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GDI Pitbull


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#1 The_Hunter

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Posted 30 August 2007 - 16:28

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Gonna release this when i finnish re-adding low polygon gunners.

the current model is 694 polygons which originaly was about 1400 polygons so that's alot more friendly to the older generals sage engine as the original model.

i estimate it will be about 850 or slightly above 900 when finnished.
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#2 ☆FreedoM_FighteR☆

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Posted 30 August 2007 - 16:31

the looks great brother hunter good work

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Dauth edit: One on top of the other or it breaks sig rules

#3 Sgt. Rho

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Posted 30 August 2007 - 16:32

can you release that version too? I can't find a version with MG in the files O.o

#4 Dauth

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Posted 30 August 2007 - 16:32

Very impressed, this could be the bones of a CNC3 mod for generals, odd it's usually old games into new ones.

#5 Jazzie Spurs

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Posted 30 August 2007 - 16:34

Granger will love this toy...

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#6 Slye_Fox

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Posted 30 August 2007 - 16:38

Nice, but someone on Slep's Stuff allready did this;

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and these too:

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#7 The_Hunter

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Posted 30 August 2007 - 16:40

check the polygon counts on those model and then compare it to what i posted here.

My effort wasn't wasted i visit sleipnirs too you know :dope:
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#8 Slye_Fox

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Posted 30 August 2007 - 16:42

Oh, what are the polycounts?
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#9 The_Hunter

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Posted 30 August 2007 - 16:43

i don't know it for each and every one of them but i know the pitbull was over 1600 polygons while mine is only 694 (mind you i didn't add any gunners yet).
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#10 ☆FreedoM_FighteR☆

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Posted 30 August 2007 - 16:53

after u will add thm it will be around 750-800

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#11 Axel of Sweden

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Posted 30 August 2007 - 17:29

Why limit polycount?

polycaount aint an issue

some unit,s in my mod got over 1000 polys an NO lag at all

and my comp sucks hard
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#12 Sgt. Rho

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Posted 30 August 2007 - 17:45

1000 polies ain't any problem, but what if it come to...lets say 6000 polies?

#13 The_Hunter

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Posted 30 August 2007 - 17:58

View PostAxel of Sweden, on 30 Aug 2007, 19:29, said:

Why limit polycount?

polycaount aint an issue

some unit,s in my mod got over 1000 polys an NO lag at all

and my comp sucks hard


becouse if something has 1600 polygons while it looks almost exactly as detailed with only 600 polygons makes a difference in the long run.
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#14 Stinger

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Posted 30 August 2007 - 18:14

I love it. I was always partial to the original pitbull with the visible gunner and driver after seeing it in the first C&C 3 trailer.

Damn those 'tards on the EA boards for petitioning this out of the game!

#15 namman2

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Posted 30 August 2007 - 18:18

well could you tell me where to find cnc3 models in the bigs? and how to extract the ?

#16 Soul

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Posted 30 August 2007 - 18:20

Hey Hunter does the Pitbull will or have the Combat Bike logic that will allow it to drive off cliffs and shit?
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View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#17 The_Hunter

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Posted 30 August 2007 - 18:23

it's just a model it just sits on my HD and doesn't do shit at all that's what it does :dope:
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#18 Stinger

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Posted 30 August 2007 - 18:27

:dope:

I can hardly believe looking at this thing now that I practically begged for it to be added to Ironside "back in the day" when ******* had *********.

#19 The_Hunter

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Posted 30 August 2007 - 19:20

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turned out to be 914 polygons with the gunner and driver.

get it while it's hot :dope:

Attached File(s)


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#20 Crazykenny

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Posted 30 August 2007 - 19:24

Nice work :dope:
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#21 Whitey

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Posted 30 August 2007 - 20:34

Eh, always hated EA's buggy designs, in any game, ever.

I mean the Rocket Buggy looked like shat, the pitbull looks like shat, etc.

But its still a nice onversion and optimization, I just dislike the overall look :dope:

#22 E.V.E.

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Posted 30 August 2007 - 20:57

Converted very good.

Quote

it's just a model it just sits on my HD and doesn't do shit at all that's what it does


That is an awesome Ability! :dope:

- E.V.E.

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#23 MR.Kim

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Posted 30 August 2007 - 21:06

I just got your model. But, I don't know how to add in ZH?

#24 Jazzie Spurs

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Posted 30 August 2007 - 21:09

;------------------------------------------------------------------------------
Object AmericaNewUnit; <------------- Here Is The Name Of The Unit NAme It Whatever U Want

; *** ART Parameters ***
  SelectPortrait		 = SACLeopard_L &#59; <---------- The Image Of The Unit when u select it
  ButtonImage			= SACLeopard   &#59; <---------- The Image That Show When U Build It At The Warfactory
  
  UpgradeCameo1 = Upgrade_AmericaBattleDrone			 &#59;
  UpgradeCameo2 = Upgrade_AmericaScoutDrone			  &#59;
  UpgradeCameo3 = Upgrade_AmericaHellfireDrone		   &#59; <-- Here Are The Upgrades That The Unit Could Be Upgraded With
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining		&#59;
  UpgradeCameo5 = Upgrade_AmericaCompositeArmor		  &#59;
  
