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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.
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:
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 >>