Exploding Tiberium Silos

Version: 1.1

Creator: NeoSaber

Email: neosaber@cnc-source.com

Description: Models, textures, animations and aggregates for using exploding tiberium silos.

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*Version 1.1*
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I fixed a possible bug in the animations. I call it a possible bug because I'd never seen a problem caused by the minor flaws, but I decided to fix it anyway to avoid possible problems in the future. 

The files gsilo_death.w3d and nsilo_death.w3d are the only things I changed. If you have version 1.0 of those files, replace them with the new versions.

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*Instructions*
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There are several steps to take in adding these to a map. I'll break them down into a few parts.

Part 1: Gmax

First up, of course, is Gmax. This is the easy part, assuming you know how to use Gmax. You need to put the base model(non-animated part) of each building in your map. The gmax models are found in the files GDI_Silo.gmax and Nod_Silo.gmax. Merge these files into your map as you would any normal renegade building. 

When you merge them into your map, you'll notice that the silos do not have tops. Don't worry, that's the way they're supposed to look. The tops are part of the animation, which can't be added to the map in Gmax.

Part 2: Level Edit

Initially there are several .w3d files to put in you project folder (the main folder, not a sub-folder). The ones that apply to the GDI Silo and Nod Silo are of course found in their respective folders. The emitter, is in the Misc folder. The files you need to add are:

	gsilo_death.w3d
	mgsil_ag_D.w3d
	nsilo_death.w3d
	mnsil_ag_D.w3D
	e_tib_smolder1.w3d

There are also two custom textures (found in the GDI Silo folder)I created that you will need to add to your project's EditorCache folder:

	gdi_conc.TGA
	yellow_light3.TGA

I have included several other textures I used on these models in case you don't have them. They are in the Misc folder.

Now we get to settings, there are two ways to do this, an easy way and a hard way. I'll go over the easy way here, since it applies to both the Nod and GDI Silos. If you can't or don't want to use this method, read the GDI_Silo_Setup.txt and Nod_Silo_Setup.txt files. They will explain all the settings and where to create them in Level Edit (what I call the hard way).

The 'easy way' requires you to use the temps20.ddb file I've included in the Misc folder. Be warned though. If you already have a temps20.ddb file, using mine will overwrite yours. This includes any 'Temp' settings you've created. If you don't want to do this, you'll have to use the hard way. 

My temps20.ddb file has all the aggregates and building controllers setup for the silos. Place this file in you project folder's presets folder. After you do this, turn on Level Edit. Load up a terrain that includes the tiberium silos. If you have the .w3d animation and aggregate files in your project folder, then the silos will have their roofs. To make them work in game, you'll have to place their building controllers. The GDI silo's controller is found at Buildings-> Refinery-> mp_GDI_Refinery-> mp_GDI_Silo. For the Nod Silo, go to Buildings-> Refinery-> mp_Nod_Refinery-> mp_Nod_Silo. Once those are placed by their respective buildings, your done! The silos should provide one credit per second in game, until destroyed. When destroyed, the roofs will blow off.

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*Disclaimer*
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Feel free to alter these .gmax, .w3d, and .tga files for your own use, but be aware that I currently will not provide the .gmax files for the animations.

If you use any of my files in a map, even altered ones, please give me credit in the readme.