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Found 14 results

  1. Greetings, in this way i want to announce upcoming campaign I am working on. I called it [Tiberium Resurrection] - it tells story after Nod mission Sheep's clothing (where Nod undercover as GDI mass-murdered mutants and captured Tratos), so the relationship between GDI and Mutants is really bad. It will contain 3 missions for now (maybe i will add more later), few multiplayer / skirmish maps and some changes to environment (New tiberium type, paved cliffs - thanks to Holland.) It is not complete yet, however now I can tell that map will not be very big but there will be many triggers, and so i recommend you actually checking every black tile for text speech, bonus money or maybe something else . I will update this topic so you can see my progress and maybe some screenshots soon. I want to release first mission in november. Also, if you have any suggestions / requests / wishes / feedback, etc. just reply. Thats all for now, have a good day. <----------> MAPS <----------> 1st - [LOST SHEEP] Map progress: 100% Triggers and objectives progress: 1st - single unit: 100% 2nd - partial control: 90% 3rd - total control: 0% [SHORT BRIEFING] - 2nd - [NEVER-ENDING STORY] Map progress: 55% Triggers and objectives progress: 50% [SHORT BRIEFING] - 3rd - (0%) [THIRD TIME'S THE CHARM] [SHORT BRIEFING] - - Most of the map should be city. OFFICIAL TRAILER: https://www.youtube.com/watch?v=OgjC6DZTYyY OFFICIAL POST: https://forums.cncnet.org/topic/9186-wip-tiberium-resurrection/ DOWNLOAD: http://www.mediafire.com/file/sna0ugbpyolt47p/Tiberium_Resurrection.zip/file Do not forget to report bugs and share your opinions about this project!
  2. Hello there, I am currently working on a totally new set of W3D tools that will support all 3dsmax versions (yes Gmax included). So far I got some of the tools working in latest 3dsmax 2019 release and tested in Gmax as well: - W3D Flags Helper: This tool lets you select all nodes in scenes based on their flags as they were originally exported. That way, you can set all the flags in the renx tool so the model can be re-exported correctly. - Textures Browser Let you browse, any textures in selected folder including the ones in .big, .mix, .dat and .pkg files, you can also extract them from these files. - Big & Mix Tool View, extract, modify, add files from/to any C&C game's mix, big, dat, pkg files or create new package file supported by the games. - Hierarchy Builder (work in progress) Lets you fully build Hierarchical Models, by selecting any w3d file, you get a list of all the possible models that can be added to it's hierarchy and so on, basically you start with the parent and add any child that are available for it, then do the same for each child, LOD, skins etc... so you can experiment building different models. It's kinda reversing the process, instead of importing the w3d files required by a certain w3d file, with this tool, you get a list of all the files that depends on this particular w3d file, so you can pick one you want to add and then get a list of any files depending on this one as well... (Kinda hard to picture it, but will try to provide some screenshots or videos soon when I get a stable version of it. Worked fine till I messed it all up... ) - W3D Importer V2.0 (work in progress) My latest W3D Importer, like all of the tools now imports straight from pkg, mix, big... no need to extract anything. Supports C&C Renegade, C&C Generals / Generals Zero:Hour, Earth and Beyond, Battle for Middle Earth / Battle for Middle Earth II, and probably RA3 that I haven't tested since I can't find it in my old games cds which I probably lent to a friend and never got it back... For hierarchical models, LOD, Skins emiters etc.. it will list any dependencies before importing a w3d file, and import every w3d files required by the model, you also have an option to search for these files before importing to make sure you have them all (if its from the original games then you have them, but for fan made stuff, at least you get a list of all the w3d models you need in order to fully import the complete hierarchy.) Some model names not always reflect their file names, so having this tool to scan your folders to find them is very useful. EDITED (2019-03-05): Deleted the part where I was asking for maxscript help files, as its now irrelevant since I found a better way of making sure the scripts supports any 3ds max versions, and gets the maximum performance from each known versions to date. Abjab
  3. 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?
