1738_Creations

Susan Wojcicki is banning everyone who tells the truth about the 2020 election fraud, Hunter Bidens laptop, Joe Bidens business deals with Ukraine, the US bio labs, the Ukraine war with Russia, the covid "vaccine", terrorist organisations like BLM and antifa...

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Fuck YouTube. They are a Nazi propaganda organisation spreading lies and misinformation.

Save lives. Stop wearing masks, they do nothing. Blankies for low IQ's. Stop social distancing, stop hiding from a virus which is less deadly than the stupid people telling you it is. The vaccines are more dangerous than the virus causing an 800% increase in stillbirths and abortions, permanent paralysis, seizures, damaging hearts and killing people.

You're killing yourselves, you're killing future generations by following snowflakes. Get educated.

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------------------------------

All videos in this series are for Forged Alliance. Supreme Commander isn't much different, but the Seraphim were obviously only in FA.

Covering 3D model exports, imports and the animation system. There are importers/exporters for both 3DS Max and Blender. Each has issues. Max has issues importing animations. Blender has occasional issues importing standard meshes. If we combine the applications we get something usable!

SC does not support mesh deformations so we can't have realistic infantry. There's also no system for moving wheels, the game uses scrolling textures for wheels. We could make moving wheels with the scripting system which is also briefly covered.

Do not use assets at the same time, they all have the same GUID and will overwrite each other.

Links:
- n/a

Assets
- LUA animation and LOD examples
-- Rotators
-- Sliders
-- SCA triggering
-- 3 LOD example
-- https://drive.google.com/file/d/1DBa_xHFKb-R8P2j1I_rUb-0oY-phbaiz

- 3DS import/export script
-- https://drive.google.com/file/d/1thnMfU29_MjnjrWXb7XZpB_usQUPZkM4

3DS import/export script (modified, fixed)
-- https://drive.google.com/file/d/1TQHqzmyMcNK3XInykh7haqE_d_yCJ850

- Blender import/export script
-- https://drive.google.com/file/d/1JKUASafYS7NIwwgqNq3-gwr00URP9qq3

Timestamps:
00:00 - 04:42
- Opening
-- Explaining limitations
-- LOD's

04:42 - 14:54
- 3DS Max (2010)
-- Importing/exporting
-- Animations and linking
-- Import animation problems
-- Partially fixed public script

14:54 - 21:55
- Blender (2.71)
-- Importing/exporting
-- Animations and linking
-- Import mesh problems

21:55 - END
- Animations using the LUA scripting system
-- Single object manipulations
-- Triggering an SCA animation through code

All videos in this series are for Forged Alliance. Supreme Commander isn't much different, but the Seraphim were obviously only in FA.

Unit textures aren't as simply as some more popular strategy games but they're easy enough once you understand the layers. Apart from the tangent space map which doesn't make any sense in-game.

Covering albedo, normalsTS and specteam. I don't think transparent textures on units are possible. Animated textures for treads also covered.

Do not use assets at the same time, they all have the same GUID and will overwrite each other.

Links:
- Bit of info on normal mapping
-- https://www.cs.utexas.edu/~fussell/courses/cs384g-spring2016/lectures/normal_mapping_tangent.pdf

Assets
- #1 - Shaders. 4 versions of UEL0401; tu_aeon, tu_cybran, tu_seraphim, tu_UEF
-- https://drive.google.com/file/d/18zSZcwREuABmtbj5fDjJcBtaykpBmlmL
- #2 - normalsTS. Simple unit with a square normals/tangent space map.
--https://drive.google.com/file/d/1ajPfjYCVStVcpYZshxwpyVwTpc6dSANZ
- #3 - specteam red/metallic. textest1 no effect, tettest2 full effect, texttest3 moderate effect
-- https://drive.google.com/file/d/1jTzoWVtNMuZ7A1xDYGBNXnt8x04HD1jK
- #4 - specteam green/shine. textest1 no effect, tettest2 full effect, texttest3 moderate effect
--https://drive.google.com/file/d/1SO0rG41fuY8hTpuoXXIanw6hChoOO1cv
- #5 - specteam blue/glow. texttest1 quad effect.
--https://drive.google.com/file/d/1yQfc28EoEIpzDIqOM2C1jAm2fmWT_NWL
- #6 - specteam alpha. texttest1 single effect.
-- https://drive.google.com/file/d/1xF6wg7lLUyRhzSIB8294IBRRB5hVzPpN

Timestamps:
00:00 - 02:19
- Opening and shaders
- ...I don't know how to create or edit the shaders

02:19 - 04:16
- Unit file explanations

04:16 - 06:24
- Albedo

06:24 - 12:32
- Normals / Tangent Space (normalsTS)

12:32 - 16:18
- Specteam
-- 13:13 - Red, metallic
-- 14:15 - Green, shine
-- 14:59 - Blue, glow
-- 15:32 - Alpha, team colours

16:18 - 15:55
- Animated Treads

18:55 - End
- Effects and UI ultra-brief explanation

What a bitch.

