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  1. Today
  2. I have released a new version of the W3D and W3X export tools. These are built to work with 3DS Max 2023 and contain various fixes. This pack contains: W3D Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3D files W3X Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3X files W3D Viewer - A model viewer for W3D files W3D Dump - A tool to open W3D files and see the contents The source code to to the W3D Exporter, W3X Exporter, wdump.exe and memorymanager.dll Read the readme.txt file for details of how to install the plugin and notes about how to use it. Please test this and please report any bugs to me so they can be fixed. If you have any questions, you can find me here, on the w3dhub discord, on the 3rd Age discord, the SAGE Engine Modding discord or various other C&C discord groups.
  3. Version 1.9.0

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    Contents This pack contains: W3D Exporter for 3DS Max 2023 - New tools for Max 2023 to export W3D files from W3D Viewer - A model viewer for W3D files W3D Dump - A tool to open W3D files and see the contents The source code to to the W3D Exporter, wdump.exe and memorymanager.dll InformationThe new w3d tools require 3DS Max 2023 to work. The new w3d tools are 100% compatible with files made in Max 8 and 2017 with the old w3d tools. When you load an old file, WWSkin data is converted to Max skin data automatically. All the material settings and export flags will be read in and converted as well. Features from the old plugins not currently supported: Animation compression NPatches (hardware that actually supports this feature has long since vanished and current versions of Renegade no longer support it) Export with Std Mtls Create Settings Floater Full documentation can be found here: https://w3dhub.com/forum/documentation/tools/3dsmax/ How to Install Download the files! Copy the the files in the "W3D Exporter - Max 2023" folder to your 3DS Max 2023 directory. Default: "C\Program Files\Autodesk\3ds Max 2023\Plugins" Run 3DS Max and the tools will load with it! For W3D viewer and W3D Dump, they can be run directly from the folder that they are already in, so they can be copied anywhere. Note: If you have any issues with any missing files, you should install these Visual C++ Redistributables from Microsoft: https://aka.ms/vs/16/release/vc_redist.x86.exe and https://aka.ms/vs/16/release/vc_redist.x64.exe There is a separate readme included for the source code. Credits jonwil Sir_Kane cfehunter The Assembly Armada Maraneshi CMDBob Yah-Nosh General Camo Romanov ChAoS
  4. Yesterday
  5. Last week
  6. Earlier
  7. I honestly just want to see the ion cannon with these cool dynamic light explode in a Nod base
  8. We would still love to have these ingame, but haven't fitted them into the gameplay quite yet.
  9. Are there still plans for intergrating the tiberian sun super weapons?
  10. Tiberian Sun: Reborn 2.1.0.2 General Fixed targetability on GDI Service Depot. Civilian portashack now has consistently working ladders. Targeting ranges fixed for most weapons. Dazzles are less harsh. Grenade Purchase Cost increased. 100 -> 150 Now infinite ammo with 10 second cooldown. Timed C4 Now infinite ammo with 30 second cooldown. Engineer throw Gravity reduced. 1.5 -> 1.25 Ghost Stalker throw Gravity reduced. 1.5 -> 1 Infantry Missile Trooper Anti-gravity added to missiles' primary fire (assists in hitting air targets). Range increased. 120 -> 125 Rocket Infantry Anti-gravity added to missiles' primary fire (assists in hitting air targets). Range increased. 120 -> 125 Kerubim Damage increased. 13 -> 14 Ghost Stalker Pistol swapped to Falcon-3. Vehicles Wolverine Fires two bullets at a time, one in a tight cone, one in a wide cone. Rate of Fire decreased. 25 -> 15 Inner Spray angle added. (0.6) HMLRS Range increased. 130 -> 135 Primary Velocity increased. 100 -> 120 Secondary Velocity increased. 200 -> 250 AAPC Rate of Fire increased. 2 -> 2.25 Spray angle decreased. 1.75 -> 1.5 Tick Tank Lights added. New dig animation. Mobile Repair Vehicle Range increased. 20 -> 25 Now uses splash to disarm C4's (doesn't need to hit the C4 object directly). Disruptor Enforcer projectile returned to alt fire for visual clarity. Mammoth MK II Damage increased. 225 -> 230 Maps TS_Cliffs Moved GDI tunnel entrance more central, and blocked off the entire rear upper area. Added small blue tiberium spot in cave where the tunnel exit used to be. TS_Drought More Tiberium. Adjusted light props. TS_GrandCanyon Adjusted brightness/saturation of overhead map.
  11. [blurb][/blurb] Tiberian Sun: Reborn 2.1.0.1 General Fixed a collision issue on one of the civilian structures. AI Harvester score/credit gains reduced to 10%. Minor base structures now block pathfind (bots won't try to run through them). Search Tower Added teamed variants without lights. Warhead Changes Disc projectile now animates. Rocket projectile: Aircraft scale increased. 0.8 -> 0.9 Buildings Nod Refinery Fixed collision issue that caused Harvester to have a difficult time unloading resources. Vehicles Attack buggy AI version now has teleport script. Harvesters Fixed animations. Speed increased. 5.3m/s -> 6.05m/s. Mobile Repair Vehicle Raised height of movable barrel. New first person camera. Maps TS_Dam Fixed water plane issues. TS_Isles Nod vehicle bots now drive most of the way toward the GDI base.