  4. [blurb]The update everyone has been waiting to see![/blurb][thumb]thumb_apb.7.png[/thumb]Hello everyone! Welcome to the late night update! The update you've all been waiting for the past few weeks! I'm your host, Coolrock-o! I bring you an exciting new showing of what's been in the works for the past few months. Let me tell you, it wasn't easy getting this all ready for the fans that have been sticking around all these years. Be happy that Pushwall is here, otherwise none of this wouldn't be possible! I know I have a lot of you on the edge wondering what this is all about by now, so let's get to it! MiGThe MiG is finally finished, and will be added into the game come the next patch. More details will be released in the developer blog! For now, I have a very nice render to show off the final product. This should be a nice flash back for anyone familiar with the Red Alert cutscenes. Model by @Sir_Phoenixx | Texture by @Fabian| Render by @Dghelneshi With such a flashy new MiG being added into the game, which threatens the Allied Navy, we decided that it was also time to overhaul the naval units. Let's face it, the older models have served their purpose! Gunboat While the best looking of the two ships, we still felt that this ship needed a new look to match the other detail wise. Here's a look at the new Gunboat! Again, more details will be given once the developer blog is released. Model & Texture by Omegavision | Render by @Dghelneshi Let's jump right into our last update for the night! DestroyerThis has to be one of the biggest improvements to a vehicle this game has seen in years. Hands down one of the best looking vehicles currently in the game. This will be your go-to when protecting your fleet from incoming Yaks, MiGs, and Hinds! Model & Texture by Omegavision | Render by @Dghelneshi Along with all this happening, the Soviets also need to see an update also. Currently a WIP, but I wanted to share this with you guys anyways! Missile SubSorry for the picture quality, but it's the best I have for this sneak peak. Hope you guys don't mind! Model by @Kane000 This one won't be ready for a while, but it'll be coming with hopefully a new Attack Sub later this year! With all that said and done, I hope you guys enjoyed this little teaser. I swear I'm forgetting something though Oh that's right! How silly of me! Cruiser Model & Texture by Omegavision | Render by @Dghelneshi IT'S HERE NEXT PATCH! GOODNIGHT EVERYONE!
  5. Good Evening everyone. If you're looking for something to mix your game, I think I might have the solution. In what could be considered one of the most extensive texture collections for A Path Beyond, I am attempting to transform the world into a Tron themed warzone. I am posting on here to help gain insight into any errors that occur, suggestions, checkpointing my progress in case my computer takes a shit and hopefully involve anyone who wants to get some cool textures for their game. Out of the 1,209 .dds textures I have been able to get through 484 by opening and essentially reskinning them each individually which is why this is still an incomplete W.I.P. When all is complete and everything is ironed out to look halfway decent I'll be releasing it on the forums hence why this isn't on the official downloads section yet. The colors are all correlated to correspond with that selected for the vehicle, however, the Urban/Black camo tends to be a special paint job such as Purple or Pink. The release will include a folder for transforming everything into Tron, Just the vehicles, Just the weapons, Just the characters or a combination of the previous 3. This will make it so you don't have to go crazy if you don't want to (You should). For now, I'm just trying to gauge interest, find problems and also include the community on the process if you would like. Anyways, enjoy everyone. See you on the battlefield! Download Link <--------------------------------------- (Click) If you decide to release any of these files or textures anywhere else I ask that you credit me, if you don't then it is what it is.
