Jump to content

Search the Community

Showing results for tags 'renx'.

  • 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

  1. Version 1.0

    99 downloads

    Laeubi: These models are used as a marker for a spawning weapon or item, place the spawner in the center of the pedistal texture.
  2. Version 1.0

    74 downloads

    Laeubi: I made these a while ago for some of my old maps They have been made with a single 256x256 texture (one for the green set and one for blue set) unlike other crystals I have seen that use multiple textures, which, in my opinion waste resources for very little gain. Don't forget to add the texutures to your mod folder.
  3. Version 1.0

    99 downloads

    Laeubi: These are the light posts I made for Bio They have been created by taking inspiration from the tiberian sun light posts. Don't forget to add the texutures to your mod folder.
  4. Version 1.0

    78 downloads

    Laebi: This pack contains some bunkers and objects like the hedgehog and landing craft used in some of my Warpath maps. Not sure who made some of the objects, but thanks to who ever on the team it was.
  5. Version 1.0

    59 downloads

    This is the Single Player Hand of Nod building in gmax/renx format originally released by Aircraftkiller years ago who got it from Westwood. It works without any adjustments, just plunge it on the map, export and enjoy playing it
  6. Version 1.0

    146 downloads

    I've been trying to put together a collection of pine trees for the last few months, for some alpine maps I was working on. Figured it would be a good idea to release a pack so people can start adding them to maps they are making, or even revive some old maps by adding them to it. Polygon counts are all different ranging from 185-2200. The tallest and bushiest ones are to be used sparsely since they are 2k polygons each.
  7. 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
  8. RenX / Leveledit Make your own Building: a Step by Step to create a full functional building like the Westwood ones. Important!! Read this tutorial carefully. If something didn`t work as you have expected it, check the coresponding part of the tutorial if you have not miss a thing. First of all, of course you need you building. I used for this tutorial is the Atreides Weapon factory for the Battle for Dune Mod It is important that you move your whole building to the center of RenX. You also should already have setup all collision settings. Now select all the meshes that are part of the EXTERIOR. This should be all parts of the exterior of the bulding, excluding any emitters, animations or doors. Then goto the W3D-Tools --> Assign Node Names: In the following dialog uncheck/check the Options you see on the screen below, enter at the Root Name: entry a short name, e.g. atrwep (atreides weponfactory) followed by a ^. You should write this down. because youll need that later, I`ll refer to this name as the Meshprefix later. The Meshprefix should NOT exceed 6 characters. Congratulation you have now created a buildings exterior. Now goto Group --> Group and enter a name (e.g. wep_ext) Now hide your ExteriorGroup and unhide all parts of the interior, again excluding any emitters, animations or doors. Again select all meshes and open the same dialog as for the interior. Enter the Meshprefix followed by a #. Again Group this and name it for example wep_int: Now we will add the doors, emitters as well as animate them for the later use. If you have already done this, you can just skip this part. For the doors I`ll use the standard Rengade MP ones, but of course you can make your own ones. As you can see, I have unhidden the Ext/Int-Group to better align things. For the doors you need the name of the preset of the door, the standard Rengade doors name is `mpdr_0` create a box 1x1x1 at the topview, and place it at the location where the door should be placed, name the box : mpdr_0~ (or the name your door-preset has in Leveledit + a ~ ) add a 00 after the ~ for the first, a 01 for the second and so on. When you have placed all doors, group the doors e.g. as wep_doors. When you are done with the doors, you need some damage emitters. You can make your own with W3D-Editor or use Renegade ones, extract them with XCC_Mixer you can identify them by the leading e_ (e.g.e_19fire1.w3d). For all Emitters you should extract (or download) the e_master01.tga so you can see the emitter effects: Now create three boxes (1x1x1) named: emitter0, emitter25, emitter50, emitter75. I will refer to this as the `DamageBox`. After that, create 1x1x1 boxes named like the emitter file (without the w3d) that should be displayed later, in this case e_fire1. I will refer to this as `EmitterBox`. IMPORTANT: Never just rename the emitter file!! You must edit the name in w3d-Viewer and re-export it or the file will not be loaded or even crash Renegade!!! Now link the EmitterBox to the DamageBox emitter75 if this emitter should be showed up at the state for when the building is 25% damaged, emitter50 for half damged, emitter25 when the bulding is damaged by 75% and emitter0 when the building is detroyed. For this use the Link tool and klick and drag from your EmitterBox to your DamageBox (The damage box will flash