  12. You probably already have it as a reference, but this should help with the actual proportion and scale since Westwood kindly placed a soldier next to the flame tank. In comparison, I think your model looks much taller since the OG model has the soldier's head about half way to the compartment window, also yours looks shorter in length, but I can't tell from those angles. Sometimes I wonder if Renegade's beta flame tank model is TD accurate in scale since it's pretty close to the original. The render was upscale since only a low resolution version exists in this website. https://cnc-comm.com/command-and-conquer/gallery?category=Renders (Thank Tore for graciously preserving all these rare images.) Maybe I'm being nitpicky on my side since ultimately it's up to you how "TD Perfect" you want your mod to be, but I wouldn't use C&C Remastered as a reference like I've just noticed for your flame tank, since I believe they stray too far from the originals or changed for the worse. The artists who made them based their work on the sprites alone just about.
  13. [blurb]On February 25th at 8 PM GMT[/blurb]
  14. [blurb]On February 21st at 8 PM GMT[/blurb]
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  20. Thanks! Yeah, we're absolutely going to add that detail when the time comes to give the main structures a visual pass; it's too iconic and nice looking to leave out. I REMEMBER THIS! Ahh, this was so cool when you first posted this! I definitely remember nicking them to see what we could use, and the Bradley is definitely in the cards! Everything else, I can't say for certain, but will probably be useful in some form or another!
  21. By the way, I've found out from a user Allen_508 that the Viewpoint Model Collection I posted here has the original M1A1 model Westwood used for Tiberian Dawn named MM1A1H.3DS. It's the same one with the strange slanted rear turret. From what it looks like Westwood might of modified it overtime during TD's development since the final render had larger track covers, headlights, larger fume extractor and a gunner sight modeled in to look more like an Abrams. I also learned the turret from the model was reused for Red Alert 1's Light Tank in cutscenes. Anyway I was just mentioning if you were interested in using it as sort of a homage to the original game. I fixed the refinery image. Preview of the model in spoiler.
  22. I appreciate your kind words! The image is unfortunately not loading for me, but not to worry, the exterior textures are temporary. This is pretty much just how ACK made it back in 2004, and thus will serve mainly as a placeholder so we can iron out the layout before finalizing the visuals. This was likely a consequence of the design initially retaining a turret function to make aiming easier, though with the new barrel yaw tech we might be able to get away with merging the two like in the render. There's also the fact that with GZ on the slight backburner, I haven't dialed in the track suspension settings just yet, so it sits a tad higher than it should.
  23. Very nice! The Refinery is one of my favorite structures in Tiberian Dawn but are the exterior textures temporary here? I quite like how it looks in the original CGI renders that used the polygon triangles as its texture. Also the flame tank looks a bit tall and derpy looking, the original render model might of been a little lower since the top portion of the tracks were inside the hull and was protected, unless your design was intentional. The stealth tank though looks the best.
  24. [blurb][/blurb] Hello, and welcome to this long overdue Tiberian Dawn: Ground Zero update! Wheels may have been turning a little slowly due to exterior factors, but they have been turning! It's about time we show off some of the fruits of these endeavors! REFINERY We finally have the last of ACK's original structures set up and ingame! Thanks to @ TeamWolf , the Refinery is on the battlefield at long last! It should be noted that the interior is due for a rework, but this will give an idea of what to expect from a broad perspective. Plus, it is nice to see this structure properly ingame and not just in renders! FLAME TANK Now we come to a two-parter of this blog that I like to designate as the " @ Romanov is amazing" segment! He has generously modeled out for us a new Flame Tank! In-game, this vehicle will act as a "battering ram" of sorts. While it sports relatively low range, it more than makes up for it with frightening damage output and the strongest armor in the entire Nod arsenal. When escorted by units able to handle ranged threats, a Flame Tank will make short work of structures and infantry battalions alike, while also packing a serious punch against any vehicle that dares to get too close. STEALTH TANK Part 2 of the "@ Romanov is amazing" segment! The two vehicles I anticipated having the most difficulty getting models for just happened to be the two he decided to whip up for us! Everybody stroke his ego and give Krystal a sandwich! In-game, the Ezekiel's Wheel Stealth Tank will be the ultimate vehicle hunter. While it won't have the armor to survive a direct encounter, it does sport the Lazarus Shield cloaking technology, giving the vehicle the ability to seemingly vanish into thin air. While cloaked, it maneuvers into position to ambush GDI armor, ripping them to pieces with powerful missiles, before disappearing into the ether once again. VEHICLE SCOPES This is a feature that AR players may already be familiar with thanks to the Sniper IFV, but in case you aren't familiar, we now have the ability to give sniper scopes to vehicles. This is a feature we'll be making extensive use of in GZ given how much it will come in handy for the long range combat you can expect. Here's an early example of what this will look like on the Apache. In addition to the scope, though, eagle eyed viewers might spot something else hidden in plain sight... CONCLUSION And that's that for now! It might be a moment before we return as I assist APB on the Naval side and BfD with audio for their vehicle release, but our wheels will still be turning! Ta~ta for now!
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