  6. Maybe, just maybe, someone will find this useful. Just run the exe and minimize it. It will show the popup if more players joined the server since the last update, you can also click the icon to display the current status. Right click it and select close to keel it. https://w3dhub.com/forum/applications/core/interface/file/attachment.php?id=27768
  7. Greetings old investigators! Your success in defusing the tensions over the July crisis have managed to reach the history books and are known to have delayed the outbreak of the war by a month. While you were still doing all kinds of administrative jobs, a follow-up crisis over Vojvodina, where the Serbian government pushed the weakened Austro-Hungarian government for the release of lands inhabited by Serbs, blew up and started a global war on the 4th of August 1914. The war would last until 1919, and in some cases, 1921. The resulting Treaties of Versailles ensured that a war like this could never again. At least, that was the intention. The year is now 1936 and the prospect of retaining the everlasting peace as set by the Treaties of Versailles has now become uncertain: revangist states are waiting for the moment to strike, many nations face ideological and political dilemmas, an empire has become overstreched and planet earth is about to face the worst economic disaster in recorded history. Another global war is coming. The only questions are: when will it happen and who will be fighting on what side? Right then, that intro should set the tune for now and shouldn't provide any real spoilers unless you recognise a few bits here and there. In any case, on to the point of this thread! After the successful July Crisis game Voe and I hosted last year, we've been meaning to do a sequal. And we will do a sequal around the summer holidays. However, you will be able to choose which game you'd like to play this time around. All games will feature similar features to those found in the July Crisis: Items, different roles, some sort of tension or stability meter, investigation reports, sneaky if indentifyable mechanics, fun references, etc. However, we will also expand a bit on the game mechanics, including an as of yet hidden end-game mechanic that will apply to all games. What games can you choose from? Well, look no further! The Haute-Savoy Crisis The Haute Savoy Crisis is the least complex game and is the easiest to develop and balance. It is the closest to the original in that it focusses on finding evidence and preventing a hostile France from taking Haute-Savoy, which currently falls under a Swiss mandate. Will Switzerland prevail against the French giant? Features: Easy to learn game mechanics A referendum mechanic to boost certain aspects of the Swiss team, or the French one, depending on the results Many different outcomes, for better or worse Items and personal traits Evidence and item locker Ausgleich '37 In Ausgleich '37 we return to Central Europe and the Balkans. The Austro-Hungarian Empire has been going through a tough time since the end of the war. It needs reforms and Emperor Karl I knows it. He failed during the ausgleich of 1927 and fears that failing again would mean the end of the empire. Of course, such a moment of weakness will not go unnoticed and Austria's enemies are lurking from afar. Will Austria-Hungary finally fall? Or will Karl the 1st be able to reform the empire and show the world the true power of a unified Austria-Hungary? Features: Slightly more difficult to learn game mechanics than Haute-Savoy A more elaborate way to push reforms though the game than the Haute-Savoy crisis A hunt for scum that seek to destroy the empire while finding a way to ensure that your reforms are chosen Mechanics that will allow people to build cases on other players, such cases will be necessary before those players can be fully eliminated by voting (imprisoned/lynched) Return of the item locker and new mechanics related to the item locker The Presidential Election of 1936 The Presidential Election of 1936 is about the political divide in the United States in the wake of the Great Depression and the failure of President Hoover to resolve those issues. A new president will have to be chosen to restore a strong economy in the US. However, the ideological tensions may very well cause the US to collapse into a political crisis or worse if the new President is not able to adress all concerns. Yet even then forces are on the move to realise their own vision of the US... or lack thereof. Features: Most complex game out there A complex political system to see to it that band-aiding the nation is as painful as it should be Backstabbing is the order of the day as objectives vary wildly Winning the election will bring more options for you, but will likely also make you a target Tools for secretly eliminating the most dangerious opposition Please keep in mind that some features might change if Voe and I are not able to balance them well enough. Other than that, go vote! Then Voe and I will be able to fully develop one of these games, which we hope to host somewhere in July. So please, go vote in the poll!
  8. Uncategorized, work in progress.
  9. Howdy guys, I came across W3d from CNCNZ/ a mention from Kaskins. I'm working on creating a spiritual successor to Sole Survivor called "Project Hunter." I hope to modernize some of the elements. I'm also hoping to crowd source and test the game from within the remains of the C&C community. It's still early in the project but I'm looking to be at Alpha ~ Summer 2019. I have a youtube here documenting progress: https://www.youtube.com/channel/UC753zeOauh5c1TvG6JuoFQA/videos I'm updating forum posts in the meantime to see if others want to contribute. I wont be done with netcode until likely March 2018. Here are the latest updates: ----------------------------------- - Been adding some features and optimizing other things for performance. - Started a map system. - Fixed a bunch of camera nuances for smoothness. - Added level height, currently two levels like the original C&C/RA. - Moved to more of an isometric view, its now a 30/30. Next things will be to: - Put in more accurate ballistics for the artillery (sphere). - Render elevation changes in the chassis, I think turrets will stay level to give it a C&C feel. - Work more on map system. - Start on Client Side Rendering Netcode. I'll look to post a video update this weekend.