for about 2 sek when this is done succesfull. Then place all around your building emitters or objects that should be displayed at the different states and link them to the coresponding DamageBox. I recommend to save your work now if you have not done this before!! Now we must make an animation, so Renegade later know what parts must be showed at the damage states. For that you should reopen RenX, because the `Trackview` that we will need often conflicts with the RenegadeMaterialEditor for Gmax, restarting RenX solves the problem. Open now the `Trackview`: On the Trackview browse to Objects --> emitter75: Add a visibility track by clicking the eye icon that will add a new option to your Object: Click on the new option and add via the at frame 1, 2 and 3 a new key. Rightklick the first key and change the value to 0 (invisible) Now change this also for key2. The trird key must not be changed and should stay at value 1 (visible) Repeat this process for all other DamageBoxes, but switch the keys to the following: When you have done this, group all DamgeBoxed and the EmitterBoxes e.G wep_emitter emitter50 frame 1,4,5 emitter25 frame 1,6,7 emitter0 frame 1,8,9 Now we will prepare the PT and the MCT (This is optional) Your PT`s and MCT can have also animations like the damage emitters. For the PT`s you might want to add animations for a powerless building like westwood does. for thsi jsut create four more emitter boxes( emitter0p, emitter25p and so on) and count up the last frame by one for each state liek you have seen in Section 6. Select all MCT Meshes and use the naming tool that is described in Section 2, and use as a basename the meshprefix#mct (e.g. atrwep#mct). repeat this for the PT`s also but use meshprefix#pt here (e.g. atrwep#pt) Group all your PT`s and the MCT to a seperate group, e.g. wep_pct and wep_mct Exporting time. Now you must export all parts for the use in Leveledit. Export: * the Interior Group as mesprefix_int (Renegade Terrain) * the Doors Group as meshprefix_doors (Renegade Terrain) * the Damage and Emitter as meshprefix_dam (Hirachy Animated Model) * The MCT Group as meshprefix_mct (Hirachy Animated Model) * The PT Group as meshprefix_pt (Hirachy Animated Model) In my example I`ll get 5 files: atrwep_int.w3d, atrwep_doors.w3d, atrwep_dam.w3d, atrwep_mct.w3d, atrwep_pt.w3d Copy all these files into Your modfolder if you have not done this already, a seperate folder e. g. buildingparts would be a nice idea. Setup your exterior mesh for use in Maps. You might wonder what will happen to the exterior mesh. We must jsut setup some very simple parts to finish this: create a box from the TOPVIEW (1x1x1) in the EXACT center of Gmax/Renx. Name this box meshprefix_int~, then clone the box (or create a new one) and name it meshprefix_doors~ and so on for all w3d`s you have exportet in part 8. then select all these boxes and activate the [x] Hide and [x]Aggregate w3d option. After that select your ExteriorMesh and these Boxes and group them to for example AtreidesWeponfactory and save your work. You can now Merge this Group into your map(s) like the orginal westwood buildings. Setup everything in Leveledit. Now start the Leveleditor and Load your Modpackage. Goto Terrain-->Add and enter a name, e.g. mybuildings Select this new group and press again add. Enter as name meshprefix_doors (e.g. atrwep_doors) and under the settings tab under m_Modelname select your _doors w3d file. Repeat this part also for the mesprefix_int w3d file, you`ll then has 2 new entry`s: Now change to the Tiles Tab and again press add create a new entry named: mybuildingtiles under the Physics Type select BuildingAggregate. Select this new group and once again press add, enter as name: meshprefix_dam, under the Physics Model be sure that the type is Building Aggregate, change the Model Name to your coresponding w3d file, the AnimationMode to Manual Scroll down to the Building Behavior Settings and change the AnimLogicMode to ANIM_LOGIC_SEQUENCE. The Buidling state for 75% to 1, 1 as showed below, for 50% 2,2 for 25% 3,3 for detroyed 4,4. Repeat this also for the State: Power OFF. After that press OK, again use the add, now enter as name: meshprefix_mct (e.g atrwep_mct), select the needed w3d, setup everything like before, but check the checkbox labled [x] IsMCT. If your MCT also has animation sequences, you must set them up coresponding to your animation as described above. Again add another tile, name it meshprefix_pt, set it up as explained for the MCT, but let the [ ] IsMCT uncheked. Now you have three new entrys in your mybuldingstiles group: Congratulations!!! You are finished now. Add your Building Group you have created in part 9 to your map via the MERGE command in RenX/Gmax, export it as Renegade Terrain and enjoy your bulding. One Last Step: To make your building work ingame you have to Clone wia the ADD button one of the Buildingcontrollers, for example mine is a Weponsfactory, so I clone the GDI_Weponsfactory: You can name it whatever you want.... but you must fill in the MESHPREFIX into the coresponding field: Of course you can edit other settings like health in this dialog too,play around abit with these settings Have Fun by detroy all your hard work ingame
  9. Version 1.2

