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By Guest Mauler
In scripts 4.1, it is possible to have a building in your map that works as a helipad. It will be totally separate from the weapons factory/airstrip in that you will be able to buy helicopters even if the war factory/airstrip is down and you will be able to buy ground vehicles if the helipad is down. You can even have someone buying a helicopter and someone else buying a ground vehicle at the same time.
Firstly, in order to use this functionality you need to be using the sidebar in your map.
Follow this tutorial http://multiplayerforums.com/index.php?/topic/2980-renegade-sidebar-tutorial/
to set up the sidebar (make sure to read part 2 and follow that)
You also require scripts 4.1 so make sure you have it installed and working in leveledit
You also need the attached helipad_cinematic.txt [BELOW] file in your map mix file (it relies on the XG_HD_HTraj.w3d file from the stock renegade always.dat file)
Also, open the C&C_blah_tt.ini file you made in the sidebar tutorial and add the following:
[General]VehicleFactoryVehicleLimit=xAirFactoryVehicleLimit=yx being the number of ground vehicles players are allowed to build and y being the number of air vehicles players are allowed to build (and yes the numbers are separate)To set up the helipads, firstly you need to put a building on your map to act as the helipad. Create it like any other building (give it MCTs, PTs, damage aggregates and whatever else you want for it)
Then open leveledit and open your map.
Create a new preset underneath "simple". This will be the helipad fly-in cinematic object. Untick the "DefaultHibernationEnable" checkbox. Tick the "NotTargetable" checkbox. Tick the "IsEditorObject" checkbox. Tick the "IsHiddenObject" checkbox. Leave all the other settings at the default. Attach the script Test_Cinematic to this object and give it the parameter helipad_cinematic.txt
Next, you need to create a landing position object. This will determine where the helicopters will fly in at.
You will need one for GDI and one for Nod. (the fly-in cinematic object is used for both teams).
Make this one a copy of the Dave's Arrow preset with no changes to the settings.
Next, go to buildings and then air factory. Create an instance of this (one for each team). If you dont see air factory in the list it means you dont have 4.1 installed properly.
Set this preset up as for any other building with all the usual settings and scripts.
Make sure to set the building type to "helipad"
Set LandingPosDistance to 1000Set CinematicTimer to 14.0Set CinematicSlotIndex to 4Set Landing Position Object to the landing position object preset created earlier.Set fly-in Cinematic Object to the fly-in cinematic object preset created earlier.No special scripts are required for this building.Once you have done this, place the helipad building controllers as per normal for buildings. Then place several (2 or 3 works good) of the landing position objects (for the right team) around the helipad at ground level. (these will determine where the helicopters land at).
No you cant have more than one helipad per team, the logic doesn't support it.
Now you need to set up the war factory/airstrip to not build helicopters anymore and to have them be built at the helipad.
Create temp presets of the war factory and airstrip (or if you are already using temp presets, open them). The only change you need to make is to tick the BuildGroundOnly checkbox.
Also, when using this you need to tick the allow flying vehicles checkbox under edit-level settings in LE, generate flight data (as part of pathfinding) and have a proper flight roof (i.e. all the things you normally need for a flying map).
-1 Create_Object, 3, "XG_HD_HTraj", 0, 0, 0, 0-1 Play_Animation, 3, "XG_HD_HTraj.XG_HD_HTraj", 0-1 Attach_to_Bone, 4, 3, "BN_Trajectory"-437 Destroy_Object, 3
By Guest Mauler
How to get more FPS from your FPS
First up, some terminology: A W3D file can contain multiple meshes, aggregates, and proxies. When I say mesh, I'm referring to a mesh object inside of a W3D file and not the file itself. Skinned meshes are meshes that have a WWSkin modifier applied. A draw call (or batch) is a unit of measurement which we’ll be using in this tutorial. On most hardware, the Renegade engine is limited by overall CPU power and not the video card in use, so we’ll be trying to reduce how much the engine has to do each frame.
Now for some basic optimizations: We’ll handle rigid meshes first. If you modeled it and it isn't alpha-blended or skinned, it's a rigid mesh. In general, each rigid mesh produces a draw call. If you use multiple materials in a mesh, each material will produce a draw call. Each additional pass in a material will produce an additional draw call. If you’ve been completely oblivious to rendering performance and want to optimize existing meshes, the simplest thing you can do is to merge meshes that use the same material but don’t actually need to be separate objects for rigging purposes (like wheels). It’s always faster to render an object with 4000 polygons than 4 objects with 1000 polygons. You should strive to keep objects using a single material; this means a barrel or crate should be using a single material and not a different one for each side. These optimizations are most effective when done on meshes that are used often (like props.)
