Sky Demon
17 years ago
1) I finally found Zero-Hours .csf file and added in the correct strings into Generals.csf file. No wonder I couldn't find it at first, it was on Disk 2. Lol :)

2) I don't really know what you mean at this point. I have searched Zero-Hours WeaponObjects.ini and found no weapons that refer to the firebases shell explosion.

3) I will need help with the Audio problems, I can't find anything that would cause the game to mess around with the sounds.

Additionally, I noticed that the CommandButton to construct the Fire Base has the wrong image. It shows the Fuel Air Bomb command image (Must be defaulted to it in the absense of the specified one).
Can you tell me how to put in the Fire Bases image?

Thanks -> πŸ˜„ πŸ‘
Me Myself and Pi
17 years ago
In the Weapon.ini, you can see this about the Fire Base weapon:
  ProjectileObject = GenericTankShell
  FireFX           = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX  = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileDetonationFX = FX_FireBaseHowitzerExplosion
  FireSound = StrategyCenter_ArtilleryRound
You'll have to make sure that this stuff is in Generals too through the WeaponObjects.ini file. Then make sure all the .wnd stuff is there too.

The command button images' .ini files are in the MappedImages\TextureSize_512. The .ini files in the TextureSize_512 folder aren't very distinguishable so you'll have to go through them one at a time for the code you're looking for.

Here are some instructions on how to know what to copy from Zero Hour into Generals for Fire Base image:
Start with the CommandSet.ini & find the Command_ConstructAmericaFireBase line. You'll see that the button image is the SAFirebase.
Now search that in each of the .ini files in the TextureSize_512 folder. Once you find the MappedImage SAFirebase_L line, (I'm not sure what the _L is all about, I guess it's necessary) you'll see that it uses the SAUserInterface512_003.tga file.
This .tga file & other .tga files are located in the EnglishZH.big file. Others might be found amongst the .dds's in the TexturesZH.big file.
Sky Demon
17 years ago
Okay. Heres what I got so far.
I managed to get the FireBases construction image correctly done. It no longer has the default Daisy Cutter image. But there is no image displayed in the bottom right corner of the screen when selecting the constructed Fire Base😞 .

Additionally, I still havn't been able to fix either of the other 2 problems. The Audio for the upgrades are still messed & the Fire Base shell doesn't explode:ashamed: .   NoFireBase Picture.bmp (825kb) downloaded 24 time(s).
Ground Demon
17 years ago
The Dozer picture of the firebase is enlarged in the bottom right hand corner.

Specialize in Modding.

Online Name:Ground_Demon
Me Myself and Pi
17 years ago
How about you just upload all of your mod files so that I can look into them thoroughly. If their too big to upload, send them to my email:

memyself3.14 @gmail.com (The space in there is so that email spammers don't pick it up.)

If I can get everything working, would you like me to send the fixed files back telling you what I did, or just tell you what do to so that you can do it yourself?
Sky Demon
17 years ago
The file was 36 MB so I have sent it to your E-Mail.

And, i'll opt for the 'tell me what you did' option please.

Thanks for sticking with me throughout this Pi. I know it can be annoying for someone to keep coming back to you with errors asking for more help.
Me Myself and Pi
17 years ago
The email you sent me didn't come with an attachment. That may be because Gmail has a 20MB attachment limit. Did you compress the files? If so, you'll probably have to send me two emails, each containing half the files.
Sky Demon
17 years ago
Okay. I will have to send you two E-Mails if the first one didn't make it all the way through.

**EDIT**

I managed to get it to you in one E-Mail πŸ˜‰
Me Myself and Pi
17 years ago
Okay, I got the mod files & I was able to get the fire base shell to explode & figured out how to get Eva's upgrade voice. But I'm still working on the fire base icon to appear in the right side of the control bar.

