zero hour mad map maker
9 years ago
Alright you ZH modding experts, I need some help! Now before I ask my questions, yes I have looked at some tutorials and yes I have looked around CnC labs. But, some things are still confusing to me (darn you Zero Hour!).

Now I have read about the commandbutton.ini and those other files etc.

I have a new unit that I want to implement into ZH, I have his Animations, textures (button images), I don't have his sound effects yet, if that's required. There's probably more that I need, but I just want to know where I insert the animations (w3d files).

Once I insert the animations and models where they're needed and specified in the (moddedunit).ini about them, what do I do next? I think I'm just rather having a somewhat of a hard time figuring this out, but I'm not too confused.

Can someone type up mini tutorial on how I do this? I saw some other tutorials out there, but they were pretty brief and not too helpful for me.
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AdrianeMapMaker
9 years ago
For Ini Stuff .You Need this thing for a '1' unit

CommandSet.ini
CommandButton.ini
Object. Ini
Weapon.ini


Simply copy a unit's ini like a ranger as a base then you will done the job

For Ini
Try To See My Miniexample,That May Help(The Code is MadeByMe,And The code is on question Since i don't know if its Fully Corrected)
Link:http://www.cnclabs.com/forums/cnc_postst16874_NuclearBoss-InfantryTerrorist-Ini-Help.aspx
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zero hour mad map maker
9 years ago
Oh OK. So I edit the existing ini's right? That's what I was thinking when I was looking at those files and reading up on the tutorials.


Thanks Adriane! I'll have a look.
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SkyMix_RMT
9 years ago
W3D files go into the W3DZH.big file (models animations and skeletons)

Then as adrian said you'll need all those ini files as well as a SoundEffects.ini
for all the unit specific sounds and weapon sounds, and a FXList.ini for special visual effects like bullet tracers but this depends on what type of unit this will be.

Is this an infantry unit or vehicle?
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klingondragon
9 years ago

W3D files go into W3DZH.big

Originally Posted by: SkyMix_RMT 


DO NOT DO THIS (As this would mean editing the original game files)

What you should do is:
When testing:
Create a folder 'Art' in the game root. Then a subfolder called W3D. Put them in there.
For release:
Create a new big archive and place all your mod files in there.
zero hour mad map maker
9 years ago
OK! I have done those and put my animations in the W3D folder. Do the command button image files go into the art folder? As well as all the .ini's?
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klingondragon
9 years ago
The images go in 'Art/Textures' and then you define them in an ini file in 'Data/INI/MappedImages'.
zero hour mad map maker
9 years ago
Right! That makes sense.
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