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Offline AdrianeMapMaker  
#1 Posted : Tuesday, January 17, 2017 5:02:41 AM(UTC)
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Question:1
How to made a working unique tooltip

Question:2
how to insert new unique voice's in the game

Question:3

how to insert new unique Music in the game

Question:4
Did i need a Shortcut for my mod (not a minimod)

Thanks for Advance guysLaugh .
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Offline klingondragon  
#2 Posted : Tuesday, January 17, 2017 6:08:54 AM(UTC)
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1. I think these are the lines you'd want to change.
Code:
  SelectPortrait         = SAAurora_L
  ButtonImage            = SAAurora

you can change them into any image you like.

2. put your audio file in 'Data\Audio\Sounds\' then add your AudioEvent to Voice.ini then add that audio event to the object's ini. (this should be a .wav)

3. New Music:
Simple: Place your music in 'Data\Audio\Tracks\' and name it CHI_##, GLA_##, or USA_## (where ## <= 11). (this should be a .mp3)
More Complex: see below
Additional Music:
As above except: give your music different names and add your MusicTrack to Music.ini

4. Depends: If it's in the game root, no, any shortcut to ZH will use the mod; If it's in your ZH data folder in your documents, yes, it needs the ZH shortcut to have the target '[game root]\generals.exe" -mod [.BIG file]'.
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AdrianeMapMaker on 1/17/2017(UTC)
Offline AdrianeMapMaker  
#3 Posted : Tuesday, January 17, 2017 7:05:53 AM(UTC)
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Originally Posted by: klingondragon Go to Quoted Post
1. I think these are the lines you'd want to change.
Code:
  SelectPortrait         = SAAurora_L
  ButtonImage            = SAAurora



i mean the .csf file one. or simply how can i add a new tooltip text

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Offline klingondragon  
#4 Posted : Tuesday, January 17, 2017 7:22:15 AM(UTC)
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I see,

Simple. open generals.csf (after extracting it from the 'english' big). thaen go to Action >> Insert String.
Write what you want the game to call your string and what you want your string to say. Then use that string in the object's code.
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AdrianeMapMaker on 1/17/2017(UTC)
Offline AdrianeMapMaker  
#5 Posted : Wednesday, January 18, 2017 4:57:09 AM(UTC)
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Question:5
In the Model:Do I need to import it as a .W3d file ?

Question:6
In FinalBig:Did i need to put the New Unit's .Tga ,the Unit Model in a folder or not ?

Question:7
What Name Should i use for My Wall,Actually this is for the Big Archive too Question.

Question:8
For GmaxWithRenx: Can i see The animation only in game or the gmax have a purposed button for this?

Question:9
Where do i Put the mod.big file in art folder in Gameroot???

Edited by user Wednesday, January 18, 2017 6:07:50 AM(UTC)  | Reason: Not specified

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Offline klingondragon  
#6 Posted : Wednesday, January 18, 2017 7:08:46 AM(UTC)
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The .big file is basically like a .zip or .rar file.
When you put things in there it keeps the file structure of all your files and just makes it easier to manage mods.
When you are making your mod, don't worry about .big files.
When you've finished it, copy all your files into it.

The big file should be in the gameroot. ini files should start 'Data\INI\' models 'Art\W3D'. If you're not sure, open an existing big archive and check.
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AdrianeMapMaker on 1/18/2017(UTC)
Offline SkyMix_RMT  
#7 Posted : Wednesday, January 18, 2017 12:27:38 PM(UTC)
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Question 8
For Gmax you can preview the animation by opening the .W3D file that contains the animation and pressing play.
Check out:

My Music (Techno/House/Experimental)

My Website (GeneralsCentral)

My Youtube Channel (Inactive)

World Builder Community Discord
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zero hour mad map maker on 1/18/2017(UTC), AdrianeMapMaker on 1/20/2017(UTC)
Offline AdrianeMapMaker  
#8 Posted : Friday, January 20, 2017 8:43:53 PM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
Question 8
For Gmax you can preview the animation by opening the .W3D file that contains the animation and pressing play.


Question:10
How to Make the Whole Box's in The Gmax Make Them into 1 Object,how?

And other ,Can You Pls Answer The Unanswered question ,thanks in advance.

Edit: wrong numbering this is number10

Edited by user Saturday, January 21, 2017 8:02:20 PM(UTC)  | Reason: Not specified

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Offline acidbrain  
#9 Posted : Saturday, January 21, 2017 1:30:07 AM(UTC)
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Question:5
You can open a gmax file or you can import a w3d file, since the game only has w3d you have to import a w3d model first and figure out how they saved the model, usually a lot of objects are combined and the textures look f'ed up, you can select all the polygons from the object you would like to detach and use the detach option, right-click and use detach.
If you finished the model you have to save the model as a gmax file and export it as w3d because a w3d file doesnt save the settings, if you import you model again you have to redo all your settings in textures and stuff so always save as gmax also.

