Jump to content

Search the Community

Showing results for tags 'greg hjelstrom'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Buildings
  • Characters
  • Maps
  • Mods
  • Scripts
  • Skins and Textures
  • Vehicles
  • Weapons
  • Servers
  • Miscellaneous

Forums

  • Welcome to MultiPlayerForums.com
    • Community News
    • Introductions
    • Discussions
    • Media
  • Technical Support
    • General Support
    • Community Reports
    • Dispute a Ban or Mute
  • Games
    • Games Discussion
    • C&C Renegade
    • C&C Renegade-X
    • Minecraft
    • Other Command and Conquer
  • RenHelp.net Read-Only Archives
    • Buildings
    • Characters
    • Maps
    • Mods
    • Scripts
    • Skins And Textures
    • Vehicles
    • Weapons
    • Dedicated Servers
    • Miscellaneous
  • C&C Renegade Mutant Co-Op's Discussions
  • C&C Renegade Mutant Co-Op's News
  • Tiberium Crystal War's Help
  • Tiberium Crystal War's News
  • Tiberium Crystal War's Discussions
  • BlackEagle CTF's Topics
  • BlackEagle CTF's Moderator Application
  • BlackEagle CTF's Bugs & Requests
  • Tips & Tricks To Renegade's TIPS AND TRICKS
  • Kambot NewMaps's Applications
  • Kambot NewMaps's Server Updates & News
  • Kambot NewMaps's Discussions
  • DMR Troopers's Main Forum

Categories

  • Age of Empires
    • Age of Empires 2 HD
    • Age of Empires 3
  • C&C: Renegade
    • Maps
    • Maps by MPF
    • Mappacks
    • Skins & Textures
    • Crates
    • Mapping
    • Updates
    • Server
    • Utilities
    • Westwood
    • Other
  • Other C&C
    • C&C: Generals & Zero Hour
    • C&C: Imperial Age
    • C&C: Red Alert
    • C&C: Red Alert 2 - Yuris Revenge
    • C&C: Red Alert 3
    • C&C 3: Tiberium Wars
    • C&C: Renegade-X
    • C&C: Tiberian Dawn (95)
    • C&C: Tiberian Sun
    • C&C: Tiberium Crystal War
    • C&C: 4
    • C&C: Ultimate Collection
    • C&C: The First Decade
  • Counter Strike Global Offensive
    • CS - Hostage Rescue Maps
    • DE - Bomb Defusal Maps
    • FY - Fight Yard Maps
  • Killing Floor
    • Maps
    • Server Side
  • Unreal Tournament 3
  • Unreal Tournament 4
    • CTF Maps
    • DM Maps
    • Mutators
    • Servers
  • Tiberium Crystal War's Downloads

Calendars

  • Community Calendar
  • Tiberium Crystal War's Events
  • DMR Troopers's Events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter Name


MySpace Name


Steam Name


Location


Interests


Games played


Clan or guild


Games played test


In-game name


Contributor


Donator


In-game name

Found 1 result

  1. RenX (Gmax) Buildings By Greg Hjelstrom - Westowood Lead Developer Buildings in Renegade are a collection of terrain meshes and static animated objects that are set up as “Building Aggregates” in the level editor. A logical building controller is created and placed in 3d space in the level editor. This controller collects all meshes near the building controller that have a matching prefix in their name. Building Controller Building controllers are defined and instantiated in the level editor. They can be found in the Presets tree under the top-level “Buildings” folder. The building controller defines the game-logic attributes of the building such as health and shield type. A key setting in the building controller is the MeshPrefix string. All meshes in the vicinity of the building controller whose names contain a prefix that matches this prefix will be tracked by the building controller for damage purposes. All “BuildingAggregates” in the vicinity whose names match this prefix will be animated according to the damage state of the building. Exterior Meshes Meshes that are part of the exterior of a building should be named like this: ^ For example, an exterior mesh for the gdi weapon factory might be named “mgwep^011”. The ‘^’ symbol indicates that it is an exterior mesh. Interior Meshes Meshes that are part of the interior of a building should be named like this: # The ‘#’ symbol is used to indicate that the mesh is part of the interior. Remember that all w3d mesh names must be less than 16 characters long. When a bullet hits either an interior or exterior mesh of the building, damage will be applied to the logical building controller. Building Aggregates A building aggregate is a special type of animated static object (tile) that plays different segments of its animation depending on the damage state of the building controlling it. These are set up in the “Tiles” sub folder of the “Presets” tree in the level editor. The model and preset for a building aggregate should contain the mesh prefix that the building controller expects. To make a tile which is a building aggregate, you create a tile and select “BuildingAggregate” as its physics model type. There are many settings in the building aggregate that can be used to do things that the shipping version of Renegade does not currently do. For example, you can create truly destructable buildings by simply making a huge destruction animation and setting it up as a building aggregate. Have Fun!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use and Privacy Policy.