Skinned meshes act roughly the same like rigid meshes; they must be deformed and uploaded to the video card every frame however. If you decide to skin an object, you should use as few polygons as needed to make it look good. Skinned meshes additionally do not have support for collision detection and cannot have decals applied to them, nor can they use precomputed lighting (ie “Compute Vertex Solve”.)
Unfortunately the previous optimizations won’t help much with object visibility. Renegade utilizes frustum culling which will skip drawing meshes that are behind you, but in order to skip meshes behind hills, buildings, and other large obstacles you will need to use a system called VIS. Maps with VIS will generally perform better than maps without because objects that are hidden can be completely ignored. You can find an excellent tutorial written by YSLMuffins on how to hook VIS up on the Renegade modding forums. (http://www.renegadeforums.com/index.php?t=msg&th=6243)
Fixplanes (not boats)
The W3D exporter for 3dsmax doesn’t properly calculate the plane equations used for collision detection. Renegade will recalculate this information whenever a file is loaded, but you can speed load times by drag and dropping these files onto the fixplanes tool. This tool can process more than one file at a time; simply drop multiple files or a folder onto it. It’ll also process any files found in subdirectories.
The usual “orient” and “align” billboard modes aren’t very effective for foliage and plants because they will turn upwards to always face the camera. In order to use the new Z-align mode, simply drag and drop a W3D file onto the zalign tool and any meshes with a billboard mode applied will be modified.
By Pwn Call
Destructible Pillars Tutorial
By: Pwn Call (a.k.a. ESCALADE)
This is a tutorial that will teach you how to make destroyable pillars in C&C Renegade. Think of the scene from the movie the Matrix where all of the pillars are exploding from gunfire (only a little less epic)
Here is a quick video to show you what your final outcome could look like.
Quick disclaimer before you start.
Make sure when doing this you don't put too many of these in your level as it requires a lot of meshes depending on how you make your pillars. I wouldn't recommend making the breakable tiles as small as I did in the video that was just a quick test level.
Also to allow for fewer meshes you could only make them breakable in the areas that are around the height of a player where you would normally only shoot anyways so you don't make too many extra meshes.
If you already know how to set W3D settings for objects and are experienced in map making there is a quick outline of how to set up the pillars at the bottom.
First step is to create the core of your pillar in RenX. Create a small vertical box about .5 X .5 (depending on how you want your pillar or object) and whatever height will fill your room. For the core I recommend the texture "ref_cemnt_tmp.tga" which is from the Renegade texture pack.
Also when you create the core of your pillar make sure to name it something like "core" because you will want to know what everything is by name for setting W3D options which I will explain later, also it makes it much easier to duplicate your pillar and select all the necessary parts later on.
Here is my pillar with the outer "destructible" pieces near the bottom
Next you will create the "destructible" part of your pillar as seen in the above image is the brown tiles at the bottom. In that picture there are 8 tiles that surround the core pillar, you will need to make these go all the way to the roof so your pillar is completely covered. Do this by selecting them from the "Top" view and then go to the Edit Menu>Clone. To move them up I would switch to the side view and I would also change your snap to grid settings to the same height as your breakable tiles so you don't have to line them up manually.
Again make sure that they have a common name like "shatter" or "Break", just something so you know what they are so you can select all of them later.
As you can see in this picture make sure they are outside of the core of your pillar so the core doesn't show through and they completely cover it.
Here is the side view to clone them up to the ceiling.
Next what you will need to do is create a collision box that is completely outside of the entire pillar and outer breakable layers as seen in this picture. Again name it something like "collision" so you know what it is. It only needs to be the height of the player but you can make it all the way to the ceiling, this is necessary because it stops the player from breaking the outer breakable layer when walking into them.
Now your pillar is complete and all you need to do is set up the collision settings. If you want to make more pillars simply clone this one and move it where you want it. Create however many pillars you want and then set the W3D settings after because when clones the W3D settings are reset.
So first I will go into detail on how to set up the W3D settings for the Outer collision box. First to select all of your collision boxes go to Edit>Select By> Name. Now you will want to select all of the meshes that are called "collision" or whatever you named them, this is only for the outer collision box. Once you have them all selected go to the Utilities Tab then W3D options then scroll down to where it says W3D export settings. Under Geometry you will check the Hide box and under Collision settings only click Physical.
You can leave all of the other options the same, this will hide this box but make it so you run into it with your character.
Now for your Pillar Core's again go to Edit>Select By>Name and select all of your cores, this time under W3D options only check Camera, Physical, and Projectile under Collision settings and leave everything else the same.
And finally for your destroyable tiles around the pillar go to Edit>Select By>Name and select all of the meshes that you named "shatter" or "Break" or whatever you named them. There will be very many of these meshes. For these W3D settings check off Shatter under Geometry and check off Physical, Projectile, and Camera for Collision settings.