  Draw = W3DTankDraw ModuleTag_01
	DefaultConditionState
	  Model			   = AVLeopard					&#59; <-- The Model Name &#40; without .w3d ... Obviously &#58;P &#41;
	  Turret			  = Turret					   &#59; <-- What Did U Call The Turret ??? put it here &#58;D
	  WeaponFireFXBone	= PRIMARY TurretMS			 &#59; <-- Where The Weapon Come From ... U called it Muzzle Remember ? &#58;D ... so u should now call it here Muzzle
	  WeaponRecoilBone	= PRIMARY Barrel			   &#59; <-- The Barrel ... What Did u call it in the model ??? Put here its name
	  WeaponMuzzleFlash   = PRIMARY TurretFX			 &#59; <-- The Fire That Comes From The Barrel When Firing
	  WeaponLaunchBone = PRIMARY TurretMS				&#59; <-- Where The Weapon Come From ... U called it Muzzle Remember ? &#58;D ... so u should now call it here Muzzle
	End
	ConditionState	   = REALLYDAMAGED
	  Model			  = AVLeopard_D				   &#59; <-- Damaged Model Name
	End
	ConditionState	   = RUBBLE
	  Model			  = AVLeopard_D				   &#59; <-- Very Damaged Model Name
	End

	TrackMarks		   = EXTnkTrack.tga
	TreadAnimationRate	  = 2.0&#59; amount of tread texture to move per second
	TreadDriveSpeedFraction = 0.3&#59; fraction of locomotor speed below which treads stop moving.
	TreadPivotSpeedFraction = 0.6&#59; fraction of locomotor speed below which we allow pivoting.
	OkToChangeModelColor = Yes
  End

; ***DESIGN parameters ***
  DisplayName	  = OBJECT&#58;Crusader; <-- Csf Stuff When U Put The Cursor On The Unit
  Side				   = America &#59; <-- Which Side It Belongs to
  EditorSorting		  = VEHICLE &#59; <-- What Is It ? Infantry ? Tank ? Vehicle ?
  TransportSlotCount	 = 3
  WeaponSet
	Conditions		   = None
	Weapon			   = PRIMARY CrusaderTankGun; <-- Here Is The Weapon It Will Use ... Extract The Weapon.ini From The INIZH.big If U want To Change
  End
  ArmorSet
	Conditions		   = None
	Armor				= TankArmor			 &#59; <-- The Armor That The Unit Use ... Extract The Armor.ini From The INIZH.big If U want To Change
	DamageFX			 = TankDamageFX
  End

  BuildCost			  = 900 &#59; <-- How Much It Costs
  BuildTime			  = 10.0		&#59; <-- How Much Time It Takes To Be Built &#40;In seconds&#41;	
  VisionRange			= 150		 &#59; <-- the Range Of The Guard Button
  ShroudClearingRange = 300			&#59; <-- how much does it see when moving
  Prerequisites
	Object = AmericaWarFactory		 &#59; <-- What Does It Need To Be Built
  End
  ExperienceValue		= 100 100 200 400;Experience point value at each level
  ExperienceRequired	 = 0 200 300 600;Experience points needed to gain each level
  IsTrainable			= Yes&#59;Can gain experience
  CrusherLevel		   = 2&#59;What can I crush?&#58; 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel		 = 2&#59;What am I?&#58;		0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet			 = AmericaTankCrusaderCommandSet
  
; *** AUDIO Parameters ***
  VoiceSelect		   = CrusaderTankVoiceSelect;
  VoiceMove			 = CrusaderTankVoiceMove &#59;
  VoiceGuard			= CrusaderTankVoiceMove &#59;   What Are The Sounds It Uses ... Extract The Speech.ini if U want To Change
  VoiceAttack		   = CrusaderTankVoiceAttack;
  SoundMoveStart		= CrusaderTankMoveStart &#59;
  SoundMoveStartDamaged = CrusaderTankMoveStart &#59;
  UnitSpecificSounds
  &#59; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
	VoiceCreate		 = CrusaderTankVoiceCreate
	VoiceEnter			 = CrusaderTankVoiceMove
	TurretMoveStart	 = NoSound
	TurretMoveLoop	  = TurretMoveLoop
	SoundEject		  = PilotSoundEject
	VoiceEject		  = PilotVoiceEject
	VoiceCrush		  = CrusaderTankVoiceCrush
  End

; *** ENGINEERING Parameters ***
  RadarPriority		  = UNIT
  KindOf				 = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
  
  Body				   = ActiveBody ModuleTag_02
	MaxHealth	   = 480; <-- Its Health
	InitialHealth   = 480; <-- Its Health When U Build It

