Recently Browsing 0 members
No registered users viewing this page.
The Helipad models and textures are in zip: CapturableHelipads.zip
Temp Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Capturable_GDI_Helipad
On the Physics Model tab browse for the model by clicking the folder icon and choose Open
On the Settings tab set Health to 2 and HealthMax to 500,
Skin and ShieldType both to CNCMCTSkin with a DamagePoints of 0.750 and DeathPoints 0.000
Click the Letter icon to choose the Helipad name from the category Enc and set Encyclopedia Type to Building
Still on the Settings tab set PlayerType to Unteamed and Radar Blip Type to Stationary
Now MAKE your Helipad on the map
Goto the Scripts tab for the properties of the Helipad and select Type: z_Capturable_Helipad and set the Name Parameter of Owner to -2
Now note the ID of the Helipad in a textfile for later use:
Now TEMP the Simple_MiniConsole and name it Capturable_GDI_Helipad_Terminal
On the Settings tab for the Terminal set the Skin and Shield Type to Blamo and Damage and Deathpoints to 0.000
We want this Terminal to grant a Orca so we click the Letter icon and choose the Orca name from Enc category:
Make note of the GDI Orca exact multiplayer presetname, in our case this would be the original preset aka CnC_GDI_Orca (case sensitive):
Next we MAKE and position a Daves Arrow on TOP of the Helipad and move it UP on the Z-axis until it floats like 3 orca's high in the air above the Helipad like so:
Note the ID of this Arrow (PS: Do NOT delete the arrow, you must leave it on the map)
Go back to the Helipad Terminal on the map and goto its properties and the Scripts Tab, add the following script to it "z_Capturable_Helipad_Terminal"
with the settings as displayed below.
HelipadID would be the ID of the Helipad on the map we created first, in this example ID number 100000
Preset would be the vehicle to create at the location of the Daves Arrow we placed so CnC_GDI_Orca and 100003
An Orca costs $900 in Renegade so we enter that as the Cost for it.
Endresult should look like this for the Helipad Terminal:
The Repair Pad models and its textures you are gonna need are in the zip: CapturableRepairpads.zip
Temp it under Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it "Capturable_GDI_Repairpad":
On the Physics tab browse for the model by clicking the folder icon and open it:
Give it 2 Health, 300 MaxHealth (Shield & ShieldMax should be 0.000)
Give it CNCMCTSkin as Skin and Shield Type (even if its set to 0.000)
Click the letter icon for TranslatedNameID and go into the Enc category and find the RepairFacility one as shown below
Make the Encyclopedia Type a Building
Still on the Settings tab set PlayerType to Unteamed and Radar Blip Type to Stationary
Now you can "MAKE" it on your map:
Next goto Object->Script Zone->Script_Zone_All and MAKE it, position it on top of the repairpad as seen on the image below.
To make it higher in length hold down SHIFT and then move your mouse up/down by selecting the black little boxes of the zone.
Now get to the properties of the Repairpad and note its ID, in this example 100000
Get to the zone properties too and get its ID, in this case 100001
Goto the properties of the Repair Pad and its Scripts Tab, there you add the script z_Capturable_Repairpad with the Name parameter of Owner set to -2 (unteamed)
Set the Name parameter RepairZoneID to the ID of the Zone you noted in the step earlier, which in this example is 100001
Endresult should look like this for the repair pad:
Now edit the Script_Zone_All that you placed on top of your Repairpad by going to its properties and on the scripts tab add the script "z_Capturable_Repairzone" and set the Name parameter for RepairPadID to the ID you noted earlier for the Repairpad, in this example it is 100000
Endresult for the zone should look simular to this:
Now save your level and you will have a capturable repair pad on your map!
Repeat the above process for Nod but then with the Nod model of course.
