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Pwn Call

4 - professional "VIS" Sector Tutorial

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OK, I'll crank up the Grans then and try it again over the next few days. 15 to 17 should be enough for Arena & Pacific? Has anyone tried Tiberium Temple yet? That's a small map, but any word on that from the players?

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That should be plenty high. You will have more manual Vis points to add though so look really carefully by building entrances (especially the hand of nod). And small areas like tunnrls

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Guest Mauler   
Guest Mauler

NEVER CANCEL VIS GENERATION...

 

the memory issue does not affect VIS generation!! and if you cancel it the VIS system will not work and even affect your performance even more... I HIGHLY SUGGEST READING THE ORIGINAL VIS TUTORIAL HERE..

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Good to know, I will be doing the VIS for both Pacific & Arena as soon as I can. I haven't heard anything about Tiberium Temple yet, so keep your ears open.

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Pacific auto generating VIS is done. I made a backup copy and started doing manual VIS points. I am getting that backface error now. If someone can help me on TS over the weekend, that would be cool. The tutorial says I should locate the backface in the "instances" tab, and un check the box of that mesh. Well, I couldn't find that so I stopped for now haha.

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Hmm if it is happening a lot or everywhere then there might not have been Vis sectors for the map. You may have to completely redo the Vis sectors in max and redo the generation

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Guest Mauler   
Guest Mauler

Pacific auto generating VIS is done. I made a backup copy and started doing manual VIS points. I am getting that backface error now. If someone can help me on TS over the weekend, that would be cool. The tutorial says I should locate the backface in the "instances" tab, and un check the box of that mesh. Well, I couldn't find that so I stopped for now haha.

http://renhelp.laeubi.de/tutorial-vis-tutorial.html

 

there is a part on backface errors

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http://renhelp.laeubi.de/tutorial-vis-tutorial.html

 

there is a part on backface errors

Yeah, that's the error I got and I read it, and I understood it, but where it says "check in the preset list" for said object, well I can't find it. The tutorial then goes on to say that there's a chance one MIGHT have to go BACK into Gmax to correct the error. If that's the case, I won't be able to fix Pacific.

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Yea when that happens its a lot of work to fix.