Didn't see Wesley Snipes or Robert Downey Jnr begging the world to get them out of prison. Real men.

The sequel that never happened...

Bored explaining this all the time. Spoiler... it's not 1918 and NATURAL IMMUNITY IS A THING.

Never surprised how little "scientists" today know about science. Maybe read "On the Origin of Species" from 1859 and learn something about pigeons.

Installing and running a Quake 3 dedicated server on a Raspberry Pi. Skip to the bottom for timestamps and resources. I'm using "ioquake3" as a server since it's incredibly simple to set up.

The server is running with around 19 bots, who gradually join and increase resources. I also join in from a test machine to show what actual game play feels like. While playing I'll show system resource stats and core temp of the Pi.

The server is 'ioquake3', which is a single command to install. You'll then need to copy some files over before using the single line launch command. I try a LAN and Internet server, highlighting any differences between the 2.

My Equipment / Prerequisites:
=========================
- Pi Model 4
-- With 64GB class 10 SD card.
-- Using ethernet.
-- I have the 4GB version, which seems overkill for this server. Even if running mods or larger levels, it's doubtful you'll get anywhere near 4GB.
-- The CPU takes a hit when running a lot of bots. Will likely be a lot less with human players.
- I have a small fan on my Pi 4 which I took off my old Pi 3. There's no mount so I just taped it on. it doesn't make a big difference to core temp, but it's better than nothing.
- Raspbian Buster with desktop (10/07/2019)

- Desktop PC
-- i7-5820K, 16GB DDR4, NVIDIA 1060 6GB, mechanical drives.
-- For installing Quake 3 to play and rip files.

- Copy of Quake 3
-- To join the server once running.
-- To pull out pak files to copy on to server.
-- I'm using the Steam version, which is missing pak files. See resources section.

- USB memory stick (optional)
-- For copying files to the Pi, but you can use any method (ftp, samba...).

Resources:
=========
- Config files and core temp script:
-- https://drive.google.com/open?id=1G4GfwPfZBtzQMIJOZde8L3uOamGF7R8v

- Quake 3 patch data.
-- The Steam version is missing some pak files which supposedly come from a patch. The server won't launch without them but you can get them from the official ioquake3 page
-- https://ioquake3.org/extras/patch-data/

Timestamps:
===========
00:00 - 00:22.... Intro
00:22 - 06:35... Copying files on to usb with desktop PC
06:35 - 07:37... Updating Raspbian (new install of OS)
07:37 - 10:27... Installing server
10:27 - 11:21... Setting up resource and temperature monitoring
11:21 - 14:21... Launching Quake 3 Arena LAN server
14:21 - 16:13...Launching Quake 3 Team Arena LAN server
16:13 - 20:43...Launching Quake 3 Team Arena Internet server
20:43 - end ...Summary

Can the might Pi handle an Open Transport Tycoon Deluxe dedicated server? Yes. Easily. Even a Pi 2 should be able to handle it. Give it a go.

Raspberry Pi 4 dedicated server playlist:
https://www.youtube.com/playlist?list=PLoKC73clba2Kn_eRi3V0SrYcTXQIdOnWM

i didn't think it was my kind of game, but it grows on you. Probably a good idea to read up on the game first if you've never played before. I've grown quite attached to it after a couple of hours making this video. CPU usage was minimal with 5 AI players and RAM barely rose by 20MB after over an hour of playing.

Thanks to Yougotnomilk for pointing out why you should take time to make the description match the video!

My Equipment / Prerequisites:
=============================
- Pi Model 4
-- With 64GB class 10 SD card (U3)
-- Using ethernet.
-- I have the 4GB version but this should work with any
- I have a small fan on my Pi 4 which I took off my old Pi 3. There's no mount so I just taped it on. it doesn't make a big difference to core temp, but it's better than nothing.
- Raspbian Buster with desktop (updated from 10/07/2019)

- Desktop PC
-- i7-5820K, 16GB DDR4, NVIDIA 1060 6GB, mechanical drives.
-- For installing OpenTTD client and testing server.