Required Files: CapturableTiberiumSilos.zip
TEMP a preset into Object->Vehicle->Mounted and call it for example "Capturable_GDI_Silo":
Goto the Physics Model tab and for ModelName click the folder button and browse for the gtsilo.W3D file, click Open:
Goto the Settings tab and set Health to 2 and Healthmax to 300 (yes: ShieldStrength and Max should be 0.000)
Set Skin to CNCMCTSkin and Shield Type to CNCMCTSkin
Set DamagePoints to 0.500 and Deathpoints to 0.000
Set the TranslatedNameID to IDC_Enc_Struct_GDI_TiberiumSilo_Name (found in the strings editor under the Enc category)
Still on the Settings tab set PlayerType to Unteamed
Radar Blip Type should be Stationary
Goto the Scripts tab and click Add... for Type browse for the z_Capturable_TibSilo
For Name parameter Owner we set the Value to -2 (which means unteamed).
Now select your temped preset called Capturable_GDI_Silo and click on "Make" button.
It will appear on your map. Save your level and make your mix file.
Now people can play your map and capture the silo.
Repeat the above process for the Nod Tiberium Silo but set Team to Nod, that's all.
The Environment Setup Tutorial
This tutorial will attempt to learn you how to setup your entire working environment for creating maps in gMax and the free provided Renegade Public Tools v2.
It includes all the tools you need and they should be installed in this particular order:
1- The gMax Installation Files and Registration ByPass. (NOTE: Windows 8+ and 10 are NOT supported, you'll need Windows 7 or XP Pro to use gMax without glitches, there is NO fix for this.) 2- The official Renegade Public Tools version 2 from Westwood Studios. (Works fine with 8+ and 10) 3- The unofficial LevelEditor from Tiberian Technologies for support with 4.6 Scripts Update. (Works fine with 8+ and 10) 4- Some (semi) Critical Assets required for making a map for Renegade in gMax/RenX. 5- The XCC mixer i personally have been using since i don't know when, it's the best eventhough it's not the latest.
Environment Guide Package
Download the file i prepared as zip from the MPF download area:
Once it is downloaded, make sure you unblock the file by going to the zip properties and clicking "Unblock" BEFORE you extract it.
In this tutorial i will install EVERYTHING to do with mapping for Renegade in my folder on the D drive in "Renegade-Mapping".
Go ahead and extract the zip somewhere, open it in a new window:
And then copy the contents somewhere:
Go into the #Installs folder that you extracted inside the Renegade-Mapping folder
Step 1 - Install gMax and apply the registry fix
We need to install gMax first, you MUST install it first or it won't work properly later.
Open the gmax12+bypass.zip and copy files into your #Installs folder and then run gmax12.exe to install it.
In this guide i am installing directly into the Renegade-Mapping folder so the endresult will be something like the following:
Now, because the author of gMax doesn't send out emails anymore to register gMax for free, there is included a Autodesk.reg file, right click on that and choose Merge and when promted do Yes to merge it.
When installation is done and you merged the registry thing, then run gMax for the first time.
You will be prompted to select a rendering device, here you choose "Direct 3D" and continue.
Once it has fully loaded you must exit gMax again.
Step 2 - Install the official Renegade Public Tools v2
Extract the file Renegade_Tools_Installer_2.zip and run the executable, install it into your Renegade-Mapping folder, endresult should look simular to this:
Go into the folder LevelEdit and you will see these files:
Now delete (yes delete permanently) the LevelEdit.exe that is currently there, the original from Westwood.
Extract the file LevelEdit46.zip and copy the resulting LevelEdit46.exe to your LevelEdit folder like so:
Goto your Renegade GAME folder, which you updated to the latest TT Script Update (available on http://www.tiberiantechnologies.org )
Copy the following files to your LevelEdit folder and overwrite any existing ones there:
"MemoryManager.dll" "Mss32.dll" "Shared.dll" "ttle.dll" You should end up with a LevelEdit folder looking like this:
Now make a complete copy of your Renegade game folder (which is updated to 4.6 of course) and name it "RenegadeEditorGame", just copy and paste it somewhere like:
Now open the Registry Editor through your startmenu "search" option type: regedit and open it.
Expand the folders (or keys as they are called) until you are inside the Renegade folder/key.
