Annihilationzh
16 years ago
Given that it's getting quiet again, I thought I'd start this thread, because it tends to get more people modding.

First, I'd like to say that Generals is a great game to mod; there's a lot of freedom, unlike many games, and it's really easy once you get started. So Generals is a great place to start!

Download FinalBIG:
http://www.cnclabs.com/downloads/details.aspx?id=240 

Install it, run it, & go to your zero hour directory (Standard is C:\Program Files\EA Games\Command & Conquer Generals Zero Hour). Now find INIZH.big and open it (it might be in the Data\INI folder). Go to Edit->Extract All and extract to your zero hour directory (again, standard is C:\Program Files\EA Games\Command & Conquer Generals Zero Hour, DO NOT EXTRACT IT TO Data\INI). Close the program and there will be files in Data\INI that contain the code for the units in the game.

You can open and edit .ini files with notepad, which comes as standard with windows. So experiment with these files and when you get stuck, we're here to help.

If you want to modify the units, you go into the Object folder. LaserGeneral.ini contains every unit & building of the laser general. FactionBuilding.ini contains all the buildings of GLA, China & USA. Etc, etc.

If you want to change a weapon, it's in weapon.ini. If you want to change the units built at a building, it's in CommandSet.ini (don't forget to change the prerequisites in the units file). If you want to change the speed of a unit, it's in Locomotor.ini. The damage units take from different weapons is in Armor.ini. Etc, etc.

This will also work for generals, but the directory is different and the file is called INI.big instead of INIZH.big.

Tools and Troubleshooting

Generals and Zero Hour come with an in-built debugger. When you have a syntax error, you can generally find the problem by running world builder. It will tell you which file, which line, and often the exact problem.

The Zero Hour Module List will tell you everything you can do with a module.

http://contra.cncguild.net/oldsite/Eng/checker.php 
It is far more thorough than world builder and will even tell you the original errors in the ini files. Unfortunately, these errors can make it difficult to find the real problem. So if you do use this checker, I recommend using a text difference checking tool to compare the original ini files errors to your own INI file errors.

Advanced

Map.ini
As no one ever seems to find my Map.ini tutorial, I'm adding a link here. It's a bit more in depth. You can find it here.  If that link dies, you can find it in the tutorial section titled Map.ini basics.

Bike Logic
http://www.cnclabs.com/forums/cnc_postst12640_Advanced--Bike-Logic.aspx  If that link dies, you can find it in the tutorial section titled Advanced: Bike Logic.
If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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CommieDog
16 years ago
This is a short yet good guide to the most basic aspects of modding. I'm stickying this.
UserPostedImage 
CommieDog: Because someone has to do your dirty work for you
Zero Hour Mad
14 years ago
This is really interesting and worth learning thing or two πŸ™‚
UTD^Force
7 years ago
I highly recommend starting small, change weapon damages, unit costs and