Posted: Sun Sep 02, 2012 8:51 pm Post subject:
fdmfdm-mod
Subject description: the red alert mod made by fdmfdm
hi all, im working on a mod atm, made by me with source code of outhers,
i have given the apocalypse tank a anti air missle weapon instead of the harpoon (altough it still gives the light bulb with the harpoonmode) but it does not shoot the laser and shoots missles at the airplanes.
i have also added the cronotank from
The Chrono Technology Source
~by TheWorms
but im working on the chief scientist, for the soviets, from http://www.ppmsite.com/forum/viewtopic.php?t=28650 question 8, but it does not say he missed anything but some voice files, but he is invisible, any idea why? it is not a mistake i made, as the actual mod for the scientist is without the 3d model as well,
do you guys know where i can get it?
besides that im planning on a couple more changes such as the ability for the soviets to make a battle bunker without having to use a engeneer for it, ill bring in the archer maidens for the soviets if i can get that sources code, i will change the order of the special powers, and make it so that you can get all 15, and i can manage that i want to build in that if you have all 15 you will get a special unit 1 single time (im thinking of giga fortress, harbinger and tesla mamoth, if i can get their source code)
The only thing you are adding is stuff from uprising and Mammoth missiles. You can do more! Think what will separate your mod from the few juggernauts in ra3 modding.
Everyone adds the chronotank and tesla tank! What do you WANT to add? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
well, as this is a practice for a possible future education in either game programming or game design (3moddeling or concept art) i was planning on looking if i could make a new unit, possibly a chrono legionnaire as that was my favorite unit in RA2, but im new to making 3d animations (not to the moddeling itself) and i have never actually painted a 3d design of mine, but considering the size, i guess that wont be that hard but this will be done after the rest, and will take some trial and error and therefor loads of time QUICK_EDIT
Well one, if your out to make games, RA3 modding is an odd start.
Two, here's a little idea, use these two tutorials, two free tools (notepad++ and Gimp) the CnC3 art pack and turn a GDI Zone trooper into a Chrono Leg.
That will get you noiced.
and BTW, the harb source is in the ModSDK for RA3. It's the sample mod. _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
Xd i would not call it a start, more a extra besides the other things.
but i have been searching for a working version of the chiefscientist, as i really want to put that on in the mod, but somehow i cant find a working source code.
everything is working except for the animations, he is invisible right now....
this is not really usefull XD
i do have the asset files, which should have the animation, but how to i extract those files? QUICK_EDIT
Are you working from a source or are you coding yourself? _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
i tested that mod, and it doesn't work as mod itself, so it should not be my mistake, but in the mod itself
altough i think im going to have to reinstall red alert as for some reason it has been corrupted and shows 0 maps at skirmish and does not allow me to participate, and therefor i cant play a game of skirmish
im using 1.12, but as i said, the original mod did not work properly, so the source code wont work either
but if i cant get it working ill leave the chiefscientist for now.
btw an idea i came up with at school today, which might just work and be a salvation for a problem i was having,.... im going to try to make ore refineries lvl up after mining an certain ammount of ore, after which they give money as oil dericks do.
this is because i cant get the orenodes to be more filled QUICK_EDIT
im using 1.12, but as i said, the original mod did not work properly, so the source code wont work either
but if i cant get it working ill leave the chiefscientist for now.
Were are you putting the art files. the .TGA/.DDS, XML and W3X files.
Quote:
btw an idea i came up with at school today, which might just work and be a salvation for a problem i was having,.... im going to try to make ore refineries lvl up after mining an certain ammount of ore, after which they give money as oil dericks do.
this is because i cant get the orenodes to be more filled
Well you are having original ideas _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
i have tried pretty much all imaginable places to put them
just in the mod folder, in the data folder, in the art folder, in the art folder in the data folder QUICK_EDIT
Art goes in the art folder following the first two letters
SDK->Art->SU
if the first two letters are SU(Soviet Unit)
Same goes for other EA and similar assets, like NB(Nod Building) AU(Allied Unit) and etc. _________________ I am Zengar Zombolt, The Sword That Cleaves Evil! There is Nothing I can not Cut! QUICK_EDIT
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