Question:6
I usually make a work folder for a new model where i put all my modded stuff and the textures, you can make a new path for gmax/renx so the programm uses your new textures when you load your model.
Go to Customize/Configure Paths and select the bitmaps tab, now press add and a filechooser will open up, search for your texture and use Add Path when you found it.
You have to restart gmax/renx after this to activate it.
When you are finished with your model you can put the texture in Art/Textures in the gameroot.

Question:7
Use a unique name for your new model and dont use more then 14 characters.

Question:9
If you want to make 1 object of multiple objects you can select 1 object and right-click, select attach, the attach button in the ui becomes yellow now(it's under edit geometry), every object you select now will be added to the first object you selected.

Greetz

Edited by user Saturday, January 21, 2017 1:44:25 AM(UTC)  | Reason: Secret

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Offline AdrianeMapMaker  
#10 Posted : Saturday, January 21, 2017 2:02:22 AM(UTC)
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Thanks!!!!!!!!

Where do i see this attach button i cant find it.

Edited by user Saturday, January 21, 2017 2:10:25 AM(UTC)  | Reason: Not specified

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Offline acidbrain  
#11 Posted : Saturday, January 21, 2017 2:16:27 AM(UTC)
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Look for the yellow button...
stuff

Edited by user Tuesday, May 29, 2018 5:53:43 AM(UTC)  | Reason: Not specified

Panem et kirkinses
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Offline AdrianeMapMaker  
#12 Posted : Saturday, January 21, 2017 3:58:36 AM(UTC)
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did i need to be bother what i see of it skin ,its pure white ?(now its already w3d file and its already done)
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Offline renaissance  
#13 Posted : Saturday, January 21, 2017 11:23:58 AM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
Question 8
For Gmax you can preview the animation by opening the .W3D file that contains the animation and pressing play.

This is true, but I remember there being a really simple W3D Viewer. It worked well and was much faster when you just wanted a preview without loading the whole program

Edited by user Saturday, January 21, 2017 11:24:55 AM(UTC)  | Reason: Not specified

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Offline SkyMix_RMT  
#14 Posted : Saturday, January 21, 2017 1:00:28 PM(UTC)
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Originally Posted by: renaissance Go to Quoted Post
Originally Posted by: SkyMix_RMT Go to Quoted Post
Question 8
For Gmax you can preview the animation by opening the .W3D file that contains the animation and pressing play.

This is true, but I remember there being a really simple W3D Viewer. It worked well and was much faster when you just wanted a preview without loading the whole program


finalBIG can preview models but not animations.
Check out:

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My Website (GeneralsCentral)

My Youtube Channel (Inactive)

World Builder Community Discord
Offline renaissance  
#15 Posted : Saturday, January 21, 2017 4:09:45 PM(UTC)
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W3D Viewer comes with Renegade Tools and if I recall correctly it shows animations as well.
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Offline acidbrain  
#16 Posted : Saturday, January 21, 2017 5:31:59 PM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
did i need to be bother what i see of it skin ,its pure white ?(now its already w3d file and its already done)

No you dont need to bother, if it looks good in game it's ok, you can check all the applied textures in gmax/renx if you go to File/Summary info btw...

Greetz

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Offline AdrianeMapMaker  
#17 Posted : Saturday, January 21, 2017 8:15:24 PM(UTC)
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i find a play button but when it comes to bones it does nothing (the bone does nothing)


By Acidbrain:
In Question:6
you said that the texture(tga.file)will be in the texture and what for the w3d in the w3d , right?

Question:11,In Big archive

Is it FinalBig always putting the directory of the thing that you will put on the big archive?
if so,do i need to be bother, do i need to just ok to this ???

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Edited by user Saturday, January 21, 2017 8:54:26 PM(UTC)  | Reason: Not specified

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Offline Zatsupachi  
#18 Posted : Sunday, January 22, 2017 12:05:50 AM(UTC)
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It's okay so long as it's on the correct directories.

Art/W3D/yourmodel.w3d - for models
Art/Textures/yourtexture.tga - for textures

Edited by user Sunday, January 22, 2017 12:07:02 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!
Offline acidbrain  
#19 Posted : Sunday, January 22, 2017 12:22:34 AM(UTC)
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Originally Posted by: adrianemapmaker Go to Quoted Post
i find a play button but when it comes to bones it does nothing (the bone does nothing)

Be sure that you load a model with an animation, check the code and look for Animation, here is an example:
Code:

Model     = UBScudStrm_EA2N
Animation = UBScudStrm_EA2N.UBScudStrm_EA2N


Watch this animation tutorial:
Panem et kirkinses
Offline AdrianeMapMaker  
#20 Posted : Sunday, January 22, 2017 6:09:56 AM(UTC)
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Originally Posted by: Zatsupachi Go to Quoted Post
It's okay so long as it's on the correct directories.

Art/W3D/yourmodel.w3d - for models
Art/Textures/yourtexture.tga - for textures

is this Answer for 6 or 11?

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