Sir General Sir
13 years ago
im extracting the models of units and buildings from Generals ZH and i want to import them into KW to act as tech buildings/units, almost like an actual faction, just not controlled by any one, if that makes any sense.

could any one tell me how i would be able to do that?

do note im a minor dsylexic so do bare with me if i dont understand some thing right away.
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CommieDog
13 years ago
This is a tricky process. You have to extract the Generals graphic assets into 3dsMax, export them from 3dsMax with the C&C 3 Mod SDK plugin, and then code everything from scratch. If you specifically want to get them into KW, you'll also need either a lot of patience or something that can mod KW.
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Sir General Sir
13 years ago
i have 3D Max and know where to download the KW SDK, i just dont know how to use 3D Max and i have limited experience with coding.

i used Notepad ++ to make a mod for TW many years ago ..... kind of abandond it though.

where could i learn what i need to do? or can i do copy and paste of some code to make it work?

i was thinking that the USA command center would work like a Con yard, just not unpack, its a set building, and that it would let you build the laser turret, missile turret and the barracks and war factory, and power plants.

is there any way to for lack of a better word, cheat it?
CommieDog
13 years ago
The Mod SDK comes with instructions on how to use the 3dsMax plugin.

As for coding, the easiest way is to copy code from existing units and structures and modify it to match the functionality of the Generals objects.
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Sir General Sir
13 years ago
ok what about the building animations?

units coming out of where there supposed to, the turrets turning and shooting etc

i would LIKE to keep as much of that intact as i could, how easy would that be?
CommieDog
13 years ago
You'd have to find a W3D importer that could read animations. I'm not sure that the one in the Generals Mod SDK can do it.
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Sir General Sir
13 years ago
what are my other options if i cant find one? would i have to code every thing in the KW SDK? asuming its able to, havent used it yet
CommieDog
13 years ago
If you can't transfer the animations, you'll have to recreate them--a very laborious process.
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Sir General Sir
13 years ago
would the code be universal?

what works for one game works for another?
CommieDog
13 years ago
No. Though Generals and C&C 3 are based on the SAGE engine, C&C 3 included some substantial modifications. One of the biggest for mod coding was the change from plain text to XML.

Trust me, it's a lot easier to just copy C&C 3 code and tweak it to match Generals.
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Sir General Sir
13 years ago
ive never seen generals code, did a lot with C&C 3 code making a mod for it.

i will see what i can do with it all soon.

just a few questions though, unrelated to moding.

between the USA and China, what units would you think could be seen as UN ish or so in nature?

i was thinking for the vehicles: Humve, gattling tank, crusader, troop crawler and the paladin tank.

troops: ranger, tank hunter, hacker as engeneer. (no commando)

defences: Laser turret, Missile turret.

any ideas? i dont want it to just be a copy of one faction or any thing
CommieDog
13 years ago
(In the future, you may want to create a new topic for unrelated questions)

Seeing as how UN forces focus more on peacekeeping than combat, you probably don't want any tanks or heavy artillery. The ECM Tank and Sentry Drone would be good, and maybe the Microwave Tank if you wanted to tweak it a bit to disable rather than kill infantry.
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Sir General Sir
13 years ago
from what ive seen about UN missions, it all depends on the situation they are going into, if its a hot warzone, they use tanks, if its after a war, they would tend to send light armor or the like.

but thanks i will take that under advisement, and sorry for not starting a new thread
Sir General Sir
13 years ago
moding question now, if i had code/programing problems, is there any one that i could directly ask for help?

are you any good with code or have any recomendations?
CommieDog
13 years ago
I've modded both Generals and C&C 3, but my life dictates that I be in a place with limited internet access for extended periods of time. Replying to your posts is about all I can do.

As for a recommendation, I recommend trying things yourself. It's really the fastest way to learn.
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Sir General Sir
13 years ago
oh i understand, im just looking for some one that i could say some thing like.

Do:// some thing > because i said so ....

and have it not work, show it to some one that could tell me ...... i created 1 too many spaces at X


ok so here is what im thinking.

RA 3/Generals ZH

Peacekeeper/Conscript - only using an AR

Missile Defenders - .....

Hacker/Allied Engeenier - Engeenier

Apollo Fighter - bomber

Sky Wing/Jet Tengu/Vindicator/Russian Mig - fighter

Humvee/ - scout

ECM Tank - Range and sight boost

Mirage Tank - T3 heavy tank, no Mirage ability.

Guardian Tank/Tsunami Tank/Crusader/Paladin/Battle Master - main tank

Inferno - longer range tank

Cryo Copter/Twinblade/Comanche - light/med air unit

V4 Rocket Launcher/Tomahawk

IFV/Avenger - scout 2 attacks both ground and air

Troop Crawler - Transport

buildings

Allied Power Plant/USA Cold Fusion Plant/Nuclear Reactor -

Allied Airfield -

Defender Core/Gattling Cannon - gun only

USA Command Center - CON Yard (is a set building)

USA Barracks

USA War Factory

Patriot Missile - no real change

Patriot Laser - longer range, slower relode

any comments about making a mod like this? i know its probably going to be alot of work, but im willing to give it a shot.

i wil also probably, if i can find the files, re work the textures as well.

might you also be able to give me an opinion about my selection of choices for units?