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trunkskgb

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Posts posted by trunkskgb

  1. I have a small issue in 3ds Max 8 that's making my development slow down. Screen shot below! When I want to move an object around, and I right click that object and select "Move", the directional arrows have changed to red, and I have to move the object by clicking and dragging, and it's hard to select that "sweet spot" to move things around.
    I'm sure I toggled a setting by accident, but before when I would select "Move", the directional arrows I think were Green, Blue & Yellow, and there were even small colored boxes in between if you wanted to move the object on 2 axis at the same time.

    Can anyone help me get this back to normal?

     

    3ds_Arrows.jpg

  2. On 8/3/2018 at 2:08 PM, Kaskins said:

    Whoa it seems like someone decided to messed up vis REAL BAD. There is two possibility for this, either the VIS is generated and he removed the vis in w3d file from the map when if he re-export the map for whatever reason, I kinda have this issue before.

    Or

    He auto generate vis and stop it before its completion. I think you can just discard vis and see if the map is shown in Level Editor.

    You can regenerate vis but it will probably leave your PC for 12 hours + or more depending on your quality proficiency in vis generation and how things work.'

    I am pretty sure is a VIS issue because you can walk on the platform and it seems physical and camera collisions were there.

    As for texture I am not sure, if the texture were in the mix file it should be there but if it wasn't is hard to fix, unless you know what your doing with it.

     

    btw is way is hard to find proper scale and proportionate map.

    Long story short

    Vis is like negotiating with the devil even or those who has experience with it you may have a hard time to tackle it.

    But if you manage to get it right it makes the map run very smooth and performance optimize.

     

    @Kaskins 

    Well here's a question for you Kaskins (and anyone else that wants to take a crack at this), the map in the video is cleary messed up. I haven't played this map on a live server dating back to about 2003. I downloaded it for an old GSA server, called Rebattle, along with many other maps for that server, and since then...these maps have been sitting in a folder either on my PC, or external hard drive. I never downloaded a new copy, or anything like that. So how does it work 100% back in 2003....gets stored on my PC for 15 years, and now when I play it, it's broken. Does that make sense? 

    I'd love to fix it, or get it fixed, along with the other maps in this post. 

  3. Well.... like always I'm glad I posted here. What other maps are you hiding @dblaney1? I always had a feeling you "tweaked" C&C Dawn Raid, and now I'm right. :)

    @Raap & @moonsense715 So what you're telling me is that after I use Level Redit to unlock the level edit files, and W3D file, that I should just start up a new mod package in LE, and start from there? That actually does make more sense then having to sift through all the problems you can with duplicate objects and such. I will do this moving forward. Adding building controller's and etc. doesn't bother me. Thanks!

     

    @jonwil As always, thank you man! 

    I used level edit and tried to open 2 other maps that I took from level redit. C&C Steppe & C&C Radiation. The LE objects loaded, but no Terrain when I opened LE. I'll try a new mod package as suggested above later, but is this a separate issue? Screen shots below

    Radiation.thumb.jpg.b024376d2ea09df7c6dc2cdb9908cea1.jpg

    Steppe.thumb.jpg.b3ea017685fcaee60c33cb385a6cd1b5.jpg

  4. Thank you Raap!

    I'll try out a few things starting by looking at the scripts.

    I'm taking an old Renegade map, C&C Ravine (hasn't worked in years, and I haven't played it in even longer), and trying to fix it. Level Redit does "unpack" the mix file and gives you the w3d file, the Level Edit scene files, LDB, LDS,LDD...etc, and any textures from the map as well. I've used this before on two other maps, but the other maps weren't crashing, they just had some minor issues, script zones, waypaths, etc. Ravine simply crashes when you try to run it, and I want to try and fix that.

    I didn't see any scripts file from the unpack, nor did I add any to the mix file. I won't be able to take a look at again until later tonight, or perhaps this weekend. 

    I was the error/s crashes were more descriptive though lol.

  5. So question, I'm trying to "revive" C&C Ravine. This map doesn't seem to work with recent TT updates. I have not played this map dating back to almost 2004. I thought if I converted it back with Level Redit, I could fix whatever issue it's causing. I attached the crash dump file. Can anywhere look at it and tell me why this map won't work?

    ravine.zip

  6. On 7/19/2018 at 4:09 AM, moonsense715 said:

    Make both the ammo and clipcount -1 on the flamethrower weapon preset.

    When you say set ammo & clip to -1 (infinite/999) I understand that, and I have all my spawn weapons with Infinite ammo (I try to at least), but I don't see an option for "Clip", unless you mean "Grant Weapon Clips" as seen in the picture above. Am I correct?

    Clipboard01.thumb.jpg.a592ea7f5df212a55de1244374d13d51.jpg

    Another question I have is, does Level Edit "prefer" textures to be named without certain characters? Does it allow underscores & dashes? I only ask because I recently made a new building in 3ds Max, went out myself and downloaded new textures ( maybe it's file size, is TOO big of a size a no-no?) and exported to LE (no errors when exporting), and when I load LE, it crashes. If I go back into max and REMOVE the building, and re-export it into LE, it's fine. There's a problem with the building and I don't know what it could be.

    All the w3d settings are fine, I've done nothing different except get new textures, which I've done that before already in this map, so I'm really lost.

    What could it be?

  7. @KaskinsAnother question since you did a lot of working modding weapons... on MPF right now is a Turbo Flamethrower with an ammo clip of 999/999 instead of the normal, 100/999. How do I mod weapons in LE (assuming I do this in LE) to give them ammo clips of 999/999 just like that flamethrower? 

  8. @Kaskins

    Hi Kaskins. On you Industrial Strength map is a Stealth suit spawn. How were you able to do that? With Iron City almost being done, I’m working on a death match map and would like to know how you got yours to work. I saw a suit under “special power ups” in the LE presets, but when I place it and test it on LAN, nothing happens. 

  9. A true friend to us all, a Renegade guru and legend. He inspired a lot of us in many different ways, accomplished a lot for Renegade and left behind a legacy we should all be so lucky to follow. Many people of mentioned their difference in different things, but we should all take this time to realize, it’s all the same game and players in the end. Rip!

  10. 14 minutes ago, moonsense715 said:

    I mean the Harvy should be following a waypath that leads from the vehicle creation zone to the front of the building. Do you have those set up?

    You know, all vehicles do tha when created, so they don't pile up on eachother inside the creation zone. So the harvy should come out before following the path to the Tiberium field.

    Yeah they're setup, it does come out, it just takes a few seconds. I don't think that's right, but I might have to discard data and regenerate at least once more before releasing my next update. Hopefully then it will be OK. 

  11. I've made my proxies. They appeared weird at 1st. I didn't see them in LE, which I thought I would, but they did appear in game, but I couldn't access them. I think I had them too low, set to 0 on the Z axis. I raised them up higher, hopefully I can access them. I hope that's the only reason. 

    I was waiting on dblaney for what script to use for normal repair pads, but I will make them capturable in the meantime since he gave me those scripts. 

    I also need a new "Beacon Prevention Zone" script. What should I use for that? I looked last night, but I was also tired and could have missed it.

  12. 15 hours ago, moonsense715 said:

    Hm, why doesn't the harvester get out of the Weapons Factory? 

    It does come...eventually. I haven't tested it after it's destroyed to see if it does the same. I still have some more work in LE to do, but hopefully I am over the hump. I can upload my LE contents if needed though. I also thought that was weird. 

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