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      if_lvl03load.w3d
      if_lvl04load.w3d
      if_lvl05load.w3d
      if_lvl06load.w3d
      if_lvl07load.w3d
      if_lvl08load.w3d
      if_lvl09load.w3d
      if_lvl10load.w3d
      if_lvl11load.w3d
      if_lvl80load.w3d
      if_lvl90load.w3d
      if_lvl94load.w3d
      if_major.dds
      if_menuparts8.dds
      if_menuparts9.dds
      if_missioncomp.tga
      if_nodhits128.dds
      if_nodkills.dds
      if_percentage.dds
      if_powerups.dds
      if_private.dds
      if_renlogo.dds
      if_renlogo1.dds
      if_ring.dds
      if_ringglow.dds
      if_runovers.dds
      if_sargent.dds
      if_scanline.dds
      if_scanline2.dds
      if_screen.w3d
      if_screenin.w3d
      if_screenout.w3d
      if_selector.w3d
      if_stars.dds
      if_titletrans.w3d
      if_treefld.dds
      if_treefld_open.dds
      if_treeplus.dds
      if_vehicleskill.dds
      if_vehicletime.dds
      if_weapons.dds
      in_statictrans2.w3d
      L01-bagmap.tga
      L01-brick.tga
      L03_wood01.tga
      l07_stuc04.dds
      loadscreen_beam.dds
      loadscreen_cnc_1.dds
      loadscreen_cnc_2.dds
      loadscreen_cnc_3.dds
      loadscreen_cnc_4.dds
      loadscreen_cncr_1.dds
      loadscreen_cncr_2.dds
      loadscreen_cncr_3.dds
      loadscreen_cncr_4.dds
      loadscreen_help_1.dds
      loadscreen_help_2.dds
      loadscreen_help_3.dds
      loadscreen_help_4.dds
      loadscreen_lvl0_1.dds
      loadscreen_lvl0_2.dds
      loadscreen_lvl0_3.dds
      loadscreen_lvl0_4.dds
      loadscreen_lvl00_1.dds
      loadscreen_lvl00_2.dds
      loadscreen_lvl00_3.dds
      loadscreen_lvl00_4.dds
      loadscreen_lvl01_1.dds
      loadscreen_lvl01_2.dds
      loadscreen_lvl01_3.dds
      loadscreen_lvl01_4.dds
      loadscreen_lvl02_1.dds
      loadscreen_lvl02_2.dds
      loadscreen_lvl02_3.dds
      loadscreen_lvl02_4.dds
      loadscreen_lvl03_1.dds
      loadscreen_lvl03_2.dds
      loadscreen_lvl03_3.dds
      loadscreen_lvl03_4.dds
      loadscreen_lvl04_1.dds
      loadscreen_lvl04_2.dds
      loadscreen_lvl04_3.dds
      loadscreen_lvl04_4.dds
      loadscreen_lvl05_1.dds
      loadscreen_lvl05_2.dds
      loadscreen_lvl05_3.dds
      loadscreen_lvl05_4.dds
      loadscreen_lvl06_1.dds
      loadscreen_lvl06_2.dds
      loadscreen_lvl06_3.dds
      loadscreen_lvl06_4.dds
      loadscreen_lvl07_1.dds
      loadscreen_lvl07_2.dds
      loadscreen_lvl07_3.dds
      loadscreen_lvl07_4.dds
      loadscreen_lvl08_1.dds
      loadscreen_lvl08_2.dds
      loadscreen_lvl08_3.dds
      loadscreen_lvl08_4.dds
      loadscreen_lvl09_1.dds
      loadscreen_lvl09_2.dds
      loadscreen_lvl09_3.dds
      loadscreen_lvl09_4.dds
      loadscreen_lvl10_1.dds
      loadscreen_lvl10_2.dds
      loadscreen_lvl10_3.dds
      loadscreen_lvl10_4.dds
      loadscreen_lvl11_1.dds
      loadscreen_lvl11_2.dds
      loadscreen_lvl11_3.dds
      loadscreen_lvl11_4.dds
      loadscrn1.w3d
      map_edges.dds
      mct_screen-fx.bmp
      mct_screen-fx.dds
      menu.mp3
      metal.tga
      metal_track_01.wav
      metal_track_02.wav
      meter.tga
      minigun_fire.wav
      minigun_loop.wav
      minigun_reload_1.wav
      minigun_reload_2.wav
      mutant_death01.wav
      mutant_death02.wav
      mutant_death03.wav
      mutant_death04.wav
      muzzle_smoke.dds
      muzzleball2.dds
      muzzleball3.dds
      muzzlesmoke.dds
      muzzletest2a.dds
      mx0_nodofficer_deathfire1.wav
      mx0_nodofficer_deathfire2.wav
      mx0_nodtrooper1_death1.wav
      mx0_nodtrooper1_death2.wav
      mx0_nodtrooper1_deathfire1.wav
      mx0_nodtrooper1_deathfire2.wav
      mz_pist1.w3d
      mz_pist3.w3d
      noddead1.wav
      nodrender.dds
      o_flag.w3d
      o_tracer1gold.w3d
      o_tracer1red.w3d
      o_tracer25gold.w3d
      o_tracer25red.w3d
      ocean.tga
      oldfloor.tga
      options screen.mp3
      p_armor1.w3d
      p_armor2.w3d
      p_armor3.w3d
      p_health1.w3d
      p_health2.w3d
      p_health3.w3d
      p_headband.dds
      p_headband.w3d
      p_rifl.w3d
      pallet.w3d
      ParticleEmitter.w3d
      pickupflag.wav
      pine2.tga
      pine4.tga
      powerup_ammo.wav
      radio1.wav
      radio2.wav
      radio3.wav
      radior1.wav
      radior2.wav
      radior3.wav
      radior4.wav
      rav_death.w3d
      ref_bul_glass.dds
      ren_death.dds
      REN_DRT_02.tga
      rico5.wav
      ricochet5.wav
      ricocloth1.wav
      ricocloth2.wav
      ricocloth3.wav
      ricocon1.wav
      ricocon2.wav
      ricocon3.wav
      ricocon4.wav
