Private Joined: 11/22/2017(UTC) Posts: 3
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Hi, I'm new to C&C Modding and I've just been trying stuff out, so I want to ask a few things:
1. Is it okay to mod a mod? I'm planning to make a ZH version with elements from various mods, including new factions and units.
2. How does one add a new faction? I've read the guide on making a new general for an existing faction, but I haven't seen one about making a new faction.
3. Where can I find someone who is good at programming and making models/graphics and willing to help with my little project?
Thanks in advance, have a nice day :)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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1: yes, but if you directly use code or other elements of a mod you should either ask their permission first or give them credit in your mod's information page(s)
2: I have a tutorial for making a new general. Creating a faction is exactly the same. the game doesn't differentiate between generals and factions in skirmish mode. If you want to create a new faction you can just follow the tutorial as it is. the only changes to make are in the building design files, but you'll need to have the models before you can change the code anyway.
3: I can make 2d art (faction icons, buttons, etc.) but I can't make models for you.
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1 user thanked klingondragon for this useful post.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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1) Destructive Forces(A mod of the Reborn Mod, old example), Shockwave Chaos(A mod of the Shockwave Mod, newer example) do this with respect and permission of the original modders. 2) You need only two things[sic]: You need an entry in PlayerTemplate.ini
Code:
PlayerTemplate FactionMyFaction ; naming convension and starting an entry.
Side = MyFaction ; Side to connect match to commandbar.
BaseSide = USA ; I have no idea exactly, must be a relic from Vanilla Generals.
PlayableSide = Yes ;of course, it is playable. Unless it's not for some reason.
StartMoney = 0 ; if cash isn't set for the faction in a non-standard map, then this money will be set
PreferredColor = R:255 G:255 B:255 ; default color when placed on the editor
IntrinsicSciences = SCIENCE_myFaction ; base requirement science to purchase general promotions
PurchaseScienceCommandSetRank1 = SCIENCE_myFACTION_CommandSetRank1 ;Commandsets for 1, 3 and, 5-star general promotions
PurchaseScienceCommandSetRank3 = SCIENCE_myFACTION_CommandSetRank3
PurchaseScienceCommandSetRank8 = SCIENCE_myFACTION_CommandSetRank8
SpecialPowerShortcutCommandSet = SpecialPowerShortcutMyFaction ; Commandset to use for special power shortcuts.
SpecialPowerShortcutWinName = GenPowersShortcutBarMyFaction.wnd ;what wnd file to draw for the shortcut buttons.
SpecialPowerShortcutButtonCount = 10 ;how many special power buttons?
DisplayName = string:displayname ; named string for the name of the faction
StartingBuilding = myCommandCenterObject ; starting building of faction
StartingUnit0 = myObject ; starting unit of faction, you have entries 0 to 9(up to 10 units).
ScoreScreenImage = myFaction_ScoreScreen ; named image entry on the score screen
LoadScreenImage = SAFactionLogoPage_myFaction ; named image entry on the loading screen
LoadScreenMusic = Load_myFaction ; Music played on the loading screen
ScoreScreenMusic = Score_myFaction ; Music played on the score screen
;HeadWaterMark = SCTempSelectPortrait ; don't use unless we add a "generalshead for non selected generals
FlagWaterMark = WatermarkUSA
EnabledImage = SSObserverUSA
BeaconName = MultiplayerBeacon
SideIconImage = GameinfoMyFaction ;small icon to represent faction
GeneralImage = my_Logo ;named image entry for logo on the loading screen
OldFaction = Yes ; Is this a faction from Vanilla Generals (not Zero Hour?)
ArmyTooltip = string:armytooltip ;Short description if you hover the mouse over the faction
Features = string:features ;The features shown the loading screen of the faction
MedallionRegular = muGeneral_slvr
MedallionHilite = myGeneral_blue
MedallionSelect = muGeneral_orng
End
and you need a entry on ChallengeMode.ini there's an example there too, just take any of the unused entries. Though that's the only two things you need, you actually also need a commandbar, you can see examples in CommandBarScheme.ini 3) I'd be willing to do all of that. But like, I have too many things to juggle at this point, so no. The modding community for this mod is hit-and-miss, you can go look in a more active community than this. |
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1 user thanked Zatsupachi for this useful post.
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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You don't need to edit ChallengeMode.ini . You only need to edit that file if you want to create a challenge mode campaign for your general. Player Template and Control Bar are the only files that MUST be edited to create a new faction/general. (but you should also create a new CC and dozer/worker for your general else they'd just be a clone of an existing one). |
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1 user thanked klingondragon for this useful post.
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Private Joined: 11/22/2017(UTC) Posts: 3
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So let's say I decide to port RotR's Russia and EU to vanilla zero hour. How do I make sure the buildings and units are the right ones instead of the ones that already exist?
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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I mean, assuming RotR's new factions can be plug-and-played(no dependencies from other factions), you can just copy-paste the code over to vanilla ZH. But make sure to do all of it, which is the hard part because you have to scour the code for potential "new thins" added. Why don't you just mod RotR by adding the vanilla ZH subfactions? I'm p-sure most of the subfactions/generals are plug-and-playable. You'll just have to re-enable them in PlayerTemplate. Edited by user Friday, January 25, 2019 11:13:29 AM(UTC)
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