Private Joined: 7/1/2019(UTC) Posts: 32
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Hi guys! :D So, I've been thinking about combining the best mods into one, and right now I'm adding Russia's Rapid Deployment General from RoTR. I renamed the faction into Russia Airborne General (might change into Russia Special Forces General) and replaced Orlov with Zhana Agonskaya. I've done the INI coding for the Playertemplate.ini and the dozer, The problem is, it won't mean anything unless I add images (medallions, general's powers windows, portrait, scorescreen, etc.) My first question is how do I add new medallions, portraits, etc into the existing ini? Where do I even find the images used in the ini? Also, how do I edit the words that show on the skirmish loading screen? Thanks in advance. Edited by user Monday, July 15, 2019 3:17:47 AM(UTC)
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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The images are located in the Game's directory, in a file named "EnglishZH.big". You need an application called FinalBIG which you can download from here: https://www.moddb.com/ga...wnloads/final-big-editorOpen the file "EnglishZH.big" with FinalBIG and you will see files with .tga file extension. You can see its preview on the right hand side and you can even extract it. If you want to copy the images from a mod you will probably have to look for a file with a different name. For example: The shockwave mod stores its images in a file called "!!Shw_cicons.gib" for files like these change the type of the file to ".big" by renaming it. You will also need to look for a folder named "MappedImages" as it is very crucial since it contains the necessary codes for the images. You will probably find this folder in any file with "INI" in it. For Zero Hour it is found in "INIZH.big". To edit the words on the Skirmish loading screen you need to edit a file called "Generals.str", which I attached to this post. You can edit it as per you want and then move it to "Data" folder in the Game's directory. If you need further help don't hesitate to ask Hope that helps! Edited by user Monday, July 15, 2019 8:04:11 AM(UTC)
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2 users thanked Apocalypse232 for this useful post.
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: apocalypse232 The images are located in the Game's directory, in a file named "EnglishZH.big". You need an application called FinalBIG which you can download from here: https://www.moddb.com/ga...wnloads/final-big-editorOpen the file "EnglishZH.big" with FinalBIG and you will see files with .tga file extension. You can see its preview on the right hand side and you can even extract it. If you want to copy the images from a mod you will probably have to look for a file with a different name. For example: The shockwave mod stores its images in a file called "!!Shw_cicons.gib" for files like these change the type of the file to ".big" by renaming it. You will also need to look for a folder named "MappedImages" as it is very crucial since it contains the necessary codes for the images. You will probably find this folder in any file with "INI" in it. For Zero Hour it is found in "INIZH.big". To edit the words on the Skirmish loading screen you need to edit a file called "Generals.str", which I attached to this post. You can edit it as per you want and then move it to "Data" folder in the Game's directory. If you need further help don't hesitate to ask Hope that helps! Alright, I've found and made the images I need. Now, how do I edit existing tga images (cameo sheets, general portrait, medallions) without breaking the game? Cameo Studio won't open tga files.
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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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edit them via paint.net or what ever app you like - crop them into images and mapped it with cameo studio |
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: adrianemapmaker edit them via paint.net or what ever app you like - crop them into images and mapped it with cameo studio You sure that'd work? Wouldn't adding new cameo sheets be better? Would adding new cameo sheets even be a feasible option?
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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: Rusa Kambangan
You sure that'd work? Wouldn't adding new cameo sheets be better? Would adding new cameo sheets even be a feasible option?
yes , thats what i am talking about .. thats procedures. ... if you want a harder way , dont use cameo studio and mapped it yourself (DEFINING COORDINATES of THE CAMEOS MANUALLY ) Edited by user Friday, July 19, 2019 7:28:56 AM(UTC)
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1 user thanked AdrianeMapMaker for this useful post.
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Private Joined: 7/1/2019(UTC) Posts: 32
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Okay, new problem - the cameo size for the challenge loading screen (winloss something.tga) and the medallions are of different size than regular cameos. How do I find out the size of these cameos? Also, cameos from cameo studio can't go bigger than 120x96 pixels, and the generals challenge loading screen portrait is much larger than that. Is there any way to circumvent this?
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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I suggest you just copy the textures(Cameos, portraits, medalions, etc...) you like from other mods and add them to your mod.
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: apocalypse232 I suggest you just copy the textures(Cameos, portraits, medalions, etc...) you like from other mods and add them to your mod. The idea is to put RA3 Generals in ZH, and no mod has done that. Besides, I made my own medallions perfect for them, so... Edited by user Saturday, July 20, 2019 10:09:53 PM(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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just copy the existing generals challenge textures and tampered it with your desired image .... then use the coordinates used on that big ass picture got it ? .. then your done. Edited by user Saturday, July 20, 2019 11:29:13 PM(UTC)
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1 user thanked AdrianeMapMaker for this useful post.
