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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Does anyone have w3d or gmax models for prism tower?

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 12-19-2003, 02:08 AM   #1 (permalink)
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Default Does anyone have w3d or gmax models for prism tower?

Does anyone have w3d or gmax models for prism tower?
The reason I ask this is that I would like to try and get the prism support working for it and I am not good enough to start a model from scratch. I am going to modify the code for the patriot missile and then have it to where the laser from the "actual" tower doing the firing appears to intensify.

(Also RenX won't save gmax files correctly and it crashes when I load the file, so I have to continually export w3d, and that keeps me from getting the hang of modeling/skinning. <<< If any one can help me with this too, I will be very greatful. )

Thanks,
V'ger
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Old 12-19-2003, 12:12 PM   #2 (permalink)
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I'm almost sure that a conflict with a windows update causes your problems with RenX / Gmax.

Take a look at this:

http://www.discreet.com/products/gmax/gmax_alert.html

Or search for "Hotfix KB 823980" from Microsoft in your Add / Remove Software section in your system's settings.

This update cause the problems you experience with corruption in gmax.
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Old 12-20-2003, 12:07 AM   #3 (permalink)
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I got rid of the patch and now w3d viewer doesn't want to work, but I can now save gmax/renex files and load them. :tard: Help please.

Well any way back to my original question. I thought I saw some pictures of a prism tower model. Can some one get me one or show me where it is.
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Old 12-21-2003, 07:42 PM   #4 (permalink)
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RA2 Recall has a Prism Tower model, but I doubt you'll be able to use that. I'd recommend just using the patriots, and sacrificing the looks to getting it done. Good luck with getting the Prism tower support to work.
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Old 12-24-2003, 01:38 PM   #5 (permalink)
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I went to their site and nothing really seams to be going on except for a relatively new post.
Are their any more mods that are bringing red alert 2 to generals beside RA2 Recal.
If there are any can some one send me a link to their site.

For now, I am going to try and get the "prism support" to work with the patriot and hopefully some one can give or let me use their model.
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Old 12-25-2003, 04:23 AM   #6 (permalink)
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The mod is asleep at the moment.

Well we can make a trade: i'll give you the prism tower model (to you only) and you will share your code with us. The model isnt skinned or rigged and is in .max format. You can get the model in .gmax format but it will take some time (about 1 day) due to my comp problems. I also might get it rigged. So what do you say?
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Old 12-25-2003, 03:17 PM   #7 (permalink)
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I am away from my computer for this week and maybe some of next week, so any kind of code I do for the game probaly won't work. Contact me, so I can contact you when I am done with the code.
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Old 02-11-2008, 09:45 PM   #8 (permalink)
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The Red Alert 3 mod for Zero Hour has a good model for the prism tower. You could install those files, use XCC Mixer to extract the models for the prism tower, and use them in your mod. I cannot guarantee that this will work.
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Old 02-28-2008, 11:42 AM   #9 (permalink)
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In Zero Hour they have ABGDCTower models which have animated bones at the top.

For the assist weapon, make it have no laser so you don't see the assisting tower shoot, making it look like the first to shoot tower only is shooting.

Make the assist laser (not the weapon laser but the one for the assist data link) a regular straight laser and make it thicker than the primary weapon laser.

For the laser beam textures, check out the exlighteningtile1.dds exlighteningtile2.dds exlightning.dds

Here's a beam from the Tardis's weapon in my laser general mod:

Code:
Object LightningBolt
  ; *** ART Parameters ***

  Draw = W3DLaserDraw ModuleTag_01
    Texture = exlighteningtile1.dds ;exlighteningtile1.dds
    NumBeams = 1                              ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
    InnerBeamWidth = 10                       ;The total width of beam
    InnerColor = R:200 G:200 B:255 A:200      ;The inside color of the laser (hot)
    OuterBeamWidth = 8                        ;The total width of beam
    OuterColor = R:0 G:0 B:255  A:10          ;The outside color of the laser (cool)
    Tile = Yes                                ;The height of the texture will determine how many times to tile the texture to fit without scaling.
    ScrollRate = -3                            ;Scrolls the texture offset this fast -- towards(-) away(+)
    Segments = 1                              ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
    SegmentOverlapRatio = 0                   ;This value overlaps(+) or separates(-) the segments by ratio
    TilingScalar = 0.3 ;.5 ;-3                ;stretches the texture if < 1
  End