When I started working on these I just remembered that there's an .ini file called, Eva.ini. This looks like it controls everything that Lt. Eva says. You'll need to modify this with your new faction. It doesn't have anything to do with the Art Parameters as I first thought. πŸ˜’

As for the fire base explosion, it's a little more complicated. Go to your modified Weapon.ini file & to the fire base weapon. You'll notice in the line,
ProjectileDetonationFX = FX_FireBaseHowitzerExplosion
The FX_FireBaseHowitzerExplosion isn't in Generals. This is defined in the FXList.ini. So you'll need to copy that from Zero Hour. Here is what you'll copy:
FXList FX_FireBaseHowitzerExplosion
  ViewShake 
    Type = SUBTLE
  End
  TerrainScorch
    Type = RANDOM 
    Radius = 50
  End
  LightPulse 
    Color = R:255 G:128 B:51 
    Radius = 30 
    IncreaseTime = 0 
    DecreaseTime = 2333
  End
  ParticleSystem
    Name = FireBaseShellExplosionCloud
  End
  ParticleSystem
    Name = FireBaseHowitzerPillarArms
  End
  ParticleSystem
    Name = MammothTankExplosionLenzflare
    Offset = X:0.0 Y:0.0 Z:10.0
  End

  Sound 
    Name = ExplosionRocketBuggyMissile
  End
  ParticleSystem 
    Name = SpectreGunshipExplosionLight
  End

End
But I found that this uses 3 particle systems that also aren't in Generals either. So go to the ParticleSystem.ini file & copy the FireBaseShellExplosionCloud, FireBaseHowitzerPillarArms, & SpectreGunshipExplosionLight code into the Generals ParticleSystem.ini file.

After doing all this, I finally got it working! But I copied the entire TexuresZH.big & WNDZH.big files from Zero Hour to get your mod files working, so I'm not sure if you'll need to copy any .wnd or .tga files from Zero Hour individually.

I'll let you know if I can get the icon working.
Sky Demon
17 years ago
Thanks alot Pi.

I will get working on the EVA sound problems and then get back to you about how the Fire Base shell explosion fix goes. πŸ˜„
Me Myself and Pi
17 years ago
Okay, I finally got the fire base image working. I just decided to start from scratch instead of using the files that game with your mod.

1) Go to the Zero Hour SAUserInterface512.ini file & copy & paste the SAFirebase_L code into the Generals SAUserInterface512.ini file. (I'm not sure if it matters to put it in the Generals HandCreatedMappedImages.ini file, but I'm just telling you what I did to get it working.)
2) In the SAFirebase_L code you just copied, add "ZH" to the end of the .tga file that it uses. So the line, Texture = SAUserInterface512_003.tga should now be Texture = SAUserInterface512_003ZH.tga (You'll be renaming the .tga file later on so that it doesn't override the Generals SAUserInterface512_003.tga file.)
3) Go to the EnglishZH.big file & extract the SAUserInterface512_003.tga file to the Generals directory. Put it in Art\Textures folders. (Don't put in the Data\English\Art\Textures folders. I think it needs to go in just the Art\Textures because that's where all the Generals .tga files are.
4) rename the .tga file you extracted to SAUserInterface512_003ZH.tga
5) Go to the CommandButton.ini file & to the fire base code & add _L to the end of the SAFireBase line. So the line should now look like ButtonImage = SAFirebase_L. I'm not sure why it needs it since it works just fine in Zero Hour without. I just know it works to put it on.

If all of this is confusing. I've uploaded the 3 files that are used to for this image. You can use them if you want, or just study them & then do the modifying yourself.   Files.zip (595kb) downloaded 25 time(s).
Sky Demon
17 years ago
Thank you so much Pi. It worked.

I followed the lines of your step-by-step instructions and noticed where I had gone wrong. I missed out the 003.tga file that contained the enlarged building images for the bottom right of controlbar.

And even more good news comes from the Sky Demons lair. I got the FireBases shell to explode as it should as well!
But damn did it take alot of work, hey? All of that just for the firebases single weapon.

Weapon.ini
FXList.ini
Armor.ini
ParticleSystem.ini

Not to mention the textures it wants...Wow!
Way to go Pi. I'd have never of figured all of that out! You rule! πŸ‘ πŸ˜„ 😎


Although more to the Topic at hand, before moving onto the Units part of the mod. I would like to know if anyone has an idea on how to fix my glitched AirGen command center icon❓

And just when you though everything was good and working, the Worldbuilder doesn't load anymore. I get that 'Microsoft Visual C++' error 'Abnormal program termination'. Basically, it doesn't like something with my FireBase:ashamed: , since it loaded and worked before I added in the Firebase.