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: adrianemapmaker just copy the existing generals challenge textures and tampered it with your desired image ....
then use the coordinates used on that big ass picture got it ? .. then your done. Okay, I'm done with the cameo sheet. I'm worried about the ini tho, because it literally says "do not edit by hand". I'm worried that adding new strings would break the game.
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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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that comment is for the one who work for ea ...
just ignore it .. do what you wanted :P
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: adrianemapmaker that comment is for the one who work for ea ...
just ignore it .. do what you wanted :P
I made a whole new cameo sheet just to be safe. Now, on to more complicated problems. I opened up Russia's Crane model on RenX and started putting up skins. The skin for the wheels are on a separate file than the skin for the rest of the unit and so are the lights coming out from..well, the headlights. Now, I have 2 issues: 1. When I tried applying the wheel skin, all I get is a black cylinder. Is this normal? The files are literally the same files from the original ROTR. 2.I need to know where the light skins should be.
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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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you can see the light skin in the zh/gen original files lightbeam.dds iirc
if you get black cylinder then mapped it manually |
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: adrianemapmaker you can see the light skin in the zh/gen original files lightbeam.dds iirc
if you get black cylinder then mapped it manually How do I map it manually? Never mind, found the skin for the wheels. Now, which big contains the lightbeam? I thought it was textureszh.big, but I've been bamboozled. Edited by user Monday, July 29, 2019 7:11:59 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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had you tried textures.big in generals folder (not zh)
some of the missing textures can be found only on generals |
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1 user thanked AdrianeMapMaker for this useful post.
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: adrianemapmaker had you tried textures.big in generals folder (not zh)
some of the missing textures can be found only on generals You're right, thanks! Now, on to the animation. The original ini file from ROTR for the crane looked like this (I added the word "airborne" though, the rest is unchanged: Quote: ;------------------------------------------------------------------------------ ;Russia Construction Crane or RussiaCrane Object Airborne_RussiaVehicleDozer
; *** ART Parameters *** SelectPortrait = SRDozer_L ButtonImage = SRDozer
Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes
ConditionState = NONE Model = RVCrane Animation = RVCrane.RVCrane AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = EXHAUST01 DozerSmokeLight TransitionKey = TRANS_IDLE End AliasConditionState = MOVING
ConditionState = ACTIVELY_CONSTRUCTING Model = RVCrane_A1 Animation = RVCrane_A1.RVCrane_A1 AnimationMode = LOOP ParticleSysBone = EXHAUST01 DozerSmokeHeavy TransitionKey = TRANS_CONSTRUCTING End AliasConditionState = ACTIVELY_CONSTRUCTING MOVING TransitionState = TRANS_IDLE TRANS_CONSTRUCTING Model = RVCrane Animation = RVCrane.RVCrane AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = EXHAUST01 DozerSmokeHeavy End TransitionState = TRANS_CONSTRUCTING TRANS_IDLE Model = RVCrane Animation = RVCrane.RVCrane AnimationMode = ONCE_BACKWARDS Flags = MAINTAIN_FRAME_ACROSS_STATES AnimationSpeedFactorRange = 1.8 1.8 ParticleSysBone = EXHAUST01 DozerSmokeHeavy End ;Damaged ConditionState = REALLYDAMAGED Model = RVCrane_D Animation = RVCrane_D.RVCrane_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST ParticleSysBone = EXHAUST01 DozerSmokeLight TransitionKey = TRANS_DAMAGED_IDLE End AliasConditionState = REALLYDAMAGED MOVING
ConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING Model = RVCrane_DA1 Animation = RVCrane_DA1.RVCrane_DA1 AnimationMode = LOOP ParticleSysBone = EXHAUST01 DozerSmokeHeavy TransitionKey = TRANS_DAMAGED_CONSTRUCTING End AliasConditionState = REALLYDAMAGED ACTIVELY_CONSTRUCTING MOVING TransitionState = TRANS_DAMAGED_IDLE TRANS_DAMAGED_CONSTRUCTING Model = RVCrane_D Animation = RVCrane_D.RVCrane_D AnimationMode = ONCE Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = EXHAUST01 DozerSmokeHeavy End TransitionState = TRANS_DAMAGED_CONSTRUCTING TRANS_DAMAGED_IDLE Model = RVCrane_D Animation = RVCrane_D.RVCrane_D AnimationMode = ONCE_BACKWARDS AnimationSpeedFactorRange = 1.8 1.8 Flags = MAINTAIN_FRAME_ACROSS_STATES ParticleSysBone = EXHAUST01 DozerSmokeHeavy End TrackMarks = EXTireTrack.tga
Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray
LeftFrontTireBone = Tire01 RightFrontTireBone = Tire02 MidLeftFrontTireBone = Tire03 MidRightFrontTireBone = Tire04 LeftRearTireBone = Tire05 RightRearTireBone = Tire06 MidLeftRearTireBone = Tire07 MidRightRearTireBone = Tire08
TireRotationMultiplier = 0.2 ; this * speed = rotation. PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
End ; ***DESIGN parameters *** DisplayName = OBJECT:ConstructCrane Side = RussiaAirborneGeneral EditorSorting = VEHICLE TransportSlotCount = 5 ;how many "slots" we take in a transport (0 == not transportable) BuildCost = 1000 BuildTime = 5.0 ; in seconds VisionRange = 200 ShroudClearingRange = 200 WeaponSet Conditions = None Weapon = PRIMARY None End ArmorSet Conditions = None Armor = DozerArmor ;Special Explosion-Proof Armor DamageFX = TankDamageFX End ExperienceValue = 5 5 5 5 ;Experience point value at each level
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AirB_RussiaDozerCommandSet
; *** AUDIO Parameters *** VoiceSelect = DozerRussiaVoiceSelect VoiceMove = DozerRussiaVoiceMove VoiceEnter = DozerRussiaVoiceMove VoiceAttack = DozerRussiaVoiceMove VoiceTaskComplete = DozerRussiaVoiceBuildComplete SoundMoveStart = RussianDozerMoveStart SoundMoveStartDamaged = RussianDozerMoveStart
UnitSpecificSounds VoiceCreate = DozerRussiaVoiceCreate VoiceCrush = DozerRussiaVoiceMove VoiceNoBuild = DozerRussiaVoiceCannotBuild VoiceRepair = DozerRussiaVoiceRepair VoiceDisarm = DozerRussiaVoiceMove VoiceEnter = DozerRussiaVoiceMove VoiceBuildResponse = DozerRussiaVoiceBuild End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD VEHICLE SCORE SELECTABLE CANNOT_RETALIATE CAN_CAST_REFLECTIONS DOZER CANNOT_RETALIATE IMMUNE_TO_CAPTURE
Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 SubdualDamageCap = 400 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DozerAIUpdate ModuleTag_03 RepairHealthPercentPerSecond = 2% ; % of max health to repair each second BoredTime = 3000 ; in milliseconds BoredRange = 150 ; when bored, we look this far away to do something AutoAcquireEnemiesWhenIdle = Yes End
Locomotor = SET_NORMAL RussianVehicleDozerLocomotor
Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 End
Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End
; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 1 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_RussiaDozerExplode FX = FINAL FX_BattleMasterExplosionOneFinal End
Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 End
Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End
Behavior = DestroyDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED End
Behavior = AutoHealBehavior ModuleTag_AutoRepair01 StartsActive = Yes HealingAmount = 5 HealingDelay = 1000 StartHealingDelay = 3000 End Behavior = StealthUpdate ModuleTag_GPSStealth01 StealthDelay = 2000 ; msec StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY FIRING_TERTIARY RIDERS_ATTACKING InnateStealth = Yes RequiredStatus = REASSIGN_PARKING ;Used exclusively by the GPS Scrambler OrderIdleEnemiesToAttackMeUponReveal = Yes End
Behavior = EjectPilotDie ModuleTag_HijackerEmerge01 DeathTypes = ALL -CRUSHED -SPLATTED RequiredStatus = HIJACKED VeterancyLevels = ALL GroundCreationList = OCL_HijackerEmerge AirCreationList = OCL_HijackerEmergeViaParachute End Behavior = FXListDie ModuleTag_HijackerEmerge02 RequiredStatus = HIJACKED DeathTypes = ALL -CRUSHED -SPLATTED DeathFX = FX_HijackerEmerge End
Geometry = BOX GeometryMajorRadius = 24.0 GeometryMinorRadius = 8.0 GeometryHeight = 20.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Does that mean the animations come with the model or do I have to do that myself too? Edited by user Tuesday, July 30, 2019 4:42:56 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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Leave it as it is .. changing model names per faction that they will be used isnt really required
(all models can be used on all factions that you wanted .. changing name of w3d models requires tricky stuff .. its hard , its not too simple as you know it ) |
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Private Joined: 7/1/2019(UTC) Posts: 32
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Originally Posted by: adrianemapmaker Leave it as it is .. changing model names per faction that they will be used isnt really required
(all models can be used on all factions that you wanted .. changing name of w3d models requires tricky stuff .. its hard , its not too simple as you know it ) So the animations are already there?
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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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ofcourse ( as long those animation files existed in your big) DUHHH |
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