  &#59; Subdual damage &#34;Subdues&#34; you &#40;reaction defined by BodyModule&#41; when it passes your max health.
  &#59; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
	SubdualDamageCap = 960
	SubdualDamageHealRate = 500
	SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_03
	Turret
	  TurretTurnRate	   = 180;60   // turn rate, in degrees per sec
	  ControlledWeaponSlots= PRIMARY								  &#59; What Are The Weapon This Turn rate For
	End
	AutoAcquireEnemiesWhenIdle = Yes
  End
  Locomotor			= SET_NORMAL CrusaderLocomotor				&#59; Its Locomotor &#40; The Way It Moves &#41;
  Behavior = PhysicsBehavior ModuleTag_04
	Mass				 = 50.0
  End

  Behavior = ObjectCreationUpgrade ModuleTag_05
	UpgradeObject = OCL_AmericanBattleDrone
	TriggeredBy   = Upgrade_AmericaBattleDrone
	ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_06
	UpgradeObject = OCL_AmericanScoutDrone
	TriggeredBy   = Upgrade_AmericaScoutDrone
	ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_20
	UpgradeObject = OCL_AmericanHellfireDrone
	TriggeredBy   = Upgrade_AmericaHellfireDrone
	ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End
  Behavior = ProductionUpdate ModuleTag_07
	MaxQueueEntries = 1; So you can&#39;t build multiple upgrades in the same frame
  End

  Behavior = ExperienceScalarUpgrade ModuleTag_08
	TriggeredBy   = Upgrade_AmericaAdvancedTraining
	AddXPScalar   = 1.0;Increases experience gained by an additional 100%
  End
  Behavior = MaxHealthUpgrade ModuleTag_09
	TriggeredBy   = Upgrade_AmericaCompositeArmor
	AddMaxHealth  = 100.0
	ChangeType	= ADD_CURRENT_HEALTH_TOO &#59;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

; Turret fly off death
  Behavior = SlowDeathBehavior ModuleTag_10
	DeathTypes = ALL -CRUSHED -SPLATTED
	ProbabilityModifier  = 50
	DestructionDelay  = 500
	DestructionDelayVariance  = 100
	FX  = INITIAL  FX_GenericTankDeathEffect
	OCL = MIDPOINT OCL_GenericTankDeathEffect
	FX  = FINAL	FX_GenericTankDeathExplosion
	OCL = FINAL	OCL_CrusaderTurret
  End

; Catch fire, and explode death
  Behavior = SlowDeathBehavior ModuleTag_11
	DeathTypes = ALL -CRUSHED -SPLATTED
	ProbabilityModifier  = 50
	DestructionDelay  = 2000
	DestructionDelayVariance  = 300
	FX  = INITIAL  FX_CrusaderCatchFire
	OCL = FINAL	OCL_GenericTankDeathEffect  
	FX  = FINAL	FX_GenericTankDeathExplosion
  End

  Behavior				 = TransitionDamageFX ModuleTag_12
	ReallyDamagedParticleSystem1 = Bone&#58;Smoke RandomBone&#58;Yes PSys&#58;SmallLightSmokeColumn
	ReallyDamagedFXList1 = Loc&#58; X&#58;0 Y&#58;0 Z&#58;0 FXList&#58;FX_BattleMasterDamageTransition
  End

  Behavior = DestroyDie ModuleTag_13
	DeathTypes = NONE +CRUSHED +SPLATTED
  End

; A crushing defeat
  Behavior = FXListDie ModuleTag_14
	DeathTypes = NONE +CRUSHED +SPLATTED
	DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_15
	DeathTypes = NONE +CRUSHED +SPLATTED
	CreationList = OCL_CrusaderTank_CrushEffect
  End

  Behavior					= CreateCrateDie ModuleTag_CratesChange
   CrateData			 = SalvageCrateData
 &#59;CrateData			 = EliteTankCrateData
 &#59;CrateData			 = HeroicTankCrateData
  End

  Behavior = EjectPilotDie ModuleTag_17
	GroundCreationList = OCL_EjectPilotOnGround
	AirCreationList = OCL_EjectPilotViaParachute
	ExemptStatus = HIJACKED
	VeterancyLevels =  ALL -REGULAR;only vet+ gives pilot
  End

  Behavior = MaxHealthUpgrade ModuleTag_18
	TriggeredBy   = Upgrade_AmericaCompositeArmor
	AddMaxHealth  = 100.0
	ChangeType	= ADD_CURRENT_HEALTH_TOO &#59;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
  End

  Behavior = FlammableUpdate ModuleTag_21
	AflameDuration = 5000	   &#59; If I catch fire, I&#39;ll burn for this long...
	AflameDamageAmount = 3	 &#59; taking this much damage...
	AflameDamageDelay = 500	 &#59; this often.
  End

  Geometry			   = BOX &#59; Could be Cylinder Or Sphere
  GeometryMajorRadius	= 15.0
  GeometryMinorRadius	= 10.0
  GeometryHeight		 = 10.0	
  GeometryIsSmall		= Yes	
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45&#59; minimum elevation angle above horizon. Used to limit shadow length

End

By abourror

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#25 E.V.E.

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Posted 30 August 2007 - 21:09

Check this Tutorial.
it explains you step by step how to add a Unit.
Also, dont forget to put the Model in Art/W3D.

- E.V.E.

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