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Offline acidbrain  
#41 Posted : Monday, January 16, 2017 7:49:11 AM(UTC)
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Originally Posted by: Zero Hour Mad Map Maker Go to Quoted Post
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)  | Reason: Not specified

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Offline AdrianeMapMaker  
#42 Posted : Tuesday, January 17, 2017 5:22:49 AM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post

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 gameNuke .


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Offline klingondragon  
#43 Posted : Tuesday, January 17, 2017 5:42:38 AM(UTC)
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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.
Offline renaissance  
#44 Posted : Tuesday, January 17, 2017 11:29:43 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
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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Offline klingondragon  
#45 Posted : Tuesday, January 17, 2017 1:13:11 PM(UTC)
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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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AdrianeMapMaker on 1/18/2017(UTC)
Offline AdrianeMapMaker  
#46 Posted : Tuesday, January 24, 2017 6:08:30 AM(UTC)
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i have the civilian prop model

so,here the another question
Question:19
1.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)  | Reason: Not specified

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Offline klingondragon  
#47 Posted : Tuesday, January 24, 2017 10:29:24 AM(UTC)
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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.
Offline AdrianeMapMaker  
#48 Posted : Wednesday, January 25, 2017 5:16:11 AM(UTC)
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Originally Posted by: acidbrain Go to Quoted Post
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


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i need an directory for my Map minimod should be start on documents

Thanks for AdvannnnceeeeeeeeeeeeeeeeeBig Smile Thumb Up

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)  | Reason: Not specified

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Offline acidbrain  
#49 Posted : Wednesday, January 25, 2017 5:58:06 AM(UTC)
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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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AdrianeMapMaker on 1/25/2017(UTC)
Offline klingondragon  
#50 Posted : Wednesday, January 25, 2017 8:10:14 AM(UTC)
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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\'
Offline AdrianeMapMaker  
#51 Posted : Wednesday, February 1, 2017 7:28:29 AM(UTC)
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Guys New:

Glitches All Around

1.Cant We Repositioned the CommandButtons In Map.Ini ?
Preview:

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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)  | Reason: Not specified

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Offline klingondragon  
#52 Posted : Wednesday, February 1, 2017 7:51:05 AM(UTC)
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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.
Offline AdrianeMapMaker  
#53 Posted : Wednesday, February 8, 2017 4:53:49 AM(UTC)
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Originally Posted by: KlingonDragon Go to Quoted Post
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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Offline klingondragon  
#54 Posted : Wednesday, February 8, 2017 5:52:04 AM(UTC)
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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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AdrianeMapMaker on 2/9/2017(UTC)
Offline AdrianeMapMaker  
#55 Posted : Sunday, February 12, 2017 6:17:57 AM(UTC)
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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?Wink
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Offline acidbrain  
#56 Posted : Sunday, February 12, 2017 9:00:30 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
New:

How My Button Speak ;Like I want To Click The Commandbutton NuclearMissile and Then My Eva Will Say's 'Select Target'. How?Wink


If im not mistaking that is not possible...

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Offline klingondragon  
#57 Posted : Sunday, February 12, 2017 9:09:57 AM(UTC)
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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)
Offline acidbrain  
#58 Posted : Sunday, February 12, 2017 9:13:36 AM(UTC)
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Hence the not possible...Thumb Up
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Offline AdrianeMapMaker  
#59 Posted : Monday, February 13, 2017 4:02:22 AM(UTC)
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So I Cant Place The Unused Eva Event?
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Offline Zatsupachi  
#60 Posted : Monday, February 13, 2017 10:41:03 AM(UTC)
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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)  | Reason: Not specified

"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!
thanks 2 users thanked Zatsupachi for this useful post.
AdrianeMapMaker on 2/14/2017(UTC), CommieDog on 2/14/2017(UTC)
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