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Found 21 results

  1. Here is a small video I made that shows how to make a ladder in Renegade. Using RenX to design this (3ds is more stable, but for tutorial purposes, RenX) Recorded using OBS A few things to remember, don't forget your collision settings (6:00 min in the video), when you export it, BE SURE to save it was a .w3d (10:00 min in the video) extension. If you have any questions about this process, you may make them here. PS: This is a rough example, and the sizing may not be what you desire, although a height of 30 is a close estimate to the height of the Obelisk of Light.
  2. Making glass like the Nod Air Tower is simple... if you've already got renegade building textures, you won't need anything... here is what i got using the Nod airtower glass on your model select the glass dome and texture it with a w3d material, first tab to set up is the Vertex material tab.. change the opacity to 0.4and change the stage 0 mapping type to Environment move on the the shader tab and edit the blend mode set blend mode to alpha blend' set the material up you wish to use as a glass texture. check stage 0 texture up to desired materialI've used ref_reflect2.tga for my glass texturemake sure to click on display and apply the material to model glass before exporting you want to set the w3d options under w3d export settings goto geometry optionscheck valphacheck 2-sided if your model only has one mesh side and to repeat the material over to the none existing mesh side (underside of mesh)Export to desired w3d container (terrain, etc etc) This is the model i whipped up for this example as shown if you have followed my small tutorial goodluck Another thing is if you want the glass to shatter simply check the shatter option in the w3d geometry options also you want to add this code to the 'user defined' section of the mesh that is glass... to do this simply right click the glass mesh and click properties and you will see the user define tab in the text editor box place this code into it... " LVSMaterial1 = glass " without the brackets
  3. To create a working construction yard, place an appropriate building on your terrain. Then create a building controller of type construction yard. The following settings are specific to construction yard objects: RepairRate (the rate to use when repairing buildings, in seconds)VehicleRepairRate (the rate to use when repairing buildings set up as vehicles, in seconds)RepairAmount (the amount to repair)LowPowerRepairAmount (the amount to repair when the power is down)RepairWarhead (the warhead to use to do the repairs)The way it works is that every RepairRate seconds, it will apply repair damage to all buildings of the correct team that are still alive, using RepairAmount or LowPowerRepairAmount and RepairWarhead. For vehicles it uses VehicleRepairRate and it will repair any vehicles of the correct team that have their Encyclopedia Type set to Building in leveledit. (it made sense as a convenient way to tell the construction yard logic what to repair and what not to repair) Note that the construction yard object will not repair itself.
  4. RenX (Gmax) / 3DSMax Renegade Evolution Tutorial Animated Computer Screens By StoneRook Project: Duplicate the moving computer screens as seen in MP/SP Renegade buildings computer screens using vertex settings only. Materials: atr_blips.tga atr_scem01.tga hnd_wrksta.w3d (for reference) All found in always.dat Programs: RenX W3D Viewer Commando Renegade (LAN Mode – Mod Package) This tutorial assumes that you have working knowledge of the programs needed. This means you know how to use them – make levels in Commando – setup a single player LAN game. Rev. 1.0 02/08/2003 This is the moving computer screen in the Hand of Nod - hnd_wrksta.w3d. Take a look at it – the color bars move up and down and right to left. The pattern of the background will take on the colors as the front color texture flows across it. It’s a simple mesh plane – with two applications of texture (2 pass) – and the moving texture is simply a vertex setting. The trick is – you have to apply two (2) UVW’s to the mesh – one per texture. You also need to rotate the second one a certain way to get the moving color bar effect. If you just apply the vertex settings (as per wdump) – you will not get the same effect So – here is how Westwood did it. Step one: In Renx – make a mesh – 2m,2m – segments 1,1– use the front view to make it in. Name it Cpu_test Step Two: With the mesh selected – Hit the ‘m’ key. Set your Pass Count to two (2) Name the Material cpu_scrn Select the Pass 1 tab for the next step. Step Three: Set this texture to atr_scem01.tga (this is the background texture) Next hit the Shader tab (for Pass 1) Step Four: Set your Blend to Opaque – as seen above. Step Five: Set your VM to the following: (R,G, A 255,255,255 D 255,255,255 S 0,0,0 (you could set it to 0,255,0 if you want a glowing neon) E 255,255,255 O 1.0 T 0.0 S 1.0 Your UV is one (1) - for this texture Step Six: Select Pass 2 for next step Select atr_blips.tga for this texture. Hit Display on this texture (this is the moving one) Select the Shader tab for the next step. Step Seven: Set your Blend Mode to Multiply – the rest of the settings should be as shown above. Step Eight: Set your VM to 255,255,255 down. And your o/t/s are default. Set your Stage 0 Mapping to type Linear Offset Your args will be UPerSec=.1 (caps are important) Set your UV to two (2) Assign the material to the mesh – then x out of this dialog. Step Nine: Now – assign a UVW map modifier – and then on the Channel/Map Channel roll down – select 2. This allows us just to play with the pass two texture – since we put it to UVW 2 under the vertex settings. Now we have to fix the texture to show correctly. Step Ten: First – flip the map – U tile – check the Flip box. (this is so the map will display correctly. Second – make the UVW map a bit larger than the mesh – you can play with the settings to get different settings – I made mine 2.5m length and 2.5m width. (different sizes – different effects) Then – use the use the UVW mapping gizmo – and the select and rotate gizmo to spin the UVW map 90° on the Z axis. (Y on the UVW map) So the UVW map should look like this: Now – with that done – unclick the UVW map option – right click on the mesh – and change it to a editable mesh – this will collapse the mod stack and lock in your settings. Now – export the mesh as terrain – and name it cpu_screen.w3d Call up W3D viewer – and you should see the a moving computer screen – just like the Westwood one’s. This is something I whipped up – I changed the background texture… So – by changing the background picture – adding some colors from the atr_blips – you can make your own custom cpu screens. Photoshop is invaluable in this – you can use filters to make the "negative " of your line are to make interesting displays. (I use antimatter) Info for this tutorial was taken from the supplied Westwood© meshes and materials. The rest was using the knowledge given by doing the Gmax© tutorials. And the rest – a lot of Jolt© soda…. If you find this useful – please let me know. StoneRook out…
  5. In this tutorial we are gonna create a custom strings_map.tdb for inclusion with your map. This file will hold the translation for custom presets that you make on your map such as Tiberium Silo (view tutorial) or Repair Pad (view tutorial) so that when you 'aim' for the building the translation text under it says "Tiberium Silo". First we goto our Renegade folder (which has TT4.0 applied) and run the program "tdbedit.exe" You are presented with the following screen: We goto File->Open and browse for our LevelEdit\MODDIR\ALWAYS\TranslationDB\ and select and open the file strings.tdb In my example the file is located at E:\NewMapsEditor\UltraAOW\ALWAYS\TranslationDB\strings.tdb We are presented with the following in the program: We goto Edit->Add Category and name it MyMap (name it the actual mapname there) and hit OK. A new category is added to the strings.tdb Goto File->Save and click it so the new file is saved and then EXIT the program again. Next we open our Editor and goto Strings->Edit Table, once there, click on (1)the arrow at the right to goto your MyMap category, select it(2). Then (3)double leftclick on the empty line as on the image below: On the next screen we see the defaults: CodeID MUST be 100% unique so always prefix it properly like "IDS_MyMap_TiberiumSilo" for example. You cannot use spaces or special characters in the CodeID box. For String we choose the object that needs a translation like in our example "Tiberium Silo". The String box CAN contain special characters and spaces. Now press OK. And the string is inside the file Press OK again to confirm it. Now goto your (1)Tiberium Silo in the preset-tree and choose (2)"Mod" while having it selected. On the Settings tab click on the letter button(1), a new window opens, click on the (2)arrow and scroll to the right until you see your map category(3) and click on it. There you see the ID for your custom translation (4)"IDS_MyMap_Tiberium_Silo" then click (5) OK. Now the preset has the translation applied, simply press OK again to make it effective. See (1) what it should look like: Now save your map. Goto your ALWAYS\TranslationDB\ folder and COPY the strings.tdb file and PASTE it into your Levels\MyMap\ Once there, you RENAME it to exactly: strings_map.tdb Then you include that file into your mix as well by using XCC mixer. Now when you play your map the Tiberium Silo will actually say it is a Tiberium Silo and not a Gun emplacement anymore Have fun.
