in any map/building you create, but please remeber to include Bumpaneer in the credits. *These instructions only cover setting up MCTs. To set up PCTs follow the same instructions, but DO NOT check the "IsMCT" box* To set up the MCTs for use, first open one of the two files in RenX. Click on a mesh, and go to the Modify tab on the right hand side of the screen (looks like a blue arc). Click on the name for the mesh and replace the default "prefi" with the prefix for your building. You can use no more than five characters for this. Remember most of the Nod buildings start with "mn" while the GDI buildings start with "mg". You have to rename every mesh that starts with "prefi" but DON`T change anything besides that (as far as names). If you want another texture, feel free to use whatever you think looks best. The next step is to export the MCT for use in Level Edit. Goto the File menu, then to Export. On the first screen that pops up, give the MCT a name. A good naming convention is "prefi_mct" where "prefi" is replaced by the prefix for your building. You should save the MCT into the main folder of your mod. On the next screen that pops up, make sure that Hierarchical Animated Model is selected, and then click OK. The MCT should export without any errors or warning messages . Once you have the MCT all exported, open up Level Edit. Choose your mod in the opening screen, and then browse to mgpwr_ag_3n to set up a GDI MCT or mnpwr_ag_3n to set up a Nod MCT. Single click on the file (shown at right) and then click the Temp button at the bottom. A screen like the one below will pop up. On the first screen that you see give the Tile a name. Once again the "prefi_mct" form works well here ("Prefi" is replaced by your prefix). After you have the name typed in, goto the Physics Model tab (second tab). Browse down until you see the checkbox indicated, IsMCT and make sure this box is checked. Then click OK. A Tile with the name you gave it should appear. You can drag this tile under another menu if you so desire, so that it is organized. To get the MCT on the map, click on it`s name and click the Make button. You will then be able to highlight the MCT and drag it to where you want it. I hope these instructions have been helpful, and good luck with all your projects. ~Bumpaneer
  3. RenX / Leveledit Animation & Emitters Ok, here is how to make an aggregate and put emitters on it. StoneRook and I (Bumpaneer) have been working on this for a long while, so if you have any questions you know where to direct them. First off you need a building. Here is mine. The building must be centered at 0,0,0. Then create a box (1,1,1) and center it at 0,0,0. The name of your box will be the call to your aggregate. I used mghel_ag_1~ for mine. The ~ at the end of the file name is critical. When you have all this, export it as terrain. Next start a new project, this will contain all the changing parts of your building. (Places where smoke will pop up, damaged tiles, etc). Here is mine for the chopper pad. The triangles are two sets of lights, layered on top of each other. One set blinks and one set does not (for when the building is destroyed). Here is how to animate them so only one set shows up at a time. After both are created go to the Open Track View button. Open up the objects tab and find the object you want to animate. Select it and click the Add Visibility Track option. You should now have an option labeled Visibility under your object name. Click the Add Keys button and choose a frame to start. You can right click on the key to change its value (1.0 for fully visible 0 for invisible). Here is what the setup should look like. You`ve probably noticed that semi-visible box by now. That is used for any place you want to have an emitter, such as smoke. It is a 1x1x1 box that has a Visibility track. When it is visible you can see the smoke, when it is not, you can`t. The box has the aggregate box and hide checked under the w3d options. Once everything is all set up you are ready to export. When you export choose Hierarchical Animated Model. Make sure you DON`T name it what you told your building to look for (ex. mghel_ag_1 is WRONG for me). I just called mine testing. After all this is done we are done with RenX, so you can close it down. The easiest way to add an emitter is to use one Westwood already created. I extracted e_19_smoke2.w3d from always.dat. Now open up your exported animation in W3d Viewer (testing.w3d for me). The go to File->Open and open the emitter aggregate you want to use (e_19_smoke2.w3d) OR create your own emitter. I am not going to go through how to do that now, read the Westwood tutorials. Under the Hierarchy tab, choose your model (TESTING for me) and go to the Hierarchy menu at the top. Choose Make Aggregate... and give it a name. The name you put here is the name you told your building to look for (ie. mghel_ag_1 for me). Your side menu should look something like this. Click on the object name under the Aggregate tab (mghel_ag_1) and go to the aggregate menu. Choose the Bone Management option and click on the bone (or other object) you want to attach the emitter to. Find the emitter you want to attach in the Render object: dropdown box and click the attach button. After all that is set use the Export Aggregate button to export it. You`ll need both .w3d files in your mod folder for Level Edit (ie testing.w3d and mghel_ag_1.w3d). In Level Edit create a new terrain object for your building exterior. Then create a new tile for your buildings aggregate. Point it to the aggregate you exported from W3D Viewer (mghel_ag_1). Set the physics type to BuildingAggregate and the AnimationMode to MANUAL. In the AnimationName box type the name of your animation (it comes from the original file so mine is testing.testing.). Set what frames to display at what damage points farther down. And that should do it for you. Good Luck. ~Bumpaneer
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