Sir General Sir
17 years ago
just making sure that i get every one as this relates to both game.

odd thing, according to the fourm list there is supposed to be 33 topics in here ....... i only see 2 other ones >_>

any ways.

i want to take units and buildings from Generals/ZH and import them into TW to act as a sort of tech base.

im not trying to add in a new faction in the typical meaning, but take it as that some of the nations of the world just abandoned some of their bases before GDI and NOD took over as the only military powers on the planet.

i just need to know what kind of file type i would have to save the models in, because i was told that TW used a different file type.

but i also need to know what kind of programing i would have to do to make the units and buildings work in the game.

NOT asking any one to do this for me ........ but i wont stop any one if they want to 😃
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CommieDog
17 years ago

odd thing, according to the fourm list there is supposed to be 33 topics in here ....... i only see 2 other ones >_>

Sir General Sir wrote:


That's because there is a filter that only displays that last 6 months worth of topics.

i just need to know what kind of file type i would have to save the models in, because i was told that TW used a different file type.

but i also need to know what kind of programing i would have to do to make the units and buildings work in the game.

Sir General Sir wrote:


Whoever told you that is right: C&C 3 uses W3X, whereas Generals uses W3D. You'll have to obtain a copy of 3DSMax 7-9 and download a program capable of opening BIG files (I recommend XCC Mixer ) Gmax, and the and C&C 3 Mod SDK. You'll need the BIG reader to open W3D.big and extract the models you want, Gmax to import the W3D files and export to a format that 3DSMax can use, and 3DSMax and the C&C 3 Mod SDK to export the model in W3X format.

As for coding to actually see your new W3X models ingame, you can look at some of the documentation provided by the C&C 3 Mod SDK.
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Sir General Sir
17 years ago
i see i see.

what about the units and building them self?

would i have to animate them again or have to work on them in some other way, or should they still work the way they were programed in?
Phe0n1x
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17 years ago
I'm not much in the animations field but from what I have seen by looking at the code (and from what others have told me) the coding behind the games have changed...it's my belief that you will have to re-code the units and/or find a converter from INI to XML
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Sir General Sir
17 years ago
meaning this little project that i have in mind will become a much larger one right?

guess its a good thing im going to be learning this stuff in school .......... eventually.

dont suppose you would know of any programs to do that would you?

why do extra work if i dont have to right?


has any one done any of this before?

these are tools/programs that i have never used before so im kind of going in blind here.

are there any kind of tutorials that would show me how to do some thing VERY close to this?
tsumetai
17 years ago
For the record, Commie, the W3D importer works just fine in 3DS Max 7/9. You don't need Gmax.
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Sir General Sir
17 years ago
good to know, but how do i use that program for this?

like i said ive never used any of these tools/programs so im going in blind here.
Sir General Sir
17 years ago
does any one know these tools fairly well that i might be able to ask how to do this?
CommieDog
17 years ago
First of all, check the documentation. I don't know about the W3D importer that Tsumetai mentioned, but the C&C 3 SDK comes with documentation that will help you create a mod as well as use the W3X exporter. Second, I think you're attacking the task from the wrong side: instead of worrying about importing models for use in tech buildings, you should instead start with coding the tech buildings using the graphics already in TW. If you can't do that, then abandon all hope of coding a new model for your new building.

And instead of just crying for help, you can learn a lot faster by actually playing around with the relevant software. If you get stuck somewhere, then we could provide a lot more help.
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Sir General Sir
17 years ago
i understand that.

i do have a mod WIP, so far i have only done little things like change stats, letting GDI and NOD build tech buildings and that sort of thing.

even made a few powers ........ with help....... ok alot of help.

what do you mean about the coding for the tech buildings? just what they do or are you talking about some thing else?

i have a bit of dylexia so you may have to be a bit more direct in what you mean, and that does cause some problems with reading some documents. UserPostedImage
tsumetai
17 years ago

I don't know about the W3D importer that Tsumetai mentioned

CommieDog wrote:

Uh, I'm referring to Coolfile's .W3D Importer which you can download from this very site.... >_<
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Sir General Sir
17 years ago
where would i find that program?
Sir General Sir
17 years ago
ok now im confused.

from what i understood i needed a 3DS max program of 7 - 9 in order to take the model files of the units and buildings that i extracted from generals, but the files that i have i cant open them, am i missing some thing?
CommieDog
17 years ago
3DSMax can't open W3D files by itself--that's why you need the W3D importer. It's a script that converts W3D files to the native 3DS format.
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Sir General Sir
17 years ago
oh ok my bad, so i would just take what ever was in the importer and add the files into the 3DS max programs folder or is there more to it than that?

yes i did read the read me file, it didnt say.
Sir General Sir
17 years ago
JOY!

well i can now finally open the files i extracted from generals, thou i would like some feed back on some thing.

i dont want the buildings to look like they are brand new or any thing *fresh paint job* so how run down should they look? should they be an inch from falling apart, or just look a little banged up?

having never used this verion of 3DS max *it might have been 4 or 5 * i will do what i can to muck them up just a bit, but like i said, i would like some feed back on the idea.
CommieDog
17 years ago
That depends on whether or not you're using them as props. If you want run-down props, then you shouldn't bother with the pristine version and should instead just work with the damaged (_D) or really damaged (_E) version. If you want them as tech buildings, then you should import all three versions and set them to have some level of damage in the maps where you use them. Personally, I'd recommend something more towards the "falling apart" side.
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Sir General Sir
17 years ago
right but at the same time, im wanting it to look like its been taken over by mutiants, hence the con yard *usa command center* will be able to build the mutiant hovel, that will also be able to build 2 more units that were taken from generals, being the UN soldier and chinas tank hunter *bazooka* and hacker *as an engie*

so they would probably end up trying to fix up and keep what ever they have running as best they can.

but i see your point and it is a valid one.


now should i use the technical the same way the NOD buggy is used or would the avenger be better only using an M gun instead of lasers.