  6. You can find a bunch of nice old CNC tracks on my website at zunnie.multiplayerforums.com When you decide to use one of these on your map you must keep the filename exactly like it is there. Why?: Some other maps already use this MP3. To keep a long story short: If you rename them then there may arise conflicts with other maps. So nonono.mp3 to renaming them. Just use them on your map as they are. Edit: In 4.1 and on renaming them won't matter. Still i'd leave them as they are Let's get started: (1)expand Sound, then (2)select Music and then (3)click the Temp button: Give it a name, for this example it is Frank_Klepacki_Act_On_Instinct: On the Settings tab now we configure the following options: Filename - Browse for the MP3 file inside your Level Mapname folder Drop-off Radius - 7000.000 Max-Vol Radius - 6000.000 m_Volume - 1.000 m_Priority - 1.000 All other settings are correct already and need no attention. Now OK it all. Then (1)select the preset in your list and (2)click the "MAKE" button, a sound icon appears on your map. It is best if you place this music icon in the center of your map. If you have a large map you may need to adjust the Drop-off Radius and Max-Vol Radius to a higher number. Have fun
  7. How to add a AI character bot in the map that you want it to be. Let's say you know the basic of Level Editor. This is the simple and easy way of adding bots into the map that you like. Although easier way can be applied. This is what I know 3 years ago in adding bots into Renegade Let's start off go to Object/Soldier/GDI/CnC_GDI_Minigunner_0 and you temp it ( Step 1.jpeg ) When you temp it a window will pop up, name it GDI_Rifleman_Bot ( Step 2.jpeg) In the same window go into settings and scroll down until you look for UseInnaBehavior. This is suppose to tell you is there a personality or not. ( Step 3.jpeg) InnateAgressiveness : Is the bot is very agressive and try to kill you as soon as possible. UnnateTakeCoverProbability : Which the bot try to take cover, but they suck as the only cover they know is crouch and wait even the enemy is infront of them. Next go to Spawner/Object Spawner and Ai_test_spawners. Temp AI_Test_Spawners ( Step 4.jpeg) Now after you temp it rename what ever you want and go into settings. ( Step 5.jpeg) Player Type : ( Nod or GDI ) which it is the team Spawnmax : "-1" is infinity Spawn delay : After the bot is killed how long will it spawn again. Then go into Pick Presets Now in Presets you see the Preset List, Go and look for the Preset bot earlier you created which is in "Step 1.Jpeg" and double click it make sure is in the selected Preset. Step 7. Find the temp name that you recently added and click on make to make it appear in the map. Make sure the box is white to make sure the bot properly spawn on the terrain. Now after the bots, you need to generate pathfinder. So goto Editor Objects/Pathfind Generator/Human. Click on the Human and click create on the terrain. It will spawn a football like crystal. Last but not least Step 9.jpeg look on your top bar and click on "PathFinding" and then click "Generate Sectors" Wait for a moment for it to generate depending on the map size and your computer spec. After that is done, click on the file and click export as. It will export into your Renegade/Data folder. When you export name it like "C&C_Under_Bot" or "C&C_MyBot". It must have a "C&C_<Name of your map>"
  8. Level Edit Object Almanac By: Pwn Call Table of Contents ---------------------- 1 - Introduction 2 - Legend 3 - Tiles 4 - Object ---------------------- 1 - Introduction ------------------------------------------------------------ So this is pretty much a guide to all of the presets and objects that you can create that come with Level Edit as it is. I will have sections for each of the different sub trees in Level Edit. I will add descriptions with as much as I know about them. *All images of the presets will be in a spoiler tab that you have to click to open to prevent excess length of the post* Please let me know if there is more information that you know about a preset so I can add it!! This will be a work in progress!!!! ------------------------------------------------------------- 2 - Legend ------------------------------------------------------------ Cyan Writing - Cyan writing indicates where you will be able to find the following presets. Orange