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Found 2 results

  1. How To make your own Full Conversion Mod. Written by Oblivion165 _______________________________________________________ This is a Tutorial on how to compile your own mod. Such as Reborn, RenAlert ect. During this tutorial i will use the name Renegade2 as the mod name. Your will need these things to complete the task: A De-Mixer (Mix, Dat, Pkg Extractor) i highly suggest "RenegadeEx" RenegadeTools 2 Basic Skills with Renegade, some more advanced skills are needed. Hard Drive Space Step 1: Preparing First Copy Your renegade folder, except Always.dat, Always2.dat and none of the .mix`s. Paste it in your westwood Dir. Rename it to your mods name, such As "Renegade2" Open LevelEdit and make a new mod called "Always", Copy Scripts.dll, and Scripts2.dll from your "Renegade2" Folder and paste them into your mod folder, you do not have to put it in a scripts folder. Open your Extractor, and open Always.dat from the original Renegade\data Dir. Step 2: Hard Part This is the hardest, longest part, be patient, it will go faster than you think. A list of the needed files to run Renegade is here: Always List As you get these files out of Always.dat, dump them into your mod folder. After you have All of the files from the list, Extract your mod as "Always.dat" in your Mod Folder. The Game should be able to load fine now. If you would like to play on a map just make a quick one, Keep in mind that the regular renegade maps wont run, they are missing building files and such. Step 3: Customization As you go through the list of files you will see common types. Here is a generalized list of what they are and what they do. "If_" Mostly Menu Items, Renegade menus are w3d files. "Hud_" Images of Pt`s Your Personal Hud, and Health info "H_a_" Player Animation, Runing shooting, everything "W_" Weapon Models "F_" First Person Models "C_" Character Models "S_" Bones, Gestures Editing these files will allow you to customize Renegade, but most of the Customization comes from LevelEdit. From LevelEdit, Edit the Strings Table, Object Names, and change models. in your always.dat mod folder change all of the model or sounds or whatever to what you want, then Export the Always.Dat Again. To make maps for your mod, the easiest thing to do is copy the Existing Folders from your Always Folder. This way it have all the same setting as your always.dat, and your wont get bugs in game. Thats all i can help you with, the rest is up to you. Enjoy. This is a list of every item you need to run your own Always.Dat, There are alot of extra files in here that arent needed.These files will let you run the game, every menu item and function, Every Character model and gun. This may look like alot, but use your Mix Extractors Search abilities, such as alot of the names are similar such as hud_health1.dds and hud_health2.dds, so instead of searching for each one, search for "Hud_" and extract everyone that comes up. 000101_a.wav 01_tracer_op.dds 01lv1-cliff8.tga 0201oldwood.tga 0201wdbeams.tga 0201wdbeams2.tga 0203lathe.tga 03-ammoclip.mp3 18_lampflare2.dds 19_bmflare1.dds 19_bmflare2.dds 19_bmflare3.dds 19_buletshell.dds 19_flareft.dds 19_lcflare1.dds 19_lcflare2.dds 19_lcflare3.dds 19_muzzflsh_5.dds 19_muzzflsh_8.dds 19_rlflare.dds 19_sakura_head2.dds 19_tracerbullet.dds 20_flame03.dds 20_gdi_concrt01.tga 20big_flash1.dds 20big_flash2.dds ag_exp_debris02.w3d ag_flame01.w3d ag_flamtnk_exp1.w3d ag_mammoth_exp1.w3d ag_obcharg2.w3d ag_sigflare_gld.w3d ag_tib_exp1.w3d ag_tshell_ex04.w3d ag_tshell_ex06.w3d ag_tshell_ex08.w3d ag_tshell_ex10.w3d ag_tshell_ex12.w3d ag_tshell_gdi01.w3d ag_tshell_nod01.w3d al_tex012.dds amb_ambulance1.wav amb_nod_flame1.wav 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w_rifl_b.w3d w_rock.dds w_rock.w3d w_rock_b.w3d w_rocketlscrn1.dds w_rprg.dds w_rprg.w3d w_rprg_b.w3d w_scopelight1.dds w_shot.dds w_shot.w3d w_shot_b.w3d w_smmuzzleflash_1.dds w_smmuzzleflash_2.dds w_smmuzzleflash_3.dds w_snddisp.dds w_snip.dds w_snip.w3d w_snip_b.w3d w_tibf.dds w_tibf.w3d w_tibf_b.w3d w_tibr.dds w_tibr.w3d w_tibr_b.w3d w_timescrn.dds w_torch.dds w_volt.dds w_volt.w3d w_volt_b.w3d w_voltdisplay.dds w_whtlight1.dds w_whtlight2.dds x5h_chinook_1.w3d x5h_chinook_2.w3d x5h_chinook_3.w3d x5h_chinook_4.w3d xe_1b_flame.w3d xe_2a_rkflame.w3d xe_2a_rkflare.w3d xe_2g_flame.w3d xe_2g_flare.w3d xe_rocketflame.w3d xe5_rocketflame.w3d yeah1.wav yes1.wav yo1.wav you.dds
  2. 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
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