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Chief's "Kanes Wrath" Units.


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#1 Sgt. Rho

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Posted 16 September 2007 - 20:51

So I got a first sucess of adding a unit into CnC 3 :D

And that is the GDI Shatterer - Hover Sonic - Tank

Yah, the skinn is rubbish, but it's just a dummy :D

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Edited by Master_Chief, 09 November 2007 - 16:13.


#2 Jerinx

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Posted 16 September 2007 - 20:56

Someone just can't wait :D

lol Good work though.
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#3 The_Hunter

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Posted 16 September 2007 - 20:58

I would suggest posting screens where it would actualy be vissable and not partialy vissable becouse a sonic wave is completly hiding the actual unit :D
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#4 Sgt. Rho

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Posted 16 September 2007 - 21:00

just give me a few minutes :D

#5 MR.Kim

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Posted 16 September 2007 - 23:53

Neat. That's nice. :D

#6 Dauth

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Posted 17 September 2007 - 09:29

Nice looking unit, congrats on getting the code to work for you

#7 Sgt. Rho

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Posted 17 September 2007 - 09:30

The problem wasn't the code, but the shaders. a GDI unit for example shall have a ObjectGDI.fx - shader.

#8 E.V.E.

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Posted 17 September 2007 - 12:07

Looking nice.
Good work Master_Chief.

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#9 Sgt. Rho

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Posted 21 September 2007 - 14:49

Thanks^^

Added the sources to the first post^^

Edited by Master_Chief, 21 September 2007 - 14:49.


#10 Medve

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Posted 21 September 2007 - 15:41

Hmmm that makes me remember TA with it's hovercrafts. Anyway, I always missed a sonic tank.
Good work.

Medve
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#11 Jazzie Spurs

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Posted 21 September 2007 - 15:44

What's that flak cannon?
Good work.
and dind't you say you won't add it. :) ?

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#12 Sgt. Rho

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Posted 21 September 2007 - 16:30

There is no FLAK O.o

#13 Jazzie Spurs

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Posted 21 September 2007 - 17:55

Entre los bunkérs, ese cañon digo.

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#14 Sgt. Rho

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Posted 21 September 2007 - 18:31

Those are anti tank guns and sonic emitters

#15 PurpleScrin

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Posted 07 November 2007 - 19:44

View PostMaster_Chief, on 16 Sep 2007, 13:51, said:

So I got a first sucess of adding a unit into CnC 3 :lol:

And that is the GDI Shatterer - Hover Sonic - Tank

Yah, the skinn is rubbish, but it's just a dummy :dope:

Um, where are the texture files? How would a MAX file work in the Mod Builder? Do I need the ObjectGDI.fx shader in order for it to make this mod?

#16 Sgt. Rho

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Posted 09 November 2007 - 00:37

1: MODSKD/Art/GU
2: Won't, has to be w3x.
3: Yup.

#17 Golan

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Posted 09 November 2007 - 07:44

MC, you haven´t supplied the textures with the .rar, that´s what he means :P There are only the xmls for the textures in there, but not the textures themselfs.
Now go out and procreate. IN THE NAME OF DOOM!

#18 Sgt. Rho

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Posted 09 November 2007 - 09:41

whoops :S

I suppose if gotta skinn it (yah, unskinned...)? :P

#19 PurpleScrin

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Posted 09 November 2007 - 15:53

View PostMaster_Chief, on 9 Nov 2007, 1:41, said:

whoops :S

I suppose if gotta skinn it (yah, unskinned...)? :P

1. MC, I am very disappointed about your incomplete GDI Shatterer mod due to missing texture (tga) files. When I opened the .w3x file, it wants the texture files. When I opened the GUShatterer.max, the console still wants the texture (tga) files. No matter what MOD SDK version and the game patch version I have and all the necessary program and file requirements to use MOD SDK, compling this mod simply won't work without the texture files (as skins). Like very mod, a new unit must have texture files. All I see in KW.rar are .xml files, a .max file and a .w3x file in which all are incomplete. Even the GUShatterer.xml and its other .xml files in the "Art\GU" folder have a a third command line saying it needs GUShatterer.tga and the other .tga files.