Writing - Orange writing indicates if a preset is in another subtree under that category, usually differentiating between smaller categories or further subtrees than the main ones. -> - Arrow indicates which sub tree you have to open to get to the preset, and it will usually be in cyan or orange writing. * - Star sign indicates and actual object or preset and the actual name it will be listed as in the preset tree. # - Pound sign indicates description of the preset (destroyable, moving door, etc.) 3 - Tiles ------------------------------------------------------------- -> <Artist Test> -> _DSAPO *DSP_Raveshaw # Destroyable statue of Raveshaw ~2x size of player *dsp_toilet_s # Toilet that appears to be full of crap, with no lid. -> <Artist Test> *book_dr # I believe this is the bookshelf door that is used in the map mansion. *c_tree # Basically just a dead tree *cht_fire # 2 log fire that burns and emits smoke *door_9 # I think this is a door like the ones on the buildings and I think it works ingame *hnd_frnt_door2 # front door from the hand of nod in single player? Should work, very large. *mct_nod # Nod master control terminal *pen_door # door from a pig pen from the single player, should work. *pwr_prsnl_lift # Elevator from the power plant from single player should work. *smokevol # HUGE preset, creates yellowish smoke in the corners of the preset. Could be used for a fog type thing on your map? *snowblowers # The snowblowers from single player, they are really high up on the preset, could be used though for visual effect. -> Decorations *cryo # Small empty glowing cryo chamber *swing_light # Light that glows yellow and swings when you shoot it *swing_light2 # Same as swing light 1 only glows red. -------------------------------------------------- -> Design -> Damageable Static Tiles --- ->Barrels Different barrels that blow up when shot I believe. Biohazard Fuel Toxic Wood ->Crates Different sized crates that get damaged as they are shot? Large Med Small ------------------------------------------------ -> Design -> Pathfind_Tiles ->M11_SiloElev01 (Open all the subtrees to get to the final one which is M11_SiloElev_04) *M11_SiloElev04 # Elevator from a silo most likely from single player ------------------------------------------------ -> Design -> Vehicles_Destroyed These are all pretty self explanatory, a destroyed version of the vehicle. GDI_HummVee GDI_MediumTank GDI_Orca GDI_Transport_Helicopter Nod_Apache Nod_Buggy Nod_Harvester Nod_Light_Tank Nod_Transport_Helicopter Nod_Truck -------------------------------------------- ->Doors ->base gates -> level 03 *l03basegate_a # Base Gate *l03basegate_b # Base Gate ->Doors -> level_02 *noradoor # Massive Gate ->Doors -> level_04 *shp_door00 # *shp_door02 # *shp_door03 # *shp_doorb00 # *shp_doorb01 # *shp_doorb02 # *shp_doorc02 # *shp_doorc03 # *shp_doorp01 # *shp_doorp03 # ->Doors -> level_06 *cht_door0 # *cht_door1 # *cht_door2 # *cht_door3 # *cht_jail # *cht_jail1 # ->Doors -> level_08 *BAR_DOOR # *big_door # *door # *door_a # *l08gate # *lab_door # *lab_spn_door08 # *moby_door # *plxy_door # *plxy_door08 # ->Doors -> level_09 *lab_spn_door09 # ->Doors -> level_10 *basegate10 # *laserfence # ->Doors -> level_11 *door-dmg # Damaged door ->Doors -> Multiplay *mgcap # *mncap # ->Doors -> power plant *pwr_glass_door # *pwr_rnd_door # ->Doors -> quonset hut *qht-door # ->Doors -> security doors --- ->door_0 *M06_Midtro_door_0 # --- *door_3 # --- ->dr_0 *dr_0c # --- *dr_1 # *dr_2 # *dr_3 # --- ->mpdr_0 *mpdr_0b # --- *mpdr_obl # *mpdr_0 # *mpdr_1 #
  9. Making Preset Objects in Level Edit By: Pwn Call (aka ESCALADE) -------------------------------------------------------- Intro First I would like to thank Halo38 for making some great objects that work perfectly for this tutorial, you can find his pedestals, teleporters, and other cool objects in the downloads section which all work really well for this tutorial. This is so you can make objects, like teleporters, bunkers, or almost any stationary object in Level Edit without having to make it or move it around in RenX some things are just easier to use in Level Edit. -------------------------------------------------------- Alright so first you need to start out with your object in RenX. Here I have Halo38's pedestal pack. Now we don't want all three together for this so delete two of them, whichever