xDeliverancex
19 years ago

Once you've done that you've finished in gmax. So save and close. Now there are 2 ways of getting your exported models into the game. Because I've copied the crusader my model will simply replace the crusader, no INI editing needed. you can just make an Art folder in your Generals install folder, then 2 folders in that named Textures and W3D. Put your W3D files in the W3D folder and your textures in the Textures folder (duh). Run the game and it'll work like that, but it leaves you with lots of floating files lying around in your generals folder. (PS, please excuse my horrifyingly ugly windows colour scheme. I thought it was cool when I first put it on but have grown to disslike it too but can't be bothered to change it)

So what I do is put all these files into one .big file. This is good because it leaves you with just 1 file for each unit you make. This means you need a program that can read/write .big files. I use FinalBig but you can use others like XCC Mixer. Add your W3D Files under Art\W3D, as shown. Put your textures in Art\Textures. Now save it with any name (and the .big extention) into your generals install folder.



That shows you how to add a Model you "copied" (so to say), But how do you add one With your own name?

:Exsample:
His model is named avalepord.W3D (same as the Crusader, apparently) and when he saved it, It replaced the 'old' Crusader model. Mind is named avagladius.W3D. Do I need to make a whole new .INI for it like the other tanks or something?


UserPostedImage
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fleetatks
19 years ago
Yes, I suggest copying all the code for the crusador (except for commandbutton and set) and replace the name. This will make it exactly like the crusador, and you can change a couple things if you wish too. Use the commandset and commandbutton.ini to tell it which general to give it to, and then put all the ini's inside of C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI and put "____Vehicle.ini" (___ being the army you give it to) in C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Data\INI\Object (make the folder if you have to.) make sure your .w3d tank is in C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Art\W3D and the texture in C:\Program Files\EA Games\Command & Conquer Generals Zero Hour\Art\textures (Again, make the folders if you have to)

If you're tank has problems ingame post them and I'll try to help.

http://files.filefront.com/Ini_modding_kitzip/;6129746;;/fileinfo.html 
Email me if you ever need help (edited signature November 6th, 2014)
xDeliverancex
19 years ago
How do I make it so you can build the tank without getting rid of any others?

Like, I want it to be in the Tank General Sw all I would have to do is Copy the Battlemaster code, fix it up to my liking and paste it into the Tank Generals .INI ?

Object Tank_ChinaTankBattleMaster

; *** ART Parameters ***
SelectPortrait = SNBattlemaster_L
ButtonImage = SNBattlemaster

UpgradeCameo1 = Upgrade_Nationalism
UpgradeCameo2 = Upgrade_ChinaUraniumShells
UpgradeCameo3 = Upgrade_ChinaNuclearTanks
UpgradeCameo4 = Tank_Upgrade_ChinaTankAutoLoader
;UpgradeCameo5 = NONE

Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVBtMstr
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = NVBtMstr_D
Turret = Turret01
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
ConditionState = RUBBLE
Model = NVBtMstr_D
Turret = Turret01
End

TrackMarks = EXTnkTrack.tga
End

; ***DESIGN parameters ***
DisplayName = OBJECT:BattleMaster
Side = ChinaTankGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY BattleMasterTankGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY Tank_BattleMasterTankGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 700
BuildTime = 12.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Tank_ChinaWarFactory
End

ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
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 = Tank_ChinaVehicleBattleMasterCommandSet

; *** AUDIO Parameters ***
VoiceSelect = BattleMasterTankVoiceSelect
VoiceMove = BattleMasterTankVoiceMove
VoiceGuard = BattleMasterTankVoiceMove
VoiceAttack = BattleMasterTankVoiceAttack
SoundMoveStart = BattleMasterTankMoveStart
SoundMoveStartDamaged = BattleMasterTankMoveStart

UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = BattleMasterTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
VoiceCrush = BattleMasterTankVoiceCrush
VoiceEnter = BattleMasterTankVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE

Body = ActiveBody ModuleTag_02
MaxHealth = 400.0
InitialHealth = 400.0

; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 800
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = VeterancyGainCreate ModuleTag_14
StartingLevel = VETERAN
End


Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 120 ; turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End

Locomotor = SET_NORMAL BattleMasterLocomotor
Locomotor = SET_NORMAL_UPGRADED NuclearBattleMasterLocomotor

Behavior = VeterancyGainCreate ModuleVet_01
StartingLevel = ELITE
ScienceRequired = SCIENCE_BattlemasterTraining
End

Behavior = HordeUpdate ModuleTag_04
RubOffRadius = 150 ; if I am this close to a real hordesman, I will get to be an honorary hordesman
UpdateRate = 1000 ; how often to recheck horde status (msec)
Radius = 75 ; how close other units must be to us to count towards our horde-ness (~30 feet or so)
KindOf = VEHICLE ; what KindOf's must match to count towards horde-ness
AlliesOnly = Yes ; do we only count allies towards horde status?
ExactMatch = Yes ; do we only count units of our exact same type towards horde status? (overrides kindof)
Count = 5 ; how many units must be within Radius to grant us horde-ness
Action = HORDE ; when horde-ing, grant us the HORDE bonus
End

Behavior = PhysicsBehavior ModuleTag_05
Mass = 40.0
End

Behavior = FireWeaponWhenDeadBehavior ModuleTag_06
DeathWeapon = NuclearTankDeathWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = LocomotorSetUpgrade ModuleTag_07
TriggeredBy = Upgrade_ChinaNuclearTanks
End
Behavior = WeaponSetUpgrade ModuleTag_17
TriggeredBy = Tank_Upgrade_ChinaTankAutoLoader
End

; A crushing defeat
Behavior = DestroyDie ModuleTag_08
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_09
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_11
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End


Behavior = SlowDeathBehavior ModuleTag_12
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 25
DestructionDelay = 200
DestructionDelayVariance = 100
OCL = FINAL OCL_ChinaTankBattleMasterDebris
FX = FINAL FX_BattleMasterExplosionOneFinal
End

Behavior = TransitionDamageFX ModuleTag_13
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
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

Geometry = BOX
GeometryMajorRadius = 13.0
GeometryMinorRadius = 9.0
GeometryHeight = 10
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End



This is what I would neet to edit, Right?
UserPostedImage
fleetatks
19 years ago
You need to edit CommandSet.ini, commandbutton.ini, weapon.ini, and tankgeneral.ini Make sure you change the W3d to avagladius instead of nvbattlemaster or whatever it is. In weapon.ini you need to copy the code from a tank (Crusador or battlemaster (crusador would be easier) and at the top give it a new name which will be referred by in tankgeneral.ini
Email me if you ever need help (edited signature November 6th, 2014)