General Joined: 12/30/2011(UTC) Posts: 982
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Originally Posted by: Zero Hour Mad Map Maker convert any image file into dds or tga If everything goes as I have planned it my new CameoStudio application that im building is also able to convert images into .dds or .tga... Figuring out a java library I have downloaded atm, .tga and .dds related stuff, new for me so it might take some time... Greetz Edited by user Monday, January 16, 2017 7:50:09 AM(UTC)
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Panem et kirkinses |
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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 17. Do you mean "When you extract the art big files, Will the art folder be created?"? If so, Yes but I wouldn't advise doing this. I'd advise extracting the folders to your documents and copying files to the game folder when you need to use them.
like a backup right? actually modding the game without any backup is Just messing your good game . |
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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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Precisely.
When I first started modding, I directly edited the INIZH.big files. What I do now is have all the .big files extracted into a folder in my documents. I copy from there into the game when I want to mod.
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Moderator Joined: 7/6/2004(UTC) Posts: 944 Location: Canada Thanks: 15 times Was thanked: 10 time(s) in 7 post(s)
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Originally Posted by: adrianemapmaker Question:18 Where do i found some unique Images like tga\dds file for my new unit(I am using the gmax now with the Non-virus renegade mod tool) is there a purposed program to do this?Need help on this guys thanks A tip: a foolproof way of naking sure new art files are 100% correctly formatted is to edit a copy of an existing texture. Just remember to rensme the file to something unique. |
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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 find it easier to just have one image per image file. That way you just check the dimensions and don't have to mess around with working out where things are. The game will resize it for you (I once used a 3000 by 3000 picture where the game usually had a 150 by 150). |
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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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i have the civilian prop model so,here the another question Question:191.i tried to name the ini ,the civilian prop ini(where the object code is there) is it right? 2.then i tried to made the w3d and texture model in one bigfile without containing them in the folder is it right,again? 3. and now i didnt know where to place it (actually you didnt said to me the answer for this) .... (optional)if its not on the big file im sure i will just mod the game in its original file ? Edited by user Tuesday, January 24, 2017 6:11:37 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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19.1: Object inis can have any name as long as they're in the object folder. 19.2: You need to make sure the path is correct. It doesn't matter how you separate the files. 19.3: the big archive should be placed in either the game root (mods the game) or in your Generals data folder in your documents (allows you to create a separate shortcut for that mod).
I hope that answers your questions. I found it hard to work out what you actually wanted. Your English is still quite poor. |
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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: acidbrain If you want to use your own big file it is handy to have a separate shortcut so the game knows what to run... Here is how to do it: 1. Go to your game root and select generals.exe 2. Right click and select create shortcut 3. cut/paste the new shortcut to your desktop and name it, mod name would be handy 4. select the shortcut, right click and select properties 5. locate the source and add -mod yourmod.BIG to it, apply and voilla you have just created a shortcut to your mod...
Be sure that there is a space between the end of the source path and -mod yourmod.BIG so something like this: ¨somekindofpath\blabla.exe¨ -mod yourmod.BIG
Check the first post I made again, there is a link with possible switches
Greetz kinda need more detailed answer(need an picture too for more detailedness lol) about the shortcut, about the path .. or just can someone can give me the path that i need i need an directory for my Map minimod should be start on documents Thanks for Advannnnceeeeeeeeeeeeeeeee EDIT: so do i just need to add this ? -mod ? and left the other's behind ? Edited by user Wednesday, January 25, 2017 5:41:29 AM(UTC)
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General Joined: 12/30/2011(UTC) Posts: 982
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You can add the switch to the target, so ¨D:\GAMES\Command and Conquer Generals\generals.exe¨ -mod bigfilename.BIG
Greetz |
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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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But don't change the start in field.
And your .big should be in 'Your Documents\Command and Conquer Generals Data\' |
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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 New:
Glitches All Around1.Cant We Repositioned the CommandButtons In Map.Ini ? Preview:
2.Using Remove CommandButton From An Object Type Script Not Working?
3.All We Can Do in Commandset In Map ini Is Adding And and Replacing Not Removing?
Edited by user Wednesday, February 1, 2017 7:30:10 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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You can remove in a map.ini. the best way is probably to: duplicate the commandset, give it a new name, give the object the new commandset, do what you want to the commandset. |
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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 duplicate the commandset, give it a new name, give the object the new commandset, do what you want to the commandset. So What Will be The Set On The Object Code in The **Design Parameters**
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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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Design parameters doesn't really mean anything. It's just a note for the developers. It breaks up the code. |
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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: How My Button Speak ;Like I want To Click The Commandbutton NuclearMissile and Then My Eva Will Say's 'Select Target'. How? |
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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: adrianemapmaker New: How My Button Speak ;Like I want To Click The Commandbutton NuclearMissile and Then My Eva Will Say's 'Select Target'. How? If im not mistaking that is not possible... |
Panem et kirkinses |
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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 think the EVA's are hardcoded. You can change the audio played. But not the conditions. Code:; FILE: Eva.ini
; Valid EvaEvents are:
; lowpower
; insufficientfunds
; superweapondetected_own_particlecannon
; superweapondetected_own_nuke
; superweapondetected_own_scudstorm
; superweapondetected_ally_particlecannon
; superweapondetected_ally_nuke
; superweapondetected_ally_scudstorm
; superweapondetected_enemy_particlecannon
; superweapondetected_enemy_nuke
; superweapondetected_enemy_scudstorm
; superweaponlaunched_own_particlecannon
; superweaponlaunched_own_nuke
; superweaponlaunched_own_scudstorm
; superweaponlaunched_ally_particlecannon
; superweaponlaunched_ally_nuke
; superweaponlaunched_ally_scudstorm
; superweaponlaunched_enemy_particlecannon
; superweaponlaunched_enemy_nuke
; superweaponlaunched_enemy_scudstorm
; superweaponready_own_particlecannon
; superweaponready_own_nuke
; superweaponready_own_scudstorm
; superweaponready_ally_particlecannon
; superweaponready_ally_nuke
; superweaponready_ally_scudstorm
; superweaponready_enemy_particlecannon
; superweaponready_enemy_nuke
; superweaponready_enemy_scudstorm
; buildinglost
; baseunderattack
; allyunderattack
; beacondetected
; enemyblacklotusdetected
; enemyjarmenkelldetected
; enemycolonelburtondetected
; ownblacklotusdetected
; ownjarmenkelldetected
; owncolonelburtondetected
; unitlost
; generallevelup
; vehiclestolen
; buildingstolen
; cashstolen
; upgradecomplete
; buildingbeingstolen
; buildingsabotaged
; SuperweaponLaunched_Own_GPS_Scrambler,
; SuperweaponLaunched_Ally_GPS_Scrambler,
; SuperweaponLaunched_Enemy_GPS_Scrambler,
; SuperweaponLaunched_Own_Sneak_Attack,
; SuperweaponLaunched_Ally_Sneak_Attack,
; SuperweaponLaunched_Enemy_Sneak_Attack,
; Note: you must give the sound EACH SIDE will play, including special Generals!
; Warning: Giving an EvaEvent a Priority of zero will cause it never to play! (The default priority is 1)
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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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Hence the not possible... |
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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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So I Cant Place The Unused Eva Event? |
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Major Joined: 3/27/2015(UTC) Posts: 490
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I think you can use a UnitSpecificSound when the button is clicked. You just to specify an entry from Voice.ini That's how Comanche's Rocket Pods worked. Edited by user Monday, February 13, 2017 10:43:39 AM(UTC)
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