one you want to export you can leave. Now go to the Top view and make sure that it is centered in RenX, that is going through the solid black lines on the grid. Also make sure that it has the correct W3D options set so your player doesn't walk through your object (unless that is what you want of course) Now go to File> Export Now you need to export it into your level package in Level Edit. I have a folder in Level Edit for all of my AOW maps, then I created another folder to put all of my preset files in, which I recommend that you make, it just keeps things neater. Either way remember where you export it to and make sure it is in your Level Edit folder somewhere. Also name it a unique name that you will remember and also don't forget to select .W3D as the export setting, then hit save. Then the Westwood Export window will pop up make sure you change it to Renegade Terrain then hit OK, it will take a few seconds to export. Now you are all done for the RenX part of it. Now open up Level Edit and select your package where you put it. You don't have to load up a map but I did so you can see what it looks like. Now go to the presets menu on the right and highlight Tiles and hit "TEMP" The window below will pop up, for the name enter the exact name that you exported it as in the Name field. Then click on the Physics Model tab and by Physics type hit the arrow and choose StaticPhys Over by model name hit the folder icon and then find where you put your .W3D file, mine is in the presets folder so I will open that. Once I'm in where my files are located I will find the exported file and then hit open. Then it comes back to the original window and just click ok Now it will create a new preset under the Tiles section with that name of your file, Click on it then hit Make and your object should appear!!!! Now you can move your object wherever you want in Level edit as well as rotate it!! You can make as many as you want as well and you can use them for all of your maps. Look in this next picture you can see that the lightpost is selectable, thats because I have created a preset for that as well. You can do this for all of your commonly used objects and it can save some time. Also you can do this with bunkers, the bunker in the lower left was also a preset. IMPORTANT!! One last thing to remember before you are finished. When you export your map make sure you include the .W3D file as well as the textures for that model in your .mix or else they won't show up when you play your level!!!
  10. I decided to have a topic for miscellaneous tips and hints that you might not know about in Level Edit, Renx/3ds Max, or some of the other editing programs. If you have a hint or tip to add to the list post it and I'll add it. Ren X Grid - Using the grid function helps you to line up your meshes without having to zoom in super far and manual align them. It can be turned on by left clicking on the Magnet with the 3 icon in the lower left part of RenX like so To change the distance that it snaps to simply right click on it and a menu will pop up, go to Home Grid then change the Grid spacing to your desired distance. You can tell if your grid is on if there is a large cyan cross over your cursor like in the below image Also when using the grid remember not to move an object by grabbing the X, Y, or Z arrows as those will move the object without the grid spacing on, move it by selecting the object itself. Level Edit Creating Good Lighting/ Fixing some texture glitches - So if you want your map to have good lighting in Level edit go to the Lighting tab then go down at the bottom and Compute Vertex Solve. This adds shadows to your map and fixes some minor texture glitches! Stamping Objects - I actually just stumbled upon this by accident but you can use a preset as a stamp tool. To do this create the object that you want. Once it appears move it to the position you want that preset. While holding down left click on the object right click and it will put that object in that position. You can do this as many times as you want. It is really useful if you want a bunch of presents around an area because you don't have to hit make everytime then move them to the position that you want. That is all that I have for now, if you know of any that would be good additions post them up, not every simple trick is general knowledge to everyone.
