Tiberium Dusk is a re-imagining of the Kane's Wrath universe in a way I feel better fits canon, as EA did a pretty poor job with the C&C franchise continuity from Tiberium Wars onwards. This mod doesn't change anything with regards to the story but helps add elements to the gameplay that "fill the gaps" and provide a more Tiberian Sun esque experience (including all its flaws and unbalances) and departs away from the Kane's Wrath RTS formula. Still a work in progress, I've made changes to the AI (buffed turtle AI and made brutals harder), made changes to "Militant Squads" which make them work with the timeline of the franchise, changed the "Nod" faction entirely with a new name, as Kane's Wrath "Nod" works more of a splinter faction rather than a true "Brotherhood"; with Marked of Kane being the new face of the faction. There are also numerous changes to GDI and Scrin, especially Reaper 17 and Steel Talons, which make them play significantly differently.

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Add media Report RSS GDI Kodiak, Gun Turrets implemented *sorta (view original)
GDI Kodiak, Gun Turrets implemented *sorta
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shaithias
shaithias - - 69 comments

Looks interesting. Are those the ground cannons?

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Burakkuhāto Author
Burakkuhāto - - 437 comments

Yup, but they don't work properly at the moment sadly. The funky C&C4; turret system doesn't seem to want to agree with the launching location of the projectiles.

Its pretty frustrating. :S

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egozi44
egozi44 - - 2,223 comments

The "garbage meshes" should be the lights that turn off and on around the model iirc xP

You just need to change their shader so they show up correctly.

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Burakkuhāto Author
Burakkuhāto - - 437 comments

With your Kodiak, are the turrets seperate meshes from the main ship? (Or are they all integrated into one model)

I've currently implemented them as a set of seperate turret meshes attached to bones on the ship with their own turret logic etc.

For whatever reason though, the "weaponfx" part works fine, but the launching location for projectiles constantly comes from the belly / centre of the ship.

Its melting my brain trying to figure out why. o.O

I'll mess around with the shader types to see what exactly went wrong there then. :3

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egozi44
egozi44 - - 2,223 comments

They are all seperate meshes, but I've got the model with some edits from Stygs (Another TW's modder), I did edit the model a bit (add animations, changed the bones, edit the railguns mesh to be to my liking, also added the VLS ability), and the code a lot though.

Even if they are differet meshes they all need to be on the same container(the SKN)

For the launching you need need to also add the "WeaponLaunchBone" ID in the game object as well

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Burakkuhāto Author
Burakkuhāto - - 437 comments

By same container... you mean GUAIRCRAFTF right?

Basically what I've done is (since GUAIRCRAFTFGUNS is in a different XML file) given the turret (GUAIRCRAFTFGUNS) its own "scriptedmodelDraw" in the gameobject for the Kodiak and attached it to one of the bones that the turret would attach to.

It works and looks fine all until it comes down to firing, and then it looks stupid. ;-;

It looks like this for each turret:

Pastebin.com

Sorry... made a pastebin, I didn't realise ModDB was so crappy at parsing code in comments lol.

I get the feeling it can't work like that though, despite it looking fine. ;/

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egozi44
egozi44 - - 2,223 comments

Are the WeaponSlotID and the TurretID set correctly in the ModelConditionState?

Maybe it ignore them cause they on different xml

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spamjunkyard101
spamjunkyard101 - - 2 comments

In all honesty the one thing that has ever annoyed me in this fantastic mod is the mastodon. C&C4; looks like toys and matte paint jobs. If you ever get bored with blowing the other mod creators out of the water- PLEASE consider switching the model out for something that actually screams old heavy metal. As always thank you for your time and effort.

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Burakkuhāto Author
Burakkuhāto - - 437 comments

I wont likely be changing the model in the near future, BUT I do have planned improvements for it.

For one, I wanted working rear missile mod turrets that can swivel and spin like they should be able to.

And two, I also dislike the textures of C&C / TT so I do plan on doing a heavier more "gritty" reskin of the model.

Its unlikely I'll be able to make my own model, as one: Its an enormous amount of animation work, which takes a lot of dev time and two, I'm not the best at modelling in 3DSMax, so I work with what I can find.

I'm fairly decent at texturing / retexturing though, so that's definitely an option. With the turret / rocket pods working properly on the back too, it'll seem like a much greater war machine.

(I may also thicken the sides of the walker, so it doesn't look so skinny, we'll see)

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egozi44
egozi44 - - 2,223 comments

(Not real) top secret blueprints for the new Mastodon design, number 6 is the best! (lol)
Media.moddb.com

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Guest
Guest - - 691,618 comments

one vision already got the Kodiak out so u can just borroerd it and implement into the mod just a suggestion

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Burakkuhāto Author
Burakkuhāto - - 437 comments

Thanks for the suggestion.

Tbh, it looks like OV uses a modified / fixed Kodiak Model compared to mine as I'm using the one straight from C&C4; which has this generic turret model, rather than multiple defined sub-turrets.

I knew there was a fixed Kodiak model out there, but I didn't think about OV tbh. :S

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Description

Kodiak with Turrets implemented, they can fully rotate independantly etc.

My only problem is the fact that the "weaponlaunchbone" for whatever reason wont pick up the individual "turret" models, even though the "weaponFX" parameters work perfectly from each cannon barrel...

Damn you Sage engine. >.>

For now all the projectiles come out of the belly of the Kodiak. :(

The AA turrets work just fine and have the AA turret weapon as a placeholder.

I need to remove the garbage meshes / subobjects around the engines / cargo area, whatever they are. :S