Nathaniel
  • Nathaniel
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18 years ago
Ok, here's another one.. I have my own made start-of-a Warfactory. well, this isn't exactly about warfactories alone,
but when I make a building shouldnt it be like this:

1.build

2.texture

3.add animations, spawnpoints etc.

4.add to mod

part.1
CAN I even build a mod for C&C generals from scratch? or should I just mod the original files?

part.2
Well, because I do not have ready textures for it because it's build from scratch,(sure I can make a tga. picture but!!)
how do I install the textures On the surfaces? Do the textures need to be in 1 file only? Should the tga. image be some exact size?

THEN part 3. (this is gonna be a loong post)
Now that I have a textured cool Warfactory, I need to get the vehicles to come out the door. (I can animate the door but!!)
how do I place the vehicle spawn point In the warfactory, does it need coding or such? ('cus I dont now A boop about coding💀)
Triggers? that I can do but where in the editor are those options?

FINALLY part 4.
So íf question 1 was a "no no" ,How do I build a mod from the FinalBIG extracted files? do I just put them back in the textures n models files?

If it was an "aye aye!" then can I compress the .gmax model files to something as convienient as the files are in the original?



Is there anything else a noob should know?😄 Oh, and pardon my bad english if theres some


"He is stupid who doesn't ask"
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krit
  • krit
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18 years ago
http://www.cncgeneralsworld.com/forums/topic.asp?TOPIC_ID=7261 
Everything you asked for is right there...

And just as an additional note:
UserPostedImage 

Additional Notes To Make Things Clearer:
Part 1: Yes... You can create scratch models...
Part 2: Texture files can be seperated into multiple files, but that means you'll need to seperate your model's parts as well as each part can only be assigned one primary texture file.
Part 3: Exit parts and various other stuffs on models are indicated by special "bones". These are just objects that gives the game the coordinates needed for each effect.
Part 4:
A) While it works, it's highly recommended that the .BIG files are left untouched, not manipulated in any way and only opened if you need something extracted or looked up. (See above image for a more visualized description)
B) The game can only read .W3D model formats. The RenX plugin will be required for GMax users to export models into this format.
UserPostedImage 
CommieDog
18 years ago

Do the textures need to be in 1 file only? Should the tga. image be some exact size?

Nathaniel wrote:


You can have as many texture files as you want, but don't go overboard. As for texture size, I strongly recommend having both dimensions be powers of 2.

Part 3: Exit parts and various other stuffs on models are indicated by special "bones". These are just objects that gives the game the coordinates needed for each effect.

Krit wrote:


While this is generally true, production exit paths are done in code (specifically, the DefaultProductionExitUpdate module).
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Sky Demon
18 years ago
It probably isn't my place to post here but i never knew that you could make your'e own entire buildings and units for a game like Zero-Hour!?

Seems you learn something new every day!😎
Nathaniel
  • Nathaniel
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18 years ago
OMG!!! I'm home! :'D Thx guys!!!
"He is stupid who doesn't ask"
krit
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18 years ago


Part 3: Exit parts and various other stuffs on models are indicated by special "bones". These are just objects that gives the game the coordinates needed for each effect.

CommieDog wrote:


While this is generally true, production exit paths are done in code (specifically, the DefaultProductionExitUpdate module).

Krit wrote:



Whoops, forgot to mention that.
Also, if all you're doing is a model replacement of the existing warfactory, then all you have to do is make sure the bone names matches.
UserPostedImage 
Nathaniel
  • Nathaniel
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18 years ago
Thanks for all advice! this is reaally helping me ALOT!! ^^
Wich would you think I Should do? scratch or replacing?
Cus i think scratch would be cool but since i'm a noob...
hmm...
"He is stupid who doesn't ask"
krit
  • krit
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18 years ago
Depends on what you're trying to make and what is it for.
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Nathaniel
  • Nathaniel
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18 years ago
Well I'm sorta planning on making a new Warhammer 40.00 mod for generals..
But i have now abandoned the spontane building, and focusing on planning the mod...
"He is stupid who doesn't ask"
krit
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18 years ago
Just a plan will not help much. To ensure that atleast some activity is present, you should atleast learn a skill that is required in modding. By showing progress you increase the interest in your project and in return, people are more likely to join you.
UserPostedImage