Resources:
=========
- AI Downloads
-- https://bananas.openttd.org/package/ai-library

-- AI packages used in this video:
--- https://drive.google.com/file/d/1SKMWZm2piOuQdQfS3Fh59f3wa9zzCaTI/view?usp=sharing

- OpenTTD
-- https://www.openttd.org/downloads/openttd-releases/latest.html

--- Select a 'Windows' release from the 'Download stable' section to the bottom of the page
--- Select a 'source' download from the 'Download stable' section to the bottom of the page
--- Client (Windows) and server (source) version numbers must match

- OpenGFX (graphics)
-- https://www.openttd.org/downloads/opengfx-releases/latest.html

- OpenSFX (audio)
-- https://www.openttd.org/downloads/opensfx-releases/latest.html

- OpenMSX (music)
-- https://www.openttd.org/downloads/openmsx-releases/latest.html

- That Python temperature script
-- https://drive.google.com/open?id=1qtmqnFUZpam9s7H3Stk5R4TsSulbmLZl

Pi Building Prerequisites:
=====================

build-essential pkg-config libsdl1.2-dev subversion patch zlib1g-dev liblzo2-dev liblzma-dev libfontconfig-dev libicu-dev

Timestamps:
===========
00:00 - 04:46
- Installing the client

04:46 - 11:18
- Installing and compiling the server

11:18 - 14:37
- Installing server asset packs and AI

14:37 - 17:52
- Running the server and adding AI

17:52 - 20:23
- Saving and loading with the server

20:23 - end
- Playing for an hour and watching resources

Installing and running a Terraria dedicated server on a Raspberry Pi. Skip to the bottom for resources.

My Equipment / Prerequisites:
=============================
- Pi Model 4
-- With 64GB class 10 SD card (U1)
-- Using ethernet.
-- I have the 4GB version
- I have a small fan on my Pi 4 which I took off my old Pi 3. There's no mount so I just taped it on. it doesn't make a big difference to core temp, but it's better than nothing.
- Raspbian Buster with desktop (10/07/2019)

- Desktop PC
-- i7-5820K, 16GB DDR4, NVIDIA 1060 6GB, mechanical drives.
-- For installing Terraria and testing server.

- Copy of Windward
-- To join the server once running.

Resources:
=========
- tshock server
-- https://github.com/Pryaxis/TShock
- tshock server (releases)
-- https://github.com/Pryaxis/TShock/releases
- tshock documentation
-- https://tshock.readme.io/docs
- That Python temperature script
-- https://drive.google.com/open?id=1qtmqnFUZpam9s7H3Stk5R4TsSulbmLZl

This is so simple that it really doesn't need a setup video, but I've been busy for the last few months and this provided an easy transition back in to making videos. Plus I was interested to see resource usage on a turn based dedicated server. Turns out it's almost nothing!

Raspberry Pi 4 dedicated server playlist:
https://www.youtube.com/playlist?list=PLoKC73clba2Kn_eRi3V0SrYcTXQIdOnWM

I never got in to Civilisation so not really sure what to do. The server uses minimal resources, only spiking the CPU on end of turn calculations. This is likely to do with the amount of AI in the game and calculating their moves. The spike is on a single thread but only happens for a couple of seconds at most, so likely never to be noticed.

A Freeciv dedicated server should easily run on any make and model of the Pi. It's something which could be left running in the background and you'd never notice it was there. Until you go a couple of days without completing your turn and the other players start screaming at you...

My Equipment / Prerequisites:
=============================
- Pi Model 4
-- With 64GB class 10 SD card (U3)
-- Using ethernet.
-- I have the 4GB version but this should work with any
- I have a small fan on my Pi 4 which I took off my old Pi 3. There's no mount so I just taped it on. it doesn't make a big difference to core temp, but it's better than nothing.
- Raspbian Buster with desktop (updated from 10/07/2019)

- Desktop PC
-- i7-5820K, 16GB DDR4, NVIDIA 1060 6GB, mechanical drives.
-- For installing Freeciv client and testing server.

