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Offline AdrianeMapMaker  
#1 Posted : Thursday, November 10, 2016 12:53:27 AM(UTC)
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My Curiosity Is Now Tell me to Mod My Game(Generals)
By the Way Lets Start


This Is my First try to Mod the Generals So Don't Judge MeBig Smile Wink Thumb Up


If I Want Make a new Model of Generals like i will call this Wall1(Civilian-onlyStructure)


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)  | Reason: Not specified

File Attachment(s):
Gmax registration.zip (5kb) downloaded 68 time(s).
Westwood.zip (988kb) downloaded 102 time(s).
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thanks 1 user thanked AdrianeMapMaker for this useful post.
elliesy on 4/11/2017(UTC)
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Offline klingondragon  
#2 Posted : Thursday, November 10, 2016 12:04:53 PM(UTC)
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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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AdrianeMapMaker on 11/11/2016(UTC)
Offline zero hour mad map maker  
#3 Posted : Thursday, November 10, 2016 12:06:22 PM(UTC)
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C&C Labs has the perfect resources and tools to get you started! Big Smile

Here

And Here!

Edited by user Thursday, November 10, 2016 12:07:42 PM(UTC)  | Reason: Not specified

Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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AdrianeMapMaker on 11/11/2016(UTC)
Offline AdrianeMapMaker  
#4 Posted : Friday, November 11, 2016 12:17:43 AM(UTC)
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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)  | Reason: Not specified

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Offline AdrianeMapMaker  
#5 Posted : Friday, November 11, 2016 2:44:47 AM(UTC)
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New where Do I extract The files from A .Big File Using the Final Big
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Offline Zatsupachi  
#6 Posted : Friday, November 11, 2016 5:56:35 AM(UTC)
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Yes
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline AdrianeMapMaker  
#7 Posted : Friday, November 11, 2016 6:09:55 AM(UTC)
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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)  | Reason: Not specified

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Offline klingondragon  
#8 Posted : Friday, November 11, 2016 8:34:49 AM(UTC)
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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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AdrianeMapMaker on 11/11/2016(UTC)
Offline AdrianeMapMaker  
#9 Posted : Friday, November 11, 2016 8:41:09 PM(UTC)
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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

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Offline AdrianeMapMaker  
#10 Posted : Saturday, November 12, 2016 8:13:13 PM(UTC)
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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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Offline klingondragon  
#11 Posted : Saturday, November 12, 2016 8:24:24 PM(UTC)
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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.
Offline AdrianeMapMaker  
#12 Posted : Saturday, November 12, 2016 9:17:29 PM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
.ini extension.


where do i find this one??

Originally Posted by: klingondragon Go to Quoted Post

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



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Offline AdrianeMapMaker  
#13 Posted : Saturday, November 12, 2016 9:54:39 PM(UTC)
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Guys look :

Found in Ini For Misc_Man_Made

Guys 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)  | Reason: Not specified

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Offline klingondragon  
#14 Posted : Sunday, November 13, 2016 8:14:44 AM(UTC)
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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).
Offline AdrianeMapMaker  
#15 Posted : Sunday, November 13, 2016 8:32:32 AM(UTC)
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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)  | Reason: Not specified

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Offline klingondragon  
#16 Posted : Sunday, November 13, 2016 9:53:42 AM(UTC)
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That line starts the module that holds the models.
Offline AdrianeMapMaker  
#17 Posted : Monday, November 14, 2016 4:33:08 AM(UTC)
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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
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Offline rey  
#18 Posted : Monday, November 14, 2016 7:28:54 AM(UTC)
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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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klingondragon on 11/14/2016(UTC)
Offline klingondragon  
#19 Posted : Monday, November 14, 2016 7:50:45 AM(UTC)
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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)
Offline acidbrain  
#20 Posted : Monday, November 14, 2016 8:48:46 AM(UTC)
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Originally Posted by: rey Go to Quoted Post
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 Go to Quoted Post
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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