  11. So you want a teleporter for players on your map? This is possible. I made two scripts for this purpose, one that teleports anyone, and another that teleports only players from a specific team. Ofcourse you can use other scripts for this but i will focus this tutorial on the two i made myself which are available in 4.0 The two scripts are called "z_Enter_Teleport_Random" and "z_Enter_Teleport_Random_Team". You can also use this for the teleporters as it looks much cooler than a stupid pedestal: http://multiplayerforums.com/index.php?/files/file/212-teleport-tubes/ First lets move on to the Editor and we place a CtfPedestalGold on the map which will function as the visual indicator for this teleporter, stepping on this pedestal will teleport a player to another location. Expand (1)Object, then (2)Simple, then (3)CTF_Objects and finally select (4)CtfPedestalGold Now click the make button and it will appear on your map: Now, the way my scripts work is simple: You place 5 "Daves Arrow" on your map, the ID of each of these Arrows are used by the script and randomly select one of them to teleport the player to. So we are now gonna place 5 of these Dave Arrows on the map. Expace (1)Object, then (2)Simple, then select the (3)Daves Arrow and (4)make 5 of them on the map near the location where you want players to teleport to: Now double click on each of the Arrows and note their ID in notepad: In my example they are: 100438 100439 100440 100441 100442 Now that we have the ID's let's finally actually create the area that will teleport the player. Expand (1)Object, then expand (2)Script Zone and there select the (3)Script_Zone_Star and click (4)Make to place one on your map. A green box will appear on the map, position it over the pedestal, you can resize it with the black boxes at each corner, hold shift to size it up and down. Make the box appear like on the example screenshot below: Now double click on the green box, a new window will appear. Goto its "Scripts" tab. There click on "Add" and scroll down to z_Enter_Teleport_Random and select it. Here you enter all the five ID's we wrote down in Notepad earlier: The endresult should look like this (based on my example ID's above): Now save your map, make a mix file and try it out! Players that step on the pedestal will be teleported to the locations of the Dave Arrows you placed randomly. PS: If you want a TEAM oriented teleporter then use z_Enter_Teleport_Random_Team and do the same thing but with Team enter 0 for Nod and 1 for GDI, then only players of that team can use the teleporter.
  12. 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 ==
  13. 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.