Resources:
=========
- Freeciv PC client download
-- http://www.freeciv.org/download.html
- That Python temperature script
-- https://drive.google.com/open?id=1qtmqnFUZpam9s7H3Stk5R4TsSulbmLZl
- Freeciv user guide:
-- http://tecfa.unige.ch/guides/games/freeciv/manual/game.html

Timestamps:
===========
00:00 - 00:17.... Intro
00:17 - 02:59... Installing server on the pi
02:59 - 03:55... Talking about pi monitoring tools for video
03:55 - 06:12... Generating small world on Pi
06:12 - 07:18... Generating small world on PC
07:18 - 08:53...Generating large world on Pi
08:53 - 09:47... Generating large world on PC
09:47 - 11:00... Summary of world generation times
11:00 - 15:03... Playing a small world
15:03 - end... Playing a large world

Installing and running a Windward dedicated server on a Raspberry Pi. Skip to the bottom for timestamps and resources. The server is incredibly easy to install; install mono, download server, extract server and run.

According to the documentation it should be that easy, but they forgot something! I tried following all the guides which got my server running, but when I joined I couldn't start the world. Took me a while to figure out that you need to log in as an admin player first so you get can set world options. The video demonstrates the non-admin issue and the resolution, in case others have had this annoyance.

Server installation takes almost no time or configuration once 'the problem' is addressed. Server resources used are minimal throughout. They're so low that every generation of the Pi should be able to run the server to some degree.

My Equipment / Prerequisites:
=============================
- Pi Model 4
-- With 64GB class 10 SD card (U1)
-- Using ethernet.
-- I have the 4GB version
- I have a small fan on my Pi 4 which I took off my old Pi 3. There's no mount so I just taped it on. it doesn't make a big difference to core temp, but it's better than nothing.
- Raspbian Buster with desktop (10/07/2019)

- Desktop PC
-- i7-5820K, 16GB DDR4, NVIDIA 1060 6GB, mechanical drives.
-- For installing Terraria and testing server.

- Copy of Windward
-- To join the server once running.

Resources:
=========
- Windward server
-- http://www.tasharen.com/windward/WWServer.zip
- Windward documentation
-- https://windward.gamepedia.com/Dedicated_Server
- That Python temperature script
-- https://drive.google.com/open?id=1qtmqnFUZpam9s7H3Stk5R4TsSulbmLZl

Timestamps:
===========
00:00 - 00:45.... Intro
00:45 - 03:01... Server installation
03:01 - 07:41... Running a server which can be joined but won't launch
07:41 - 11:07... Fixed the server and rejoined
11:07 - 12:55... Playing and resource monitoring
12:55 - end... Playing a large world

A simple overview of Doom 2 modding with GZDoom. I can't thinkg of a reason why anyone would want to mod the base Doom 2 instead of GZDoom. It has a lot of features and can be a bit complicated, hopefully this is easy enough to follow.

In this video we'll be overwriting some existing files and changing stats on a weapon. Creation isn't much difference than overriding in DECORATE, but I'd like to save that for an advanced video. I also don't cover 3D models. While impressive, there are plenty of better 3D engines to play with. This is a great engine for sprites.

There is no sound... apart from when talking about sounds in to the mod. So brace yourself for some chainsaw madness.

You may jump sections in the video, but it was designed for a complete viewing if you're completely new to modding. A lot of the information is available on the wiki and forums, however when people start talking about DECORATE (I didn't shout that) without explaining what it is... you get a bit frustrated and make a YouTube video.

Though this is for DOOM 2, a lot will apply to every other title which GZDoom supports.

Sections:
00:00 - Tools and set up
03:51 - Wad creation, basic file overwrites (graphics/audio) and launching custom wad
10:14 - Extracting from wads, overwriting sprites using hirestex and 'remap'
13:52 - Overwriting sprites with patch instead of remap (for scaling and re-positioning)
15:18 - Switching from a wad to pk3 (recommended) for advanced modding
17:35 - Layout of pk3 archives
18:38 - Folder names make a difference!
19:59 - Scaling and re-positioning graphics (sprites, but should work with any)
24:49 - Using 'remap' with a pk3 archive
26:14 - Changing text in-game
28:13 - Replacing sounds with a pk3
29:22 - Scaling the chainsaw pickup with DECORATE
30:48 - Changing weapon damage and ammo usage with DECORATE

Links:
=====
Everything:
- https://zdoom.org/wiki/

DECORATE:
- https://zdoom.org/wiki/DECORATE

Shotgun:
- https://zdoom.org/wiki/Classes:Shotgun

Shotgun damage:
- https://zdoom.org/wiki/A_FireShotgun

GZDoom:
- https://zdoom.org/downloads

SLADE:
- http://slade.mancubus.net/index.php?page=downloads
- or
-- https://github.com/sirjuddington/SLADE/releases

Video assets:
- https://drive.google.com/open?id=1fspI0TO9B0BsJVPLCrB6oKfXFeUd8rBe

This is a how to on recovering a deleted volume from a hard disk. It could work or you could lose all your data. Well not lose, but it'll be even harder to get back. The process depends on how the volume was initially deleted. 99% of the time it will be an accident in disk management or diskpart. It happens.