I know this is very awkward and an unnecesarry thing to ask😊 but... Why is it that now the FireBases enlarged controlbar image works?

I know that adding in the correct .tga file and a new string of ini code might have helped, but the enlarged image for the controlbar right side isn't specified to go with the firebase in the FactionBuilding.ini or the CommandButton.ini.πŸ˜’ ❓

What tells the game to tie that image with that structure?
Me Myself and Pi
17 years ago
Ugh, I just tried my world builder & it did the same thing. I'm not sure if there's anything that can be done.

There is a way you can keep your mod installed but still be able to use the world builder without it. You could put your files in a .big file & put that in the Command and Conquer Generals Zero Hour Data folder. Then make a shortcut that will tell the game to use this .big file when Zero Hour loads up. This way you can use the world builder without your mod. But this doesn't help in using the world builder for testing you mod. 😠 Let me know if you'd like to do this.
Sky Demon
17 years ago
I think that losing the worldbuilder is a big blow.

I think that finding the problem to why the worldbuilder doesn't work is a case of distinguishing what the Worldbuilder needs compared to the game.
The game loads, but the worldbuilder crashes.
The worldbuilder worked before adding in the FireBase. So, best guess is that the worldbuilder is missing something or doesn't like something to do with the FireBase.


Why is that damned worldbuilder so fussy!? And why doesn't it generate a .txt crash file.

**EDIT**

Ah damn this thing! Why is it that when you get the game to load and everything working the way you want it, that the worldbuilder coughs errors in your face and refuses to load!?

What the hell's it's problem? Everythings there and in the correct place it should be. There's no reason for it not to load! The game doesn't mind it being there.

Even when I make compromises such as leaving out the IsEnclosingContainer (Because it isn't supported), and removing the subdual damage types(Because it isn't supported). And still it hates me!

???WTH???
Me Myself and Pi
17 years ago
It may be that the world builder is only meant for the original version of Generals. So when you make a certain change that the world builder doesn't recognize, I guess it doesn't work. I've found that on other mods that the world builder doesn't work either, so it's nothing new.
Sky Demon
17 years ago
Okay.
Anyone got any ideas on how to get a new Worldbuilder without game reinstall?

Basically,
Short story. My WorldBuilder is dead.

Long story. I removed all the AirGen mod files and the WorldBuilder was still dead.

All I keep getting is:

Microsoft Visual C++ Library

Abnormal program termination




Oh and, about your previous post...

Someone at EA is going to suffer for this.

What the hell is the point in making a mod with a new faction in it? ... If you can't use the worldbuilder!? Does All-Stars do that? Does Shockwave do that? Do all mods that have a new faction do that?


Truly, please say this kind of thing is a one off and that you were lying about it being nothing new in your previous post. Or alot of people at EA forums are going to suffer.
CommieDog
17 years ago
So let me get this straight. You're trying to avoid having to purchase Zero Hour by trying to rip features from ZH and putting them into vanilla Generals. This isn't working too well. So now you're mad at EA because you're too cheap to pick up a copy of ZH from a bargain bin. Do I have this correct?
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Sky Demon
17 years ago
I could reply back nasty like you didπŸ˜’ , and send this Topic into an argument😞 . But since your a Moderator. I think i'll give you an explanation insteadπŸ˜•



I am taking things (Unit, Building code, textures etc) from the Zero-Hour game + installation disks (which I also own) and putting them into 'vanilla generals'. With the aim of adding in the AirForceGeneral.

What I am so annoyed about is the fact that adding in these things into 'vanilla generals' causes the worlbuilder to mess up and not work, permanately in my case.


So no. You don't have it correct.
Drummin
17 years ago
I haven't followed this topic much but have you tried the Zero Hour World Builder? Seems that because you're adding Zero Hour units it might work better than Reg Generals WB.
krit
  • krit
  • 100% (Exalted)
  • Commander in Chief
17 years ago

I haven't followed this topic much but have you tried the Zero Hour World Builder? Seems that because you're adding Zero Hour units it might work better than Reg Generals WB.

Drummin wrote:



Wouldn't that defeat the point of adding ZH units to Generals?...

UserPostedImage