  KindOf = IMMOBILE INERT

  ClientUpdate = LaserUpdate ModuleTag_02
    MuzzleParticleSystem = FlashBangNormal
    TargetParticleSystem = LightningFlareWithSparks
  End

  Behavior = DeletionUpdate ModuleTag_03
    MinLifetime = 260  ; min lifetime in msec
    MaxLifetime = 260  ; max lifetime in msec
  End

End

Last edited by beng; 02-28-2008 at 11:50 AM.
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Old 02-28-2008, 11:53 AM   #10 (permalink)
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And here are the particle effects for the target end of the laser:

Code:
ParticleSystem LightningHitSparks
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar5.dds
  AngleZ = -5.00 5.00
  AngularRateZ = -0.20 0.20
  AngularDamping = 0.00 1.00
  VelocityDamping = 0.90 0.95
  Gravity = -0.10
  Lifetime = 50.00 50.00
  SystemLifetime = 8
  Size = 2.00 3.00
  StartSizeRate = 0.00 0.00
  SizeRate = 0.35 0.50
  SizeRateDamping = 0.70 0.80
  Alpha1 = 1.00 1.00 0
  Alpha2 = 0.10 0.20 55
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:200 G:200 B:255 0
  Color2 = R:0 G:0 B:96 55
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 1.00
  BurstDelay = 1.00 1.00
  BurstCount = 2.00 5.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  ;VelocityType = HEMISPHERICAL
  ;VelHemispherical = 1.00 3.00
  VelocityType = CYLINDRICAL
  VelCylindricalRadial = 1.50 2.50 ;horizontal
  VelCylindricalNormal = 3.00 5.00 ;vertical
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End

ParticleSystem LightningFlareWithSparks
  Priority = WEAPON_EXPLOSION
  IsOneShot = Yes
  Shader = ADDITIVE
  Type = PARTICLE
  ParticleName = EXLnzFlar5.tga
  AngleZ = 0.00 0.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.98 0.98
  Gravity = 0.00
  PerParticleAttachedSystem = LightningHitSparks
  ;SlaveSystem = LightningHitSparks
  ;SlavePosOffset = X:0.00 Y:0.00 Z:7.00
  Lifetime = 50.00 50.00
  SystemLifetime = 10
  Size = 0.10 0.10
  StartSizeRate = 0.00 0.00
  SizeRate = 7.00 7.00
  SizeRateDamping = 0.90 0.90
  Alpha1 = 1.00 1.00 5
  Alpha2 = 0.00 0.00 50
  Alpha3 = 0.00 0.00 0
  Alpha4 = 0.00 0.00 0
  Alpha5 = 0.00 0.00 0
  Alpha6 = 0.00 0.00 0
  Alpha7 = 0.00 0.00 0
  Alpha8 = 0.00 0.00 0
  Color1 = R:250 G:250 B:255 5
  Color2 = R:0 G:0 B:32 50
  Color3 = R:0 G:0 B:0 0
  Color4 = R:0 G:0 B:0 0
  Color5 = R:0 G:0 B:0 0
  Color6 = R:0 G:0 B:0 0
  Color7 = R:0 G:0 B:0 0
  Color8 = R:0 G:0 B:0 0
  ColorScale = 0.00 0.00
  BurstDelay = 20.00 20.00
  BurstCount = 1.00 1.00
  InitialDelay = 1.00 1.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = OUTWARD
  VelOutward = 0.00 0.00
  VelOutwardOther = 0.00 0.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = Yes
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = Unused
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.785398
  WindPingPongEndAngleMin = 5.497787
  WindPingPongEndAngleMax = 6.283185
End
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