The first part of this video is setting up a virtual hard drive containing a couple of files on a deleted volume.

03:25
...the recovery process starts. There's not much to it.

I don't have any spare drives so this was verified on a virtual hard drive. I show how to set this up at the start of the video in case you haven't actually deleted a volume and are watching just to learn the process.

As also noted in the video, partitions and volumes are different. If you have a deleted partition, you're likely need something a bit more powerful to access/recover the files.

Forgot to turn on the game audio for this so it's even quieter than normal. Although I do have ordered a microphone! The chances of me using it are rather low though...

This video covers the creation and modding of text strings. Generals holds all text strings in a '.csf' file. Some may be baked in to images, but the majority are in this file. The CSF requires a specific program to edit, however the CSF can be converted to an STR which can be modded with any text editor. We'll mostly concentrate on STR files as they're easier to work with.

The CSF/STR file must contain all text strings in the game, not simply the ones we want to mod or add. The CSF editor program, required for CSF and STR files, actually cuts off a few strings. It's unfortunate but the only tool available.

As always, most of this should work for Generals as well as Zero Hour. Use Zero Hour when you can, it adds a lot of fun and more assets to play with.

EDIT: 'Was' the only tool available. I wrote my own to do it. Can be found on the website:
- https://www.moddb.com/games/cc-generals/downloads/csf-to-str-094

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:
# CSF and STR setup can be found in the tools video:
-- https://youtu.be/4VlQnJurfME

Timestamps:
00:00 - 02:10
-- General information and skippable stuff

02:10 - 06:06
-- CSF file with main menu example (modded)

06:06 - 08:38
-- STR file with main menu example (modded)

08:38 - 13:34
-- STR file with command button example (modded)

13:34 - 16:20
-- STR file with unit name example (modded)

16:20 - 18:31
-- STR file with unit name example (new string)

18:31 - 19:08
-- STR file with upgrades

19:08 - 20:30
-- STR file with super powers

20:30 - End
-- Errors and text modifier notes

I wanted a second machine so I could work while doing unattended things like rendering. It's December 2021 and I don't have much money. Figured a cheap dual Xeon off eBay must still have some use? Benchmark sites don't seem to do dual Xeons so I took a risk and bought one.

It's not terrible. Depends what you want it for. Definitely worth it for a secondary workhorse machine. Bit odd, but many applications perform a lot faster with hyper-threading disabled (12 cores 12 threads faster than 12 cores, 24 threads). Tests include Premiere Pro CC/2018, Maya, Handbrake... real world applications rather than a meaningless benchmark.

Non-technical video so I recorded audio. Tried to level it but it's all over the place. Was recorded in segments over 2 months. Hard to muster any enthusiasm when you spend your day at a garbage job surrounded by morons.

I did want to do more tests with the original dual Xeon W5580's, but lost a lot of the footage and didn't want to swap the CPU's back and forth. The upgrade from W5580's (4 cores) to X5680's (6 cores) was £40 for 2 CPU's. Easily worth the upgrade.

The first 2 premiere sections are very long because I show the processing. Didn't bother for the others. Just proving I really did waste days running all these tests.

The OBS part is rather useless as these platforms don't support 4k and quality is most lost.

5820
====
- 2014 i7 5820k, hyper-threaded 6 core @ 3.3GHz, 3.6GHz turbo
- 64GB DDR4 Corsair RAM (originally built with 16)
- NVIDIA RTX 3060 12GB
- M2, SSD, various mechanical hard drives
- Built by me in 2014
- Initial cost of ~£950, rebuild price today around the same with upgraded parts
- My main machine in 2021
#3.3 * 6 = 19.5GHz

