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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:
By Guest Mauler
To create a working construction yard, place an appropriate building on your terrain. Then create a building controller of type construction yard.
The following settings are specific to construction yard objects:
RepairRate (the rate to use when repairing buildings, in seconds)VehicleRepairRate (the rate to use when repairing buildings set up as vehicles, in seconds)RepairAmount (the amount to repair)LowPowerRepairAmount (the amount to repair when the power is down)RepairWarhead (the warhead to use to do the repairs)The way it works is that every RepairRate seconds, it will apply repair damage to all buildings of the correct team that are still alive, using RepairAmount or LowPowerRepairAmount and RepairWarhead.
For vehicles it uses VehicleRepairRate and it will repair any vehicles of the correct team that have their Encyclopedia Type set to Building in leveledit. (it made sense as a convenient way to tell the construction yard logic what to repair and what not to repair)
Note that the construction yard object will not repair itself.
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.
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.