    265 downloads

    Package was compiled by Reaver11 over the years and released to public. Much thanks to him Contains: Automaticshotgun Beta Chaingun Beta HUD Black500sniper Chemsprayer Conversations Door_a GDI Acrolyte GDI Adv Commcenter GDI AdvPowerplant GDI Airstrip GDI Constructionyard Single player GDI Door GDI Elevator GDI Elevator2 GDI Grenadier GDI Guardtower GDI Gunboatsinkanimation GDI Harvester GDI Harvester Skin GDI Humvee GDI Initiate GDI Logan GDI Mammoth Tank GDI Mct GDI Medium Tank GDI Multiplayer Helipad GDI Orca GDI Orcalifter GDI Outpost GDI Ref elevator GDI Ref Piston GDI Refinery GDI Repbay GDI Silo GDI SingleplayerPP GDI Tailgun GDI Templar Infantryaggregates Laserchaingunskin Laserrifleskin M16 M203 M203-2de Machinegunemplacement Misc MOD for SP with beta assets! Movies Music Mutant test facility NOD AdvPowerplant NOD Alternative adv pp (not beta) NOD Apache NOD Bike NOD Buggy NOD Cargoplane NOD Cargoplane cockpit NOD Cargoplane crash animation NOD Cargotruck NOD Chair NOD Commcenter NOD Constructionyard with collision NOD E3 Hand of NOD NOD Elevator NOD Flame tank (With turret settings) NOD Gun Emplacement NOD Harvester NOD Hover Craft NOD Light tank NOD Light Tank2 NOD Mct NOD Mobile gunemplacement NOD Multiplayer Helipad NOD Outpost NOD Refinery NOD Repbay NOD Sakura NOD SamBunker NOD Samsite truck NOD Scorpion NOD Seth NOD Silo NOD Singleplayer Hand of NOD NOD Soldierskins NOD SU-8 NOD Trooper NOD Turret OLD Commando PC Gamer October 1999 PCT Icons Pistol Pistol2 Pre-Release info Railgun Rocketlauncher Screenshots Silencedpistol Silver500Sniper SnipeTowerNeutral Sounds Streetlight Textures TimedC4 Under rock texture
×
×
  • Create New...

Important Information

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