Xeon X5680 (x2)
==============
- 2x 2010 Xeon X5680, hyper-threaded 6 core @ 3.33GHz, 3.6GHz turbo
- 96GB DDR3
- NVIDIA Quadro FX4800
- SSD, various mechanical hard drives
- Bought off eBay
- Initial cost £142
- Replaced dual W5580's with dual X5680's, pushed total cost to just over £200
- Lenovo D20, upgrded to the max
#3.33 * 6 * 2 = 39.96GHz

Downloads
=========
Maya renders:
- https://drive.google.com/file/d/19pVh1MX6vxLqRjrA4ynoRyfw0osLsj_j/view?usp=sharing

Timestamps
==========
00:00 - 03:20
- Explanation of the video

03:20 - 07:27
- Adobe Premiere Pro CC
- 06:23 Adobe Premiere Pro CC results

07:27 - 12:43
- Adobe Premiere Pro 1080 CS6/2018
- 11:08 Adobe Premiere Pro 1080 CS6/2018 results

12:43 - 17:38
- FFMPEG single and simultaneous video conversions
- 14:58 FFMPEG single and simultaneous video conversions results

17:38 - 19:34
- Handbrake DVD conversion (from hard drive)
- 18:42 Handbrake DVD conversion (from hard drive) results

19:34 - 22:15
- FLAC to MP3 MediaHuman Audio Converter (ffpmeg?)
- 21:08 FLAC to MP3 MediaHuman AUuio Converter (ffpmeg?) results

22:15 - 25:40
- Maya 8.5/2022
- 23:28 Maya 8.5/2022 results

25:40 - 36:28
- OBS

36:28 - end
- Summary, with all results
- ...just watch and pause to make your own conclusions.

The initial video missed some basics which I never thought of. It also didn't contain the more complex methods of working turret spawning. The intention was to bundle them in to more videos, but it became apparent that... they should have been in the first video!

This is mostly how many broken things I've tried to get multiple turrets working. A fraction of what I tried and none of the swearing. Broken assets are included in the downloads if anyone wants to try to get them working.

There are 2 working systems for advanced turret spawning. With these methods the turrets are spawned as new objects and 100% (ish) will target accurately:

- Vehicles should use OverlordContain
-- Limited to 2 turrets, not including AltTurret (could in theory make 4)

- Structures should use SpawnBehavior
-- Unlimited turrets
-- Turrets align to ground so we need to offset the turret meshes
-- Can not be used on vehicles, the turrets won't move

...there's also the 'AltTurret' system. Thought we found out in the first video it doesn't really work.

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:

# All Assets are in a single link here, hopefully named something intelligent:
- https://drive.google.com/file/d/1Tu_7yjOiBPYa9yyfqaxWZ7H23Esj1Acv

Timestamps:

00:00 - 08:07
-- Explanation of how turrets offset from a units 0,0,0 won't target correctly
-- The fix is to not do it!

08:07 - 11:49
-- A bit more detail on why additional w3d modules won't work
-- Talks over the GLA Technical and how it spawns turrets which are slightly offset but also animated

11:49 - 21:59
-- For vehicles (woking)
-- OverlordContain using 2 turrets and 6 unique weapons
-- This could be extended with AltTurret, not recommended though

21:53 - 25:06
-- For vehicles (broken)
-- OverlordContain multiple turrets using upgrades spawning from the same base unit

25:06 - 27:44
-- For vehicles (broken)
-- OverlordContain multiple turrets using upgrades chain spawning from the previous upgrade
-- Insanity

27:44 - 29:03
-- Maybe drones can be made to work?
-- ...no they can't, do do it
-- Stupid idea with no example downloads!

29:03 - 37:37
-- For structures
-- Using SpawnBehavior
-- Only for structures but can have nearly unlimited turrets

37:37 - End
-- Summary
-- With explanation of turret firing ranges, how they're calculated and why a unit needs a dummy weapon for maximum damage

Been so long, forget I made it...

Some example units I had laying around marked for deletion. Maybe someone will find them useful?

Haven't had any time to do anything recently because of my crap day job. Put these together during lunch in a few evenings.

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:

# All Assets:
- https://drive.google.com/file/d/1Yo5BJ7pefjmtRqCXQOYr18hFBV1TNWqj

Timestamps:

00:00 - 06:02
-- Chinese nuke mod
-- Adds booster effect to super weapon

06:02 - 10:50
-- USA random paradrop from tech pad (buildable)

10:50 - 17:04
-- GLA drone that fires downwards

17:04 - 23:25
-- GLA single SCUD rocket with bomblets

23:25 - 31:30
-- USA Garrison structure
-- Triggers different weapons on garrison

31:30 - END
-- USA reactive armour tank

Also helps when you're playing against average people...

