Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Raap last won the day on October 3 2018

Raap had the most liked content!

Community Reputation

571 Excellent


About Raap

  • Rank
  • Birthday 09/04/1988

Profile Information

  • Ingame Username
  • Gender
  • Location
    The Netherlands
  • Icon

Contact Methods

  • Steam

Recent Profile Visitors

8,329 profile views
  1. Raap

    Mammoth is not compatible with Renegade, it is specific to the 5.x code branch. You can currently test-drive it to create APB content in the APB SDK. A W3D Dev Kit is still in the works, but I do not know what the current plans for that are, as it isn't quite ready yet for public usage.
  2. Raap

    Good post. That is putting it lightly. I suspect it will be a (very technical) topic of its own at some point. For those curious right now; It is effectively a process of rebuilding a gigantic portion of the codebase to be more optimal to work with for programmers and more closely follow modern game engine standards, and it will ultimately allow for a much more streamlined, modular, development approach. Sadly as Jon said we have no Blender plugin programmers. We also have no one around to test such plugin if it got made, as everyone here uses 3DS Max.
  3. Sorry to hear about your troubles. I guess that is one of the reasons I am still single, I do not think I can handle being told what to do outside of working hours. Typically I also no not appreciate people ripping stuff and calling it their own, but the main usage of W3D importer is not to rip, it is for when your projects lost source files, so you'd have a way of retrieving 3D assets. This is very common for some of the older projects, as files do get lost over time when being handed over from one project manager to another project manager. Or sometimes an artist leaves and forgets to hand over some random files, etc. If file security is a concern (and to me personally, it is because a lot of hours and money goes into art assets these days), the answer lies in data file encryption, so that W3D importing can still be done by people with a claim to those assets. As for W3D importer, it is not pretty but it gets most of the job done. It typically breaks up all triangles so you have to weld everything again, this causes errors that you need to correct via applying a smoothing group. Animations also get imported per-frame, making adjusting them extremely painful. But it is good to have as an absolute backup option if you need to alter an old asset with a lost source file.
  4. Raap

    Well, that is a convenient choice.
  5. Hello Abjab, nice to see you back in the W3D scene. For a long time we used the RenX and Max8 W3D importers around here, although Max8 has started to become obsolete as well (for some of us more so than others due to technical issues with Max8). As of recently we have W3D tools for Max2017, which is a pretty big leap as Max8 was released in ~2006, while RenX has been obsolete since 1977. If you have not already done so, you should reach out to @jonwil to get up-to-date information of what W3D can do these days. For starters, full source code exists for the game engine, and all tools - minus W3D importer - have been rewritten from scratch or reverse engineered completely, for example we no longer use Level Edit for game logic, but use a completely new tool for this instead (which sadly does NOT support classic Renegade). I think you'd want to make sure you're aware of all those developments over the years, although the W3D format itself is still (mostly?) the same. I am curious though, what brings you back to W3D and motivates you to work on this? For some people here this comes down to being too stubborn to let the engine go.
  6. I suspect we'd have more Linux users if Westwood/EA supported the OS with the C&C franchise. Expanding Linux support might be worth considering if there is evidence of a userbase that would play W3D games on Linux. In the short term thought, I'd argue we're even lacking Windows based users. Certainly a lot of room for improvement at all times in regards to simply speaking of "more players".
  7. Raap

    Woha friend, use some text formatting next time! Walls of text are unreadable! General/ZH can use Max8 using the tools EA provided for BFME. Up until recently this is what we also used here. Max8 is not free however, you'd have to look into how you obtain this yourself... Note that Autodesk no longer sells Max8 so you'd have to get yourself a copy via alternative means. Max2017 tools do not support Generals/ZH. Gmax, RenX, Max8, or any software like it can be used to create completely new art assets, that is the purpose of this software. But to make them match existing art assets, this is up to you as the artist. You know what you want your units to look like, correct? It is your job to create units that look the way you want them to look. The software does not do this automatically for you. There is no way to convert RA2 voxel art into 3D models that would work in an engine like the one used for Generals/ZH. As I said above, if you want to create a Weather Control Device for Gen/ZH you would need to, from scratch, model and texture it in the 3D software. Not to lose hope though. This could be a great way for you to learn modelling. Take a picture of the RA2 Weather Control Device and then based on that picture, try remaking it in Gmax/RenX. Please note that, unless I am mistaken however, you will need Max8 in order to install the W3D plugin so that you can export the model for Generals/ZH usage. Unfortunately I cannot help you with this process because I never created anything for Generals/ZH and do not know the exact pipeline for it. It would look like Apocalypse Rising;
  8. Raap

    Hey there, I'm not sure what auto-linking is but the link button is right below the "tools" menu button (under the menu, not inside it). This link button is the one you use in W3D related rigging tasks. There is also Bind to Spacewarp but this one is reserved exclusively for WWskin (infantry rigging). Worth noting is that we do not use RenX/Gmax anymore, W3DHub artists use 3DS Max 8 and 3DS Max 2017 (this last one very recently gained W3D support).
  9. Raap

    This already exists.
  10. Raap

    I'd wager that (ironically) Siege and HostileWaters are both more likely to attract players at 0/0 compared to a lot of maps, simply because of the tech diversity available. So perhaps making those two bot-supported is something worth considering (which is pretty challenging for HW I admit). It'd actually make Siege APB's most feature-complete map.
  11. Raap

    Just a small note as it was brought up recently. Projectile collision dimensions are NOT handled via the projectile art file or in the exported W3D file. Anything you add to projectiles such as an invisible collision box is ignored and should not be added. Instead, projectile collision dimensions are handled exclusively in the ammunition preset data, shown here:
  12. Raap

    Don't forget to bring a bag of cash every month as well. Servers ain't free!
  13. Raap

    A more realistic angle might be to put a non-EA IP game on a platform such as Steam and package it with the W3D Launcher, which will have a player ripple effect onto other projects. But that still leaves the topic of the engine of course. The team not quite in a position yet where they can make any claims in regards to it, and then there is even the question of should the team want to or not. Lastly, Steam demands a fee for offering the download, normally this is covered by the royalties of the sale or cash shop sales. Completely non-profit games cannot generate revenue and might therefore not be financially attainable to get hosted on Steam, or a platform like it. A lot of these doors remain firmly shut however until EA perhaps one day decides to pass down this particular set of keys (in regards to engine legal matters, not the C&C IP).
  14. Raap

    Guess I'll ask a few annoying ones. For W3D Hub: Roughly, when can people expect an official W3D Development Kit? [This would be a clean-slate client/server package that lets people create new games more easily, somewhat similar to Unreal 4 or Unity, just minus all the super fancy stuff.] For the Renegade support team: The W3D Hub Launcher will be offering support for Renegade at some point this year. Will this be the traditional Renegade featuring all of the legacy community content, or an iteration based on 5.x? Bonus question: Is Renegade support intended to be something that is managed and updated, or will it be purely a legacy game in maintenance mode? For W3D Hub: What are your 2019 plans to gain further exposure for W3D Hub and the games offered within it? For W3D Hub: In terms of the under-development projects currently hosted at W3D Hub, which of these games can players expect to see more of this year? For Pushwall: With APB being nearly feature complete, what else is there for APB players to still be looking forward to this year?
  15. Raap

    So uhm, shouldn't we be calling the engine W4D now? Based on... Rational non-dubious logic?
  • Create New...