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Human mod almost Complete (New Full faction)


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#1 CanadaMan7

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Posted 08 June 2010 - 05:39 PM

Don't know if anyone is still on here, but my plans for a full human mod are almost coming to fruition:
I have them working as a seperate faction, I have resource generation structures, and all of their units are buildable.

However, I'm not quite sure what building to use as their base. As soon as I can decide on a building, I can add in the Hero units and then work on constructors.

As for the constructors, I definitely need some help with them. But I believe the plan itself is sound:

View PostStrategist, on 09 February 2010 - 11:52 PM, said:

If all else fails, one could borrow the construction style of RA3's Empire of the Rising Sun and have "builder" units created from the command center that deploy into structures (check the switch-types code used by the Founder, you can transform virtually any unit into another object with it.)

I have not had success getting this to work (yet!) but I intend to keep trying. If you are a more experienced coder, PLEASE help me out with this. As soon as its done, we could easily release this and hopefully kick-start UaW again.

This is all a continuation of Mike.nl's intial coding, so hat's off to him.

Edited by CanadaMan7, 08 June 2010 - 06:13 PM.


#2 CanadaMan7

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Posted 08 June 2010 - 06:09 PM

Photos:

Faction Select
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Loading Screen:
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Resource Generation:
Posted Image

All Units:
Posted Image

And yes, the Maverick jet can fire:
Posted Image

Edited by CanadaMan7, 08 June 2010 - 08:19 PM.


#3 DoMiNaNt_HuNtEr

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Posted 08 June 2010 - 06:20 PM

That's AWESOME!

Sorry, can't code.

How is the Military going to fare against the aliens? Do they have cheap units? Good economy? Do you have to really micro your units, because they are fragile? What the hell is their research going to be? Do you have a third hero?

#4 Valdez

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Posted 08 June 2010 - 07:03 PM

If possible you should try to find a way to paint housecolours on the units.

Regarding base, there's hardly anything to work with. You should just make Moore come from barracks and Woolard from Motor Pool.

Edited by Valdez, 08 June 2010 - 07:08 PM.

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#5 Strategist

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Posted 08 June 2010 - 07:17 PM

As soon as I get a chance I'll look up the transformation code for you. I'm pleased to see this coming along nicely, can't wait to get my hands on it myself. :)


Posted Image

#6 CanadaMan7

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Posted 08 June 2010 - 07:50 PM

@Valdez: Well, We'd still need a command center for the eventual constructors and the heroes would fit nicely there.

@Strategist: Good to have some help with this! Do you have patch 2 or 3? I'm still on patch 2 but I think I could move up to patch 3 pretty easily if need be.

@DoMiNaNt_HuNtEr: I basically left most of the units the same, but did bump up some attack values just for practicality. Marines are now pretty balanced against other infantry units, and rocket soldiers have been boosted slightly.

Edited by CanadaMan7, 08 June 2010 - 11:29 PM.


#7 Mike.nl

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Posted 09 June 2010 - 02:34 AM

View PostCanadaMan7, on 08 June 2010 - 05:39 PM, said:

Don't know if anyone is still on here, but my plans for a full human mod are almost coming to fruition:
I have them working as a seperate faction, I have resource generation structures, and all of their units are buildable.
Neat!!

View PostCanadaMan7, on 08 June 2010 - 05:39 PM, said:

I have not had success getting this to work (yet!) but I intend to keep trying.
Are you running into the same problem that I was? That the constructors can't build anything? If not, I'm VERY interested to know how you solved this.

View PostCanadaMan7, on 08 June 2010 - 05:39 PM, said:

This is all a continuation of Mike.nl's intial coding, so hat's off to him.
I think your work so far dwarfs what I've done on it ^_^

View PostValdez, on 08 June 2010 - 07:03 PM, said:

If possible you should try to find a way to paint housecolours on the units.
That's just a matter of tweaking the Alpha layer in the unit textures.
Million-to-one chances occur nine times out of ten!

#8 ChessRules

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Posted 09 June 2010 - 04:39 AM

Heh, this is really good to see.  If this gets completed, I will *definitely* try it out.

Posted Image

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#9 Valdez

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Posted 09 June 2010 - 05:34 AM

View PostMike.nl, on 09 June 2010 - 02:34 AM, said:

That's just a matter of tweaking the Alpha layer in the unit textures.

Hopefully he will find a way to do it then.

It's pretty tough for me, when I tried it during my Novus texture modding. I had to mentally imagine what it would look like because I was staring at a UV map, not a 3D model. It'd be nice if you could texture something, and then have it update on the model with the press of a button so you can see immediate changes... dunno if any software in existence does that.


View PostCanadaMan7, on 08 June 2010 - 07:50 PM, said:

@Valdez: Well, We'd still need a command center for the eventual constructors and the heroes would fit nicely there.

Unless you're prepared to make a model from scratch, I suggest you work with what you have.