More like how the pathing system works when units spawn at a factory. There are 2 options; bones or coding. Coding overrides bones and is what the game devs used. Presumably because it saves a ton of time exporting models.

Airfields are the only unique factory. They have a more complex pathing system for aircraft moving to and from hangars. Included a few custom examples for download as the 2 in-game airfields are nearly identical.

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:

# All Assets:
- https://drive.google.com/file/d/1tsbnHks5IR2qlKas-AeUy10gX3VU7sw2

Timestamps:

00:00 - 04:44
-- Regular structures like war factories, barracks and command centers. They're all the same.

04:44 - 19:02
-- Airfield aircraft.

19:02 - END
-- Airfield helicopters.

Finally unmasked!

Before picking a side, make sure it's the right side. Or don't pick a side and believe both parties to be wrong.

The media tells you that Iraq has weapons of mass destruction and we need to invade. Years later, none are found. It was lies.

The media tells you Afghanistan is going to launch terror attacks all over the world. Kill us all because of the World Trade Center attacks. Turns out it was funded by the Saudis and the guy responsible was hiding in Pakistan next to a police station.

The media are blocking all information to and from Russia... take the hint.

https://news.un.org/en/story/2014/08/476182-ukraine-un-report-shows-rising-civilian-deaths-ongoing-rights-abuses

A few people have asked about how to make a faction. It's easy but there are lots of files to keep track of. Hopefully this explains most of the important stuff. There should be enough to get new name, image and starting units in the game. Which is pretty much all a new faction is.

This is for Zero Hour only. There seems to be a few items which are only used in the base game but it doesn't hurt to change them for the new faction. I've tried to strip out the download to absolute minimum to reduce clutter.

The game can only handle 12 factions, including the MP observer. There are 2 empty faction slots, so we can realistically only add 2 new factions. Although we're free to edit or delete existing ones!

If you just want some basic files, there's a faction of Kekistan (slot 10) which uses the USA as its base side:
- https://drive.google.com/file/d/1HxRo2_D68ORWBxgY3SCcXCf2Njoe7Ysw

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:

# All Assets are in a single link here, hopefully named something intelligent:
- https://drive.google.com/file/d/1HxRo2_D68ORWBxgY3SCcXCf2Njoe7Ysw

Timestamps:

00:00 - 09:57
-- ChallengeMode.ini
-- Here we set which slot to put our faction in (using slot 10, 12 total, 2 free, starting at 0)
-- This mostly contains items for Generals Challenges, though they can be used in other places

08:07 - End
-- PlayerTemplate.ini
-- Here we set stuff like starting unit and skirmish/SP/MP specific stuff

A complete mess of a video about turrets, dual turrets, limitations (can't limit rotations!) and stuff that's sort of related to turrets without going too far off topic. Weapons will need their own video. So will OCL's and OverlordContain modules.

This is really how to set up basic turrets. How dual turrets work and why they're rather useless. Adding some existing weapons and how things like ballistic missiles (with visible missiles) work.

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:

# All Assets are in a single link here, hopefully named something intelligent:
- https://drive.google.com/file/d/1I2A1ngipeqFIWWabywZUVxd_-_JdEc0Z
-- The example of dual turrets with dual barrels and a linked weapon isn't included because it's completely broken and useless
-- Same applies to the 01/02/03 lasers that don't fire from the correct location (doesn't work with lasers)

Timestamps:

00:00 - 01:56
-- Opening waffle and explanation on why the inability to restrict turret rotations is annoying

01:56 - 04:41
-- How a basic turret looks in Renx

04:41 - 20:08
-- Code example for our basic turret with all basic functions and in-game examples

20:08 - 22:52
-- Adding 2 more barrels to make a 3 barrel turret

22:52 - 39:31
-- Dual turrets, like the battleship seen on the cinematic front end background
-- 2x tank cannons then a cannon with a machine gun

39:31 - 40:40
-- A vehicle instead of a building and changed weapon to a missile

40:40 - 43:30
-- Adding a laser, which uses a specific bone

43:30 - 51:11
-- Ballistic missiles with show/hide objects

51:11 - 51:57
-- Multiple ballistic missiles... don't work

51:57 - end
-- Summary waffle

Some different methods of spawning constructed land units with parachute drops and... drones.