Now your Pillars are ready to go!!
All you have to do to make more is select them all and hit clone and move the new pillars where you want them. Make sure when cloning you redo the W3D options because the clones don't have any W3D options set!
Play around with these settings to see what other cool things you can create.
Quick Overview for Experienced Map Makers.
Create the pillar core with normal W3D settings, Physical, Projectile, Camera
Create your destructible outer meshes completely covering the core, W3D settings > Shatter on Geometry, then Physical, Projectile, Camera
Create a box just bigger than all of the meshes, W3D settings > Hide on Geometry, then Physical
The last box stops the player from bumping into the outer layers and destroying them.
By Guest Mauler
RenX / Leveledit
First of all, some things you should keep in mind about elevators:
an elevator might cause problems if there are alot elevators, or if people try to use the same elevator at the same time with a slow connection (56k for example) people might fall "through" your elevator and popup at the top after some seconds elevators can NOT transport vehicles! You should always take care that the Transition Zones (explained in the tutorial later) are not reachable for vehicles because the wil get STUCK in them! elevators often cause problems with beacons, if you try to deplay them ON the eevatro plattformFisrt Step is ofcourse, create your elevator. This is myone. Ok its not very nice but thats a 2 min one
Basicly an elevator has a platform (in this image the red parts), and a door (the blue parts). Of course an elevator can also have other parts in the deep of complexy you want but for this tutorial this is the best choice.
Always create your elevator in the center of RenX/Gmax.To get an ide of the size of an elevator, the Single Player ones have an aprocxiamte size of L: 6m, W: 6m, H: 12m
You can create a box with these settings to get an idea if your elevator has the right size:
(my elevator is a bit too big as you can see, but the size is your choice, you just get a general idea about the size with this method) Because the Rengade-Engine don`t like textured objects that are moving we now create some "cages" that later will be invisible, but responsible for the collision parts.
These are basicly just meshes without a texture that covers that elements, that later collide with players.
Activate the W3D hide and collision Settings: Vehicle, Camera, Projektile, for the textured Meshes don`t activate any Collision Settings. Now it is time for the animation, an elevator has 3 Animation stages:
Stage 1: (Baseframe)
Move all your parts of the elevator so it is on the Top-Part, with the door open for enter at the Top:
As you can see I just moved the whoe plattform up, and lowered the ring so if the player can enter the elevator at the top.
Stage 2: (On the move)
Now klick the animate Button,
Goto Frame 1 and move your door so it is closed (you can use more than one frame if needed, just note this framae somewhere)
Now on the trackbar goto frame 10, and move the elevator down, so it is on the botom with an closed door (same comment as before for the cloe door thing):
The best is you note this frame on a paper or something, because you`ll need this later.
Stage 3: (Final Animation)
Now just make an animation when the door moves down, so you can leave the elevator. My one ends on frame 11, because only one frame is used for open the door in my example, of course you can use as many as you need:
Now you`r finihed with this, deactivate the anim Button and feel good that the work is nearly done. Export the elevator to your Modpacket:
Export it as HirachyAnimated Model and from Frame 0 to the last frame (in my example frame 11):
Open the Commando (Leveleditor), browse to Tiles and press the Add Button
Now enter a name, e.g. my_elevator, and switch to the Settings Tab Change the type to ElevatorPhys, Select your W3D and change Collision Mode to STOP, Animation Mode to Manual.
Scroll a bit down and set
DoorClosedTop to the frame when the door at the top is closed (that is frame 1 in my example),
DoorOpeningBottom to the frame where the elevator is at the bottom with open door (Thats frame 11 in my case)
ElevatorStartTop that is in nearly all cases frame 0
ElevatorStoppedBottom this is the frame where the elevator is at the bottom with closed door (Frame 10 in my case)
Now cahnge the CloseDelay to the Time the elvator should need to go up/down and press OK and your nearly ready for test your elevator. Ok, now its time to tell the elevator where people will wait to enter:
Select your elevator again and press Mod, goto the Zones Tab.
You see 4 Zones:
LowerCallZone: Defines the zone where the Character has to stay in to call the elevator to come to the bottom
LowerInsideZone: When you are inside this zone the elvator starts to move Up
UpperCallZone: Same as LowerCallZone but for the top
UpperInsideZone: Same as LowerInsideZone but for the top
When you doubleclick you can adjust the zones t the size / position you need.
First / Lastframe switsche between the start and end frame so you easy can adjust the zones.
Adjust now all zones like it is explained above.
Here are mine:
LowerCallZone LowerInsideZone UpperCallZone UpperInsideZone Now press OK and your done with the setup.
Load your Level and select your elevatzro then press Add and it will apear on the map:
Export your Map and test the elevator Congratulation! You can now go up and down with your elevator as long as you want.