Regarding strat's idea... here's Foudner's transformation

		  <Unit_Ability Name="Novus_Founder_Toggle_Modes_1">
			<Type>SWITCH_TYPE</Type>
			<Active_Type_Class> Novus_Hero_Founder_Performance </Active_Type_Class>
			<Inactive_Type_Class> Novus_Hero_Founder </Inactive_Type_Class>
			<Is_Modal>Yes</Is_Modal>
			<Recharge_Seconds>10</Recharge_Seconds>
			<Active_By_Default>No</Active_By_Default>
				<Movement_Class_To_Check> Infantry </Movement_Class_To_Check>
			<SFXEvent_GUI_Unit_Ability_Activated>GUI_NOVUS_ABILITY_Switch_Modes</SFXEvent_GUI_Unit_Ability_Activated>
				<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_NOVUS_ABILITY_Switch_Modes</SFXEvent_GUI_Unit_Ability_Deactivated>
				<Only_In_Tactical_Mode> true </Only_In_Tactical_Mode>
			</Unit_Ability>

It's not all though, you have to define the transformation modes:
		<BehaviorType Name="TypeSwitchBehaviorType">

			<Type_Switch_Pre_Activate_Anim>  Novus_Hero_Founder_Performance, Novus_Hero_Founder,  SPECIAL_ACTION_C </Type_Switch_Pre_Activate_Anim>
			<Type_Switch_Pre_Activate_Anim>  Novus_Hero_Founder, Novus_Hero_Founder_Performance,  SPECIAL_ACTION_C </Type_Switch_Pre_Activate_Anim>
			<Pre_Switch_Effect_Generator_Name> NovusFounderScaleUpEffectGenerator </Pre_Switch_Effect_Generator_Name>

			 <!-- List of types this object can switch to - This is mainly needed to inforce build limits and must be
					 only added to the base type used for production dependencies purposes -->
			<Type_Switch_Types> Novus_Hero_Founder, Novus_Hero_Founder_Performance </Type_Switch_Types>

			<Primary_Type> Novus_Hero_Founder </Primary_Type>

			<Component_Uses_Signal> true </Component_Uses_Signal>

		</BehaviorType>

There's quite a lot of variables, especially animations.

btw if you need particle fx I might be able to help

Edited by Valdez, 09 June 2010 - 06:01 AM.

Posted Image


#10 Strategist

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Posted 09 June 2010 - 10:00 AM

Well, Val looked up the exact code, makes my job easier I suppose. Posted Image

First, you will need to add a "SWITCH_TYPE" to the atributes list of your builder unit or else it won't reconize the transformation code. The second thing is that you will need to do is replace all references to the unit you borrowed the code from with the names of the unit and building in question (in the case of the Founder's switch-type, you can remove the reference to the effect generator as it's used for the lighting effects as far as I know).  The animation part can be left as "NULL" if you don't have one or can't find one, so don't worry about that.

Since the intent is to have a vehicle turn into a structure, you should only need the transformation code on the vehicle.
Posted Image

#11 Valdez

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Posted 09 June 2010 - 10:20 AM

I've always had the stuff within reach on the desktop via shortcuts. I was modding UAW up till the very day my GPU died, and the desktop shortcuts are still here.

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#12 CanadaMan7

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Posted 09 June 2010 - 01:11 PM

Alright, found a semi-suitable command bunker. Check out the model WO-Bunker.alo if you want to see it.

I might as well begin work on the transformation codes now. I think the science teams would be a fine builder.

#13 Gray__Fox

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Posted 09 June 2010 - 02:48 PM

This looks kool, I will most likely actually get this. And I rarely get mods. Good job.
Curious how fighter jets work though.

Edited by Gray__Fox, 09 June 2010 - 02:49 PM.

Posted ImagePosted Image
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#14 CanadaMan7

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Posted 09 June 2010 - 05:52 PM

Hey Strategist, can you give the transform ability a shot? I wouldn't say no to Mike.nl jumping in on this as well  :lalala:
We could finish this up a lot sooner if we all worked on it together.


My current work is here:
http://www.filefront...61/Military.rar

Keep in mind it's for patch 2.

btw, I already got a moddb page so we can throw this bad boy up there as soon as its done:
http://www.moddb.com...uman-resistance

Edited by CanadaMan7, 09 June 2010 - 05:53 PM.


#15 Valdez

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Posted 09 June 2010 - 07:02 PM

View PostCanadaMan7, on 09 June 2010 - 01:11 PM, said:

Alright, found a semi-suitable command bunker. Check out the model WO-Bunker.alo if you want to see it.

Posted Image
ULTRA MEH

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#16 Strategist

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Posted 09 June 2010 - 07:17 PM

I'm afraid I can't open the file. Posted Image What program did you use to encode it?

For now, I'll find and copy my Flight-mode Nufai unit XML (which I know works) and cut out any elements not connected to the transformation or basic functionality of the unit.

Edit: Ok, maybe not. I forgot about how long a unit profile is. Any way you could get the XML for just the builder to me (PM or via file)?

Anyway, if you want the code for Flight Nufai to study:
Spoiler

Posted Image

#17 CanadaMan7

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Posted 09 June 2010 - 10:01 PM

@Strategist: I used winrar. I guess I'll throw up a .zip file up as well.

@Valdez: Ok, maybe not  :rolleyes:
I'm just pretty desperate for a good structure by now.

#18 Valdez

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Posted 10 June 2010 - 05:52 AM

Is the code for making a production structure easy? I never looked into it, but I reckon there's all sorts of stuff, like how the unit emerges (all 3 factions have different styles) and things like that...

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#19 Strategist

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Posted 10 June 2010 - 09:39 AM

If I remember correctly, all you need to provide is a few extra behavores. For one, you need to provide the exit bone (Masari, Military, Novus) or the Teleport Spawn Bone[s] (Hierarchy), it's identification as a production structure, and as what production que it uses.

The Hierarchy's system seems a bit easier as it randomly places produced units somewhere outside the spawn bone[s] while the others cause the unit to be spawned right at the bone itself and they drive out.
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#20 vOdToasT

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Posted 10 June 2010 - 11:41 AM

Normally I don't care about mods, but if you finish this I will definitely download it, playt it, and record vods of it and put them on youtube as advertisement.

I wish you good luck in this project. I can't give you any concrete help, but I tried to boost your morale :P




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