Bit hard to explain so these are the jumps in the video to footage of them in action:

- Example 1
-- Parachute vehicle to static location
-- 30:28

- Example 2
-- Parachute vehicle anywhere
-- 47:49

- Example 3
-- Spawning units from drones
-- 59:58

- Example 4
-- Spawning units from drones with parachute
-- ...use your imagination or download the assets

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Downloads:

# Assets
- https://drive.google.com/file/d/1hyvK2nriqmmfLeE8SMx53sUVNUyQYse-

Timestamps:

00:00 - 15:15
- Example 1 (factory)
-- Setup of new building, needed to construct parachute units
-- Full code walk through

15:15 - 31:50
- Example 1 (unit)
-- Adding a static parachuting unit (final)
-- Full code walk through

31:50 - 36:57
- Example 2
-- Adding a second parachute unit
-- Full code walkthrough

36:57 - 48:45
- Example 3
-- Adding a parachute unit to deploy anywhere
-- Code overview

48:45 - 49:54
-- Uncommenting code to see where the invisible units are moving

49:54 - END

Brief overview of how Promotion Points link through the files including button functionality and units. It's impossible to make a video on how to make a new power/rank unless I know what the end goal is. There are so many links and variations the video would be a complete mess. This should be enough for you to track down existing powers to copy from. There's also the comments section.

There are 3 diagrams for quick reference if you don't want to watch the video:
- 18:06 (unlock - power, spy drone)
-- 18:12 (trigger)
- 21:17 (unlock - unit)

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Timestamps:
00:00 - 07:16
-- General info

07:16 - 21:20
-- Fundamentals
-- This section unlocks the spy drone, which applies to every power which spawns ab object or effect

18:19 - 21:20
-- Unlocking units like the Paladin tank, so they can only be built when this power is unlocked

21:20 - 25:15
-- Tiered promotion points (1, 2, 3) like paradrop or emergency repair

25:15 - End
-- Unlocking powers by default for a given general

This was made months ago but I never bothered uploading it. Had nothing better to do.

I was asked to help figure out some problems with non-English Command and Conquer Generals CSF files and the original csfeditor program written back in 2002/2003. No source code was available and as it's been 18 years since the original release I doubt the problem would be fixed.

I'm not a programmer but I can do stuff so wrote a program to convert CSF to STR. Suprised that other modders didn't know how to do this, I thought I'd make a video explaining the process of how I read the file.

This isn't a programming guide. The CSF file contains basic strings used in the game, but they're in Unicode. This is how to read and understand the contents. The end goal is to output the CSF Unicode text to a literal string file (STR) for standard human reading. The STR can be read by the Generals game and is far easier to work with, however it does seem limited to standard English characters. Maybe it's to do with system or game install language? My CSF converter works in all languages and fixes all errors I found with the original csfeditor program.

I thought this was very basic stuff so I wasn't sure how to pace the video or what to explain. Hopefully it's not too condescending.

As there's a lot to read on the screen and most of it is in hex, I disabled the mouse cursor.

Come find us on the free and intelligent platforms:
- https://rumble.com/user/1738Creations
- https://odysee.com/@1738Creations:c
- https://www.bitchute.com/channel/yVh3u7eYhgnu

Tools:
- HxD
-- Any hex file reader will work, write ability is not needed
-- https://mh-nexus.de/en/hxd/

- Game files used
-- Generals and ZH CSF files
-- Project Raptor Russian CSF file
-- Original csfeditor program (not made by me)
-- https://drive.google.com/file/d/1zm5Kxoz1FdwgzasBjSMJV2I_78W-PkAv

- My CSF to STR converter
-- Program, no code
-- https://drive.google.com/file/d/1A8Rvxp69_LkOG334N8fNHTc5UkWWXUjZ

- Annotated (sort of!) code
-- Build in C# with VS 2015
-- https://drive.google.com/file/d/1Oe9nsY6iNfyiF6elELVYajwzeR4SXoCi

Time stamps:
00:00 - 05:15 - Intro and ramblings about tools and what we want to do
05:15 - 08:55 - Inspecting the CSF and STR files in Notepad++
08:55 - 11:59 - Basic walkthrough of HxD and what we;re looking at in Hex
11:59 - 21:44 - Inspecting the data we can read
21:44 - 31:12 - Deciphering the data we can't read (Unicode values)
31:12 - 35:13 - How we iterate through all entries in the CSF
35:13 - END - A bit about why I don't want to release the code and final thoughts

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Created 2 months, 2 weeks ago.

33 videos

Category None