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Modding Generals (adding a New Unit or a Model)
General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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My Curiosity Is Now Tell me to Mod My Game(Generals) By the Way Lets StartThis Is my First try to Mod the Generals So Don't Judge Me If I Want Make a new Model of Generals like i will call this Wall1(Civilian-onlyStructure)
This should be easy i just want to make civilian Building?
What Programs do i Need to use to Make a new Unit/Model? For all who want to use gmax , cause the gmax need a valid code and now it doesn't exist in this times (download the attachment ,it has the registration cracker) A readme file included and Now also i have the Gmax gamepack the westwood RenegadeMod tool(Info:All RenegadeMod tool had a virus on it,i Find a way out to Fix the virus on it.Free and Zero Virus Guaranteed.
Edited by user Tuesday, January 17, 2017 5:06:33 AM(UTC)
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1 user thanked AdrianeMapMaker 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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I can't help you with the model but a unit is quite simple.
Easiest way is to copy the code of another unit then change the name and swap the models. Then choose your modules and edit the other parameters (build cost, prerequisites, command set, etcetera). |
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1 user thanked klingondragon for this useful post.
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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C&C Labs has the perfect resources and tools to get you started! HereAnd Here!Edited by user Thursday, November 10, 2016 12:07:42 PM(UTC)
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Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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1 user thanked zero hour mad map maker for this useful post.
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Thanks Yall If I done the model Just Help with Me to Coding ha? Dang!! the RenX Have a Virus Lol What Program/Software Did You Use In This Website to Import to .Tga File All i see in the internet is OnlineConverter To Tga Lol New:Edit: I Have the all Requirements GMax Tga Converter ChiLiskinner Edited by user Friday, November 11, 2016 12:55:04 AM(UTC)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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New where Do I extract The files from A .Big File Using the Final Big |
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Major Joined: 3/27/2015(UTC) Posts: 490
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Zatsupachi where do i find the texture that i need ? from the Texture.Big??? and if it is ..where do i extract them in the Gmax Folders Where in Gmax? Notice-able Question :if I extract a File from a Big File -the content you extract ,it will not erase from the game? -when i extract a file from a .Big file ,do i need to give it back to original folder? Edited by user Friday, November 11, 2016 6:18:48 AM(UTC)
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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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As long as you leave the big file where it is, it doesn't matter where you extract the files to. I would suggest you extract everything to a folder in your documents. I have a folder in my documents which has every file from every big file. If you want to edit a file COPY it to the game folder with the same directory tree it had in the big and edit it there. |
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1 user thanked klingondragon for this useful post.
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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My First try : Using Gmax ; How Nice Yall ???, And Now My problem is where do i find the texture for it <Snow,Day or Dessert>even Where do i put my new model , Im Sure This Need Coding Or something Edited by user Friday, November 11, 2016 8:50:47 PM(UTC)
| Reason: Not specified AdrianeMapMaker attached the following image(s): |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Need Help With The Coding , What should i Use in This CivilianBuildingModel
Can you post The code For the buildings Pls
Notice-able Question : Do i need to Do 3 Separated Models For 100% ,50% and the 25% Health??Need Tutorial Pls
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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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EA used at least 12 models for each building (but that doesn't mean you actually have to make them all). As for the coding side, create a new file in Data/INI/Object and make sure it has the .ini extension. Then copy an object from one of the original files (found in INIZH.big) to this new folder. Modify whatever you need to. Your new object is in the game. In order to actually build it you'll need a command button to build it in the command set of the factory.
Few people will actually do work for you, they prefer to guide you so you can do it for yourself in the future. If, when I first attempted to mod the game, I had been given the code I needed, I wouldn't now be able to create whole factions. |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Originally Posted by: klingondragon .ini extension. where do i find this one?? Originally Posted by: klingondragon As for the coding side, create a new file in Data
In Generals(without any expansion) The Data folder that you've said had folders named "Script,Water plane,Cursors,English,Movies" look like this is a wrong directory fo generals without any expansion pack AdrianeMapMaker attached the following image(s): |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Guys look : Found in Ini For Misc_Man_MadeGuys can you explain some of those so i can convert it to my models in this ini What is this- W3DModelDraw ModuleTag_01 -> what is this ,how can i do this ?? DefaultConditionState ->what is this ,what is it for ?? Code:
;------------------------------------------------------------------------------
Object ChainLinkFence01
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = PMWallChn1
End
ConditionState = DAMAGED
Model = PMWallChn1_D
End
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ChainLinkFence
EditorSorting = MISC_MAN_MADE
KindOf = IMMOBILE FORCEATTACKABLE CAN_SEE_THROUGH_STRUCTURE CLEARED_BY_BUILD
FenceWidth = 27.35 ; Spacing used by the fence tool in worldbuilder.