      ricodirt1.wav
      ricodirt2.wav
      ricodirt3.wav
      ricodirt4.wav
      ricoelec1.wav
      ricoelec2.wav
      ricofire1.wav
      ricofire2.wav
      ricoflsh1.wav
      ricoflsh2.wav
      ricoflsh3.wav
      ricoflsh4.wav
      ricofol1.wav
      ricofol2.wav
      ricofol3.wav
      ricoglass1.wav
      ricoglass2.wav
      ricoglass3.wav
      ricogrs1.wav
      ricogrs2.wav
      ricogrs3.wav
      ricohm1.wav
      ricohm2.wav
      ricohm3.wav
      ricohs1.wav
      ricohs2.wav
      ricolm1.wav
      ricolm2.wav
      ricolm3.wav
      ricolm4.wav
      ricomud1.wav
      ricomud2.wav
      ricomud3.wav
      ricorock1.wav
      ricorock2.wav
      ricorock3.wav
      ricosand1.wav
      ricosand2.wav
      ricosand3.wav
      ricosteam1.wav
      ricosteam2.wav
      ricotiber1.wav
      ricotiber2.wav
      ricotiber3.wav
      ricowa1.wav
      ricowa2.wav
      ricowood1.wav
      ricowood2.wav
      rockettrail.w3d
      rope_retract.wav
      s_a_expression.w3d
      s_a_gesture_l.w3d
      s_a_gesture_r.w3d
      s_a_hand_l.w3d
      s_a_hand_r.w3d
      s_a_head.w3d
      s_a_human.w3d
      s_a_mouth.w3d
      s_a_tall.w3d
      s_a_wide.w3d
      s_b_expression.w3d
      s_b_gesture_l.w3d
      s_b_gesture_r.w3d
      s_b_hand_l.w3d
      s_b_hand_r.w3d
      s_b_head.w3d
      s_b_human.w3d
      s_b_mouth.w3d
      s_c_head.w3d
      s_c_human.w3d
      s_part.tga
      s_part2.tga
      s_part3.tga
      s_part4.tga
      s_z_head.w3d
      s_z_human.w3d
      s_z_mouth.w3d
      Sand_emit.tga
      sandroll.wav
      sandskid.wav
      sandtread.wav
      shadowblob.dds
      shell.dds
      shine.tga
      shine_g.dds
      shine_o.dds
      shine_y.dds
      shootmix1l.wav
      shootmix1r.wav
      shotfire.wav
      shp_trak.dds
      skin_hands.tga
      skin_wrists.tga
      SmkStk_Brk01.tga
      so_doors.w3d
      sovbrck1.tga
      sovrubble.tga
      spawntransitioneffect.dds
      strings.tdb
      sunlensflare.dds
      tank_flame_fire.wav
      tank_flame_idle.wav
      tank_flame_start.wav
      tank_flame_stop.wav
      tank_flameshoot_loop_1.wav
      tib_bullet01.dds
      tib_bullet02.dds
      tib_bullet03.dds
      tracer.dds
      tracer.w3d
      tracer_bullet.w3d
      tracer_gold.w3d
      tracer_green.w3d
      tracer_red.w3d
      tracer_white.w3d
      trike.dds
      trike.w3d
      v_flare_head.dds
      v_gdi_gboat_flashbeam.dds
      v_gdi_orcaflame.dds
      v_nod_flame.dds
      v_nod_flame.w3d
      vdc_gdi_humvee.w3d
      vdc_gdi_medtnk.w3d
      w_a-10bomb.w3d
      w_atr_scem02.dds
      w_beacondisp.dds
      w_beltchain.dds
      w_blubeam.dds
      w_bluflare.dds
      w_bluflash.dds
      w_c4-p.dds
      w_c4-p.w3d
      w_c4-p_b.w3d
      w_c4-r.dds
      w_c4-r.w3d
      w_c4-r_b.w3d
      w_c4screen1.dds
      w_c4-t.dds
      w_c4-t.w3d
      w_c4-t_b.w3d
      w_chem.dds
      w_chem.w3d
      w_chem_b.w3d
      w_chemsludge.dds
      w_chemtank1.w3d
      w_chng.dds
      w_chng.w3d
      w_chng_b.w3d
      w_crystle.dds
      w_disp_gun.dds
      w_elec1.dds
      w_elecflare.dds
      w_flmt.dds
      w_flmt.w3d
      w_flmt_b.w3d
      w_gdi_tlgn.w3d
      w_gdi_tlgn_fire.w3d
      w_gdi_tlgn_idle.w3d
      w_gls1.dds
      w_gm_pist.dds
      w_grad1.dds
      w_grad2.dds
      w_grad3.dds
      w_gren.dds
      w_gren.w3d
      w_gren_b.w3d
      w_gust1.wav
      w_gust2.wav
      w_gust3.wav
      w_high_loop.wav
      w_invs.w3d
      w_ionb.dds
      w_ionb_b.w3d
      w_ionb_closed.w3d
      w_ionb_open.w3d
      w_ionc.dds
      w_ionc.w3d
      w_ionc_b.w3d
      w_lite_loop.wav
      w_lsrg.dds
      w_lsrg.w3d
      w_lsrg_b.w3d
      w_lsrr.dds
      w_lsrr.w3d
      w_lsrr_b.w3d
      w_med_loop.wav
      w_muzzleflash1.dds
      w_nuke.dds
      w_nuke.w3d
      w_nuke_b.w3d
      w_numbers.dds
      w_pist.dds
      w_pist.w3d
      w_pist_b.w3d
      w_rail.dds
      w_rail.w3d
      w_rail_b.w3d
      w_ramj.dds
      w_ramj.w3d
      w_ramj_b.w3d
      w_redbeam.dds
      w_rifl.dds
      w_rifl.w3d
      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
    • Guest Mauler
      By Guest Mauler
      Boning a VTOL-Vehicle
      Because I was asked this several times, here a little tutorial. I used the Helicopter that comes together with the Westwood Vehicle Pak that you can download at: ftp.westwood.com/pub/Renegade/tools
      Open your model:
      When I refer to a `bone` in this tutorial, this simply means a StandardPrimitives Box with the size of 1x1x1, created in the Top-View, here is an example:

      The name, is the same as the bonex name, for example if the VehicleP bone is mentioned a box 1x1x1 with the name VehicleP and the W3D Options [ ]Export Geometry unchecked.

      Get started: First we need a Rotor00 bone, for (belive it or not) the rotor, place this in the rotation center of the rotor of your helicopter:

      Now we must link the rotor to the rotor00 bone. Use the Linking tool , select the rotor, and Drag and Drop to the rotor00 bone. the box will flash when you release the mouse button to indicate the linkin was successfull. If you acidently linked it to another object, don`t mind. Just link it to the right bone, you might want to use the other view`s to archive your aim easier.
      To controll the linking (also in later stages)  deactivate the Linking tool by clicking for example at the selection tool (or any other tool than the linking) and you will come up with a window like this, activate the Display Subtree Option

      You see the rotor00 bone, and a little shift to the right the TopRotoShape (what is the name of the rotor). So everything is right. I`ll post some images of this dialog in the further process of the tutorial so you can controll your work easilie.
      Now we will go on with the rear rotor create a rotor01 bone for the rer rotor. Just create it the same way as the top rotor, but rotate is 90 degree to the right in the Front View. To easilie do this you can rightclick on the rotate tool .

      Now move the bone to the rear rotor, and link it to the rear rotor mesh.

      You should now have a result like this:

      By the way: You should save your work from time to time 
      Arm your vehicle At the moment your vehicle can`t fire a wepon, nor can be shot. We will change this now.
      Every Vehilce can have a primary ammo and a secondary ammo. Also it can have two "pods". We will create just pods for primary ammo.
      Create a MuzzleA0, and a MuzzleA1 bone in the Top-View. Place them there where later the Rockets should be relased.

      Congratulation, your vehicle is now able to fire the hell out of some enemys. But isn`t it unfair that they can`t fire back  ?
      So select all meshes of your helicopter and activate the [x] Projectile W3D setting for this.

      Add Worldbox and Boundingbox Create a box named Worldbox that covers all part of the helicopter what later should be collide whith physical things

      Activate (*)OBBox [x]Hide [x]Physical, [x]Vehicle, [x]Camera, as the W3D-Settings.

      Create another box, covering all parts of the model only activate OBBox and Hide.
      Your vehicle can now shoot, and can be damaged, you are now nearly finished with the RenX part.
      Help your helicopter move over the ground create three new bones WheelP01, WheelP02, WheelP03. rotate them 90 degree in the top view to the right or left, or use the rotate tool by right clicking

      Place them all at the vheels postion. This will later help your helicopter to move out of the warfactory/above the ground.

      Finish Linking Now you must link all Bones to the Mainbody, also the Bounding and Worldbox:

      Export your model Here is an image of my completly boned model:

      Now export it e.g. as v_my_heli.w3d wit these settings:

      Add your vehicle to Leveldit Browse to the Apache Preset and klick to ADD (or TEMP if you want to use it in a mix map)

      Enter a name, and change the model to your w3d file:

      I also changed the weapon type to the MLRS Ammo:

      Load your map and add the helicopter Load your map, and click add, also don`t forget some startupspwaner:

      Export the Modpackage and test your helicopter ingame.
      Problems that might occour: My helicopter shoots in the wrong direction! - Rotate the Muzzle Bone
      My Helicopter fly into the wrong direction! (WTF?) - Group all your Stuff and rotate it 90 degree
      I want a MG/Wepon that can be moved (like the orca/apachee has) - Just create a turret/barrel/muzzle liek for a normal vehicle
      I need more rotors - Just add rotor02, rotor03 and so on
      A note by SeaMan "Your can have only four rotor bones (rotor00,rotor01,rotor02,rotor03). "

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