  14. Always wanted to have this special feature on your server where players can buy a Logan instead of a default Sniper on GDI? This tutorial explains how to do just that. Of course you can apply this knowledge to any other character in the purchase menu as well. First of all open your LevelEditor :durr: and then expand the category (1)"Global Settings", then expand (2)"Purchase Settings" and click on the "Character Classes (GDI)" and finally click on the (3)"Mod" button at the bottom of your LevelEditor: Once done, you are presented with a mod edit screen like the image below. First click on the "Settings" tab and then scroll down until you see "Entry 4" which is for the Sniper on GDI. It has a weird name, blame Westwood for that lol. Click on the little colorful button at the right which i labeled a blue "1". Then proceed and click the "+" in front of the presetname "CnC_GDI_MiniGunner_2SF", a new entry lists with "_Logan" added to it. Select that preset at the blue "2". Now press OK and you're done. Save the presets by exiting the LevelEditor and choosing Yes when it asks to save the presets. Then goto your presets folder and rename objects.ddb to objects.aow and load that in your tt.cfg of your server. Example tt.cfg to load a custom modded objects.aow file: gameDefinitions:{ Field: { mapName = "C&C_Field"; serverPresetsFile = "objects.aow"; };};rotation:[ "Field"];downloader:{ repositoryUrl = "http://ttfs.ultraaow.com/";};Now when you start your server players who buy the GDI Sniper will actually get the GDI Logan to snipe with.Greetz zunnie
  15. With this method you can easily change the properties of a Refinery serverside like the credits/sec you get, how much money you get per dump and how long it takes the harvester to dump its tiberium. Startup your LevelEditor and expand the folder (1)"Buildings", then expand the folder (2)"Refinery", there select either the mp_GDI_Refinery or mp_Nod_Refinery. Then goto the bottom of your LevelEditor screen and click the (3)"Mod" button once: Once you pressed the "Mod" button you will be presented with this mod-dialog-box below. Goto the Settings Tab and scroll way down: 1) - Sets the time it takes for the harvester to unload at the Refinery, set to 10.000 for 10 seconds for example 2) - Sets how much money you get when the harvester is done dumping, default is 300.000 for $300 3) - Sets the amount of money you get every second when the Refinery is alive, set to 5.000 to get $5 a second or any high you want I hope this helps you with whatever you are doing Note that this is 100% serverside and you can just save the presets when you exit LevelEdit, then goto your presets folder and rename objects.ddb to objects.aow Then load objects.aow in tt.cfg with for example the following configuration: gameDefinitions:{ Field: { mapName = "C&C_Field"; serverPresetsFile = "objects.aow"; };};rotation:[ "Field"];downloader:{ repositoryUrl = "http://ttfs.ultraaow.com/";};
  16. This was created for TCW but can be used the same way for Renegade, simply replace/save as, the TCW_ with C&C_ instead.
  17. Projectiles Projectiles are simple a small low-poly mesh. For instance, this is what the MiniGun Shoots: To make a projectile for a gun, simple model a bullet or lazer, center it in gmax, and export it as a "Hierarchical model" with these settings: and add it to level edit as ammo: Set the weapon that you want to use this for, to use that new ammo type. After seeing it ingame, shink/enlarge it to the right size. You should be good to go. Enjoy Melee Weapons To make melee weapons, such as knifes or swords, etc. Simply make a invisible projectile (1x1x1 Square will do), Center it in gmax, apply these settings: Export it as a "Hierarchical model" and add it in level edit as ammo, in its settings make its range short, 1 or so, and make sure you change the effective range to the smaller number as well. Thats it, enjoy. Written by Oblivion165
  18. RenX (Gmax) / Leveledit How to make a door for Renegade: by Läubi 1. Create your door in GMAX (It may looks a bit like this Activate the W3D Collisions Settings: 2. Click at the Aniamte Button in the lower right corner: Scroll with the Frameslider at the right position(100) and move your door to the `open` position: Click at the Animate button once again. Have fun with your ready animation (viewable with the play button) 3. Export your file now into your Modfolder, the GMAX part is done now. 4. Open up the Commandoeditor and add a new Preset in the group Tiles: name your door: Change into the Physic Model Tab, and setup the following: (at the model name of course your W3D file) If you want that the door opens even for `empty` vehicles, like the one of the GDI weponsfactory activate the option, [x] DoorOpensForVehicles Now click at OK, that is needed for the following steps. 5. Select your door and click Mod: Now there is a new Tab Zones, there are two Zones. Double click at the TriggerZone1: The folowing window should popup: The green box is the Triggerzone, change the size and the position over `Size Zone` and `Move Zone` so that it is positioned in front of the door, do the same for the TriggerZone2, but position it at the back of the door. Click OK, and your door is now ready for use. Just click on Make and voliá! In the Physic Models Tab you can define some open/close sounds and times, or make the door a security door:
  19. 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!
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