FenceXOffset = 0 ; Offset used by the fence tool in worldbuilder so corners line up.
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 1.0
InitialHealth = 1.0
End
; Shadow = SHADOW_VOLUME ; no shadow
Behavior = ToppleUpdate ModuleTag_03
ToppleFX = FX_ChainLinkFenceTopple
BounceFX = FX_ChainLinkFenceBounce
ToppleLeftOrRightOnly = Yes
BounceVelocityPercent = 20% ; chainlink fences should bounce a little (default: 30%)
InitialAccelPercent = 3% ; fences accelerate faster than trees (default: 1%)
End
Behavior = SlowDeathBehavior ModuleTag_04
DeathTypes = NONE +TOPPLED
SinkRate = 2 ; in Dist/Sec
SinkDelay = 5000
DestructionDelay = 10000
End
Behavior = DestroyDie ModuleTag_05
DeathTypes = ALL -TOPPLED
End
Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 1.0
GeometryHeight = 10.0
GeometryIsSmall = No
End
Guys look like i found the ini that i need -Not exactly "is there a way a misc_man_made can be conditioned for snow model when i put it in the world Just like this ini for a CivillianBuilding ; Snow ConditionState = SNOW Model = CBQuonset1_S End ConditionState = DAMAGED SNOW Model = CBQuonset1_DS End ConditionState = REALLYDAMAGED SNOW Model = CBQuonset1_ES End Edited by user Saturday, November 12, 2016 10:20:23 PM(UTC)
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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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Have you any experience coding in any language? Because it seams you're having difficulty with some quite simple things. Find a model that has the condition states you want and copy that. (Replacing the model with your own). |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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oh oops how about the W3DModelDraw ModuleTag_01 what is this a model , texture of the model or both? Edited by user Sunday, November 13, 2016 8:33:44 AM(UTC)
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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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That line starts the module that holds the models. |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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To Zatsupachi: the picture attached just inspect it i already said this but i will repeat i only download the Renx ui not the Renx Program AdrianeMapMaker attached the following image(s): |
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Major Joined: 11/6/2015(UTC) Posts: 152
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probably i say nothing useful, but you started from wrong direction. with questions "what is this/what is that" you'll won't make proper unit/building. models cost nothing without code. if you never tried to modify units in ZH to understand basics of its .ini, objects and modules inside structure, i can't see how can you do smt utterly new - meant to make unit/structure from scratch, you really need to know lots of things.
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1 user thanked rey 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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I've had a look at all the threads you've started and there's a common theme: You know nothing about modding.
I suggest you look at the various tutorials on this site and others.
Creating an entirely new unit is clearly outside your level of ability. (even an experienced modder would find it daunting) |
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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Originally Posted by: rey probably i say nothing useful, but you started from wrong direction. with questions "what is this/what is that" you'll won't make proper unit/building. models cost nothing without code. if you never tried to modify units in ZH to understand basics of its .ini, objects and modules inside structure, i can't see how can you do smt utterly new - meant to make unit/structure from scratch, you really need to know lots of things. Originally Posted by: klingondragon I've had a look at all the threads you've started and there's a common theme: You know nothing about modding.
I suggest you look at the various tutorials on this site and others.
Creating an entirely new unit is clearly outside your level of ability. (even an experienced modder would find it daunting) You´re both right, first try to walk before you run, I've been modding gens for quite some time now and I still don't know everything, the hardest part is making models , I've made some myself and it takes a sjitload of time to learn to work with gmax/renx, the game is pretty old now and there are hardly any people left to ask for help and the few that are still around are usually busy with other things...Making models is not something you can explain easy, you just have to experiment and try until it works, that's how I did it... Greetz |
Panem et kirkinses |
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