"HKEY_LOCAL_MACHINE -> SOFTWARE -> Wow6432Node -> Westwood -> Renegade"
You see the InstallPath option there? Double click on it and change its value to where your game2.exe is located in the RenegadeEditorGame you copied earlier, in my example here it would be:
Now close the Registry Editor program, we don't need it no more now, you don't need to save anything, it does so automatically.
Run the Editor
Ok, so we can finally run the editor now, go into the LevelEdit folder and run LevelEdit46.exe
There click the "New..." button and call it for example "MyWork".
Double click the MyWork in the window and it shall bring up the editor in action:
You'll notice the editor created a folder called "MyWork":
Which contains a few key folders the editor uses:
Create a map project folder inside the levels folder like so:
Inside this folder you will save your Editor's "C&C_My_Map.lvl" file and stuff related to your map such as W3D models/terrain and maybe textures, cinematic text files and/or audio.
ALWAYS choose to "Save Current Level As..." inside the editor ALWAYS WHENEVER you want to save your progress, do NOT EVER use "Save Current Level" (trust me), period, or it will not update some files (lsd/ldd/ddb) for your map and it wont work properly when you make a .mix with XCC later on.
For example the endresult could look like this:
<< i will update this guide later tonight or tomorrow, just 1 thing: If you have missing textures make sure you place them in your Editor_Cache folder and reload the editor >>
By Guest Mauler
You will want to download http://multiplayerforums.com/index.php?/files/file/624-maulers-renegade-sidebar/ for this tutorial.
Now that scripts 4.1 allows you to use the sidebar stand-alone in a Renegade map, its time to write a tutorial for how its done.
The first thing you need to create are textures for the sidebar. [iNCLUDED IN THE DOWNLOAD LINK]
You need to create a top half texture, bottom half texture and up and down arrow textures. They can be the same for both teams or different for each team.
Then, you need to create an ini file. If your map is named C&C_MyMap, the ini file should be named C&C_MyMap_tt.ini
In this file put something like this
Obviously the names of the textures should match the names you gave them when you created them.
You can also optionally add
SidebarSoundsEnabled=trueSidebarRefillSound=xyzSidebarInfantrySound=xyzSidebarVehicleSound=xyzif you want sounds to play when sidebar items are purchased.The sounds need to be 2D sound presets created in LE. (obviously replace xyz with the name of the sound to use). The sounds are played whenever something is purchased (i.e. double click etc)
Note that the sidebar does not display any text on top of the icons except for the cost so you will need to either rely just on the pictures or you will need to add text to your icons.
Also note that all players using your map will require scripts 4.1 (as will the server) in order for this to work.
Also, the sidebar does not allow you to purchase beacons (unlike the PTs) so if you want beacons to be purchasable, you will have to add separate terminals to let you do that (there are plenty of scripts to make that happen)
ok, time for part 2 of the tutorial (which is necessary if you want objects to disappear when the building that normally builds them goes away)
First, in the C&C_MyMap_tt.ini file (or whatever), put this line at the end after the others
NewTechLevel=trueThen in leveledit, go to Global Settings then Purchase Settings. For each of Character Classes (GDI), Character Classes (Nod), Character Classes (Secret GDI), Character Classes (Secret Nod), Vehicles (GDI), Vehicles (Nod), Vehicles (Secret GDI) and Vehicles (Secret Nod), create a temp preset copy (or if you already have one, edit it). What you need to change is the Factory Building Type for each entry. For soldiers, set it to Soldier Factory. For vehicles, set it to Vehicle Factory. If you are using my helipad tutorial (to be posted shortly) set helicopters/air units to Helipad.If there are units you dont want on the sidebar (e.g. the secret hidden extra vehicles), set their object to none. The usual enable/disable for extras (EXTRAS console command etc) will not work with the sidebar.
That should be all you need to do, no extra scripts are required, the engine logic behind NewTechLevel=true will do all the work of making the items vanish from the sidebar when the relavent building is destroyed.