  10. Alright guys, I had planned to keep this little project under wraps a little longer, but in light of the current launcher issues, I have decided to let this thing out into the wild a little early. Disclaimer: This tool is in no way affiliated with W3D-Hub or its developers or staff (except for me because its mine). This tool is not intended to be a W3D-Hub launcher replacement, and by nature can not fulfill the role of a launcher because it is by design different. It is a connect tool. There is a difference. This tool is provided as-is with no warranty, express or implied. This tool is a work in progress, and is considered to be in a 'beta' state currently. In May of last year, I began working on a simple direct connect tool that would be compatible with Renegade and any other mod running on the W3D engine. It was a simple idea, and it didn't take me long to produce something tangible. This is the first version that worked (I think) and I completed it on May 30 (notice the version number). It fulfills the basic function of directly connecting to a server and thats it! Then someone said, "hey, why don't you add (X feature)..? That would be cool..". So I added (X feature). Then someone else said "hey, why don't you add (Y feature)..? That would be cool..". So with a little bit of feedback from a handful of people, I made some changes and reiterations, and had a few new ideas of my own along the way. Eventually, it actually started to look alright. The first few versions were pretty hideous, as you can see from that screenshot. I realized that I might actually want to make it look nice, so I enlisted the services of Isaac The Madd to design me a logo! Skipping forward several iterations, a few hundred lines of code, and hours of headbanging because I suck at coding, I finally had something that I was (almost) pleased with. Citizens of W3D-Hub and the rest of the Renegade modding world, I give you the W3D-Asterisk Connect tool beta version 0.31! I have done everything I can to make this tool flow with an easy-to-use design. Here is a short list of features: The tool will retain the last set of data that was used to connect to a server. It supports saving/editing/deleting multiplayer profiles, so you can keep an entry for every server you play on, and easily edit the info if it changes. It has an option to close the tool upon connection, or leave it open. It supports additional launch commands. (useful for developers) It has themes. (this is not really useful, but I thought why not make it look nice) Its better than a batch file Bugs.... As mentioned above, this version is being released because I feel like the community needs it, even though I'm not quite finished with it. There are a few things that aren't yet "right" about it, but instead of telling you, I'm going to let you tell me. PM me here with any bugs you find, or find my email in the help menu of the program (where it falsely says "version 1.0" because I had not intended on releasing this while still in beta). I hope some of you will find this useful, and I hope that the ones of you that do not find it useful will tell me what I can do to improve it! Here's the download already!
  11. Here is my take on Kane's pyramid, as seen in the FMV. At the point where these images were taken, I was not very pleased with how it turned out. Once I added some lights and animations, I felt is was decent. Since these images were taken, I have desaturated the brick area, and added house colour, and additive lighting. "This is a quick look at the missile launch area using a W3X viewer screen grab. Please note that you should ignore the outer pyramid areas, as it is still a work in progress. The missile silo would be partly obscured by the missile, and once the missile launched, the area would be covered over. So it does not need a lot of detail. This is where alpha texture usage comes in handy, to give the impression of having a lot more detail than actually exists.With extra lighting and FX (and a missile!) this would look good enough I think!"