Since I used patch 1.09, MOD SDK 4, and either Mod Builder 4 or modified "buildmod.bat", this was what the DOS console read out:

Quote

*** Building Mod Data... ***

Command Line: D:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Mods\
KW\data\mod.xml /od:D:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK
\BuiltMods /iod:D:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Bui
ltMods /DefaultDataPaths:.\Mods\KW\data;.;.\Mods;.\Cnc3Xml /DefaultArtPaths:.\Mo
ds\KW\art;.\Art /DefaultAudioPaths:.\Mods\KW\audio;.\Audio /ls:true /gui:false /
UsePrecompiled:true /vf:true
Command Line: D:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Mods\
KW\data\mod.xml /od:D:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK
\BuiltMods /iod:D:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Bui
ltMods /DefaultDataPaths:.\Mods\KW\data;.;.\Mods;.\Cnc3Xml /DefaultArtPaths:.\Mo
ds\KW\art;.\Art /DefaultAudioPaths:.\Mods\KW\audio;.\Audio /ls:true /gui:false /
UsePrecompiled:true /vf:true
BinaryAssetBuilder started
Cached session data not available.
Session cache age is 0 days, 0 hours, 0 minutes.
Loading 'file://d:\program files\electronic arts\command & conquer 3\mod sdk\mod
s\kw\data\mod.xml'.
Loading 'file://d:\program files\electronic arts\command & conquer 3\mod sdk\mod
s\kw\data\gdishatterer.xml'.
Loading 'file://d:\program files\electronic arts\command & conquer 3\mod sdk\art
\gu\gushatterer.w3x'.
Loading 'file://d:\program files\electronic arts\command & conquer 3\mod sdk\art
\gu\gushatterer.xml'.
gushatterer.xml: Compiling Texture:GUShatterer [21e727da:f5aa0fbd]
Critical: The texture file referenced from the XML does not exist on disk!

*** ERROR: Compilation of 'mod.xml' failed, aborting build process. ***


2. Why wasted a incomplete mod into this forum without textures? It was a nice preview but it simply won't work. I wonder why the others hadn't catch this. Will you upload the texture files for this mod soon? I'll bet most mod builders couldn't get this to work without the texture files. The first time I compile this mod, it worked (possibly under patch 1.08), but the Shatterer in the ingame was invisible in any map and can be controlled.

3. Can you ever upload your completed GDI Shatterer mod in this forum? (meaning you complied the mod into a BIG and SKUDEF file instead of .xml and art files)

3. Lol, good job but not enough. I suppose if you are willing to make another KW unit as a mod soon?

Edited by PurpleScrin, 09 November 2007 - 15:55.


#20 Sgt. Rho

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Posted 09 November 2007 - 15:59

Reuploaded. Also reuploaded the built mod, which works with 1.8

Edited by Master_Chief, 09 November 2007 - 16:14.


#21 PurpleScrin

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Posted 12 March 2008 - 16:56

I am now recalling your unit again, MC. The actual portrait icon of the shatterer is here. The attachment jpeg file here is 128 x 128 pixels. But there is a problem. I am unable to put this portrait icon in the game because it won't show up in which winds up a blank icron. I did convert the jpeg file into tga using the GIMP program. Despite using the correct parameters, there are some answers from there: http://forums.revora...showtopic=58895

This is a sample taken out of a PredatorHEAT icon:

Quote

<Texture id="ButtonImagesSample" File="ButtonImagesSample.tga" OutputFormat="A8R8G8B8" GenerateMipMaps="false"
AllowAutomaticResize="false"/>

<PackedTextureImage id="Button_PredatorHEAT" Texture="ButtonImagesSample" Rotated="false">
<Dimensions x="64" y="64"/>
<Coords x="0" y="0"/>
<TextureDimensions x="128" y="128"/>
</PackedTextureImage>


Does the dimensions have to be 64 x 64 in order for the portrait icon to show up in the game whereas the texture dimensions is 128 x 128. Are the numbers based in length, or pixels in those parameters?

Attached File(s)


Edited by PurpleScrin, 12 March 2008 - 17:00.


#22 Sgt. Rho

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Posted 12 March 2008 - 17:34

In pixels. what about setting auto resize to true :P

#23 PurpleScrin

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Posted 12 March 2008 - 22:38

View PostMaster_Chief, on 12 Mar 2008, 10:34, said:

In pixels. what about setting auto resize to true :D

What auto resize set to true? Where is it?

#24 Sgt. Rho

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Posted 12 March 2008 - 23:22

AllowAutomaticResize=

#25 nova

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Posted 24 March 2008 - 01:00

can you give a redme on how to use pleas



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