  12. Hello my brothers and sisters of the C&C fandom! I have been working on a mod with some of the best modders of the Operation Flashpoint: Cold War Crisis/Arma Cold War Assault community. Macser has done a good majority of the modeling you see here. Here's the main site for the mod: https://cncbrotherhoodrising.wordpress.com/ I need to update the downloads section with the latest version, which I just .zip'd up here: https://www.dropbox.com/s/e4xpl3wtjrkbagv/%40CNCBR-beta3.zip?dl=0 I figured I'd share my love for C&C in my own way here. It's still a major work in progress, so keep that in mind. I also just recently added in Tiberium Vinifera and Cruentus patches. All Tiberium glows at night in-game too, so yay! Hoping to eventually script in damage to infantry over time in the future. I'm also hoping to get some TS stuff into the mod soon. The community has released a Titan and a Juggernaut, but I still need to find the people who made it and ask permission to edit those for my mod. Any feedback is welcome for those who own OFP:CWC v 1.99/Cold War Assault. For those who have the game, the install instructions are relatively simple. Just drag @CNCBR into the main game's directory. To launch the game with the mod, edit your shortcut. It would likely look like this: "C:\Program Files (x86)\Bohemia Interactive\Arma Cold War Assault\ColdWarAssault.exe" -mod=@CNCBR For OFP it'd look like this: "C:\Program Files\Codemasters\Operation Flashpoint\FLASHPOINTRESISTANCE.exe" -mod=@CNCBR Hope you all like what you see!
  13. Some of you may know that I'm currently trying to make training documents. I need help. It's not hard, it just requires a bit of back and forth. If you would like to help make these with me, send me a pm. If you would like to view them and note any issues with grammar and consistency, please click on the links below. Allied TRADOC Soviet Field Manual Thank you in advance!
  14. Greetings, I've been requested to re-create the Hostile Waters map for many years now, so with Delta being released and re-introducing naval combat to the game, I suppose it's about time that I got to work on it... A brief piece of history: Hostile Waters was originally a .935 map featuring a naval and air-only gameplay. Both teams had their own little island, with in the middle a cluster of icebergs dividing them. This created some unique level gameplay where Soviet submarines could ambush Allied ships by hiding underneath the icebergs, but also putting them in a tight fighting space. The map had custom naval and air balance, as back in the earlier days of APB gameplay balance was further from where it is now. Hostile Waters also introduced two modified "game-breaker" units, high end units designed to break a potential stalemate; The Soviet "Nuclear Submarine", and Allied "Ion Destroyer". Needless to say these were a topic of love and hate by the players, and unfortunately server side donations made them easier to obtain than intended. I will go ahead and say that the "game-breaker" units will not return in this version of the map, since Delta's gameplay does not require them. (This is a work in progress!) The new Hostile Waters is remade from the ground up, which has taken me a little while since I haven't used any W3D tools or 3DS Max since I left the BlueHell Productions team in 2012. Also learning and implementing the new 'Delta-way' of doing things has taken some additional time so far, but my thanks goes to Generalcamo and Pushwall for answering my questions and providing me with Delta assets. The map will have a few more notable differences over its predecessor: - Advanced Naval Yard and Submarine Pen. * Named "Advanced" to highlight they are different from their normal counterparts. * Designed for Hostile Waters gameplay. * Anti-camp designs, Allied ships spawn behind a gate, Soviet submarines spawn inside and leave while submerged. * Repair zone clearly marked with a crane, no more guessing which side is the repair area. * Three defenses on the building roof(s). * Both buildings have at least one designed "naval transport landing area" for potential infantry attacks on the naval buildings. * Allied Advanced Naval Yard is of similar scale as the Sub Pen, for balance. * The game ends upon sub pen/naval yard destruction. - New Icebergs * A less eye-blinding "ice" effect! * The icebergs have two Naval Transport landing areas. * Infantry access to the icebergs adds a new dynamic; Infantry can now engage more in the gameplay of this map (Tech Level 4 infantry enabled). * Special map-unique secondary objective is on the icebergs (More info soon!). - Soviet Chinooks are disabled, in order to put the gameplay focus on naval transports for all infantry purposes. - Improved map plot (More info soon!). The map and both buildings are currently fairly well underway in development, and providing there are no unexpected surprises (and there always are), I expect to have a playable version "Soon". If anyone has any feedback on the original map, or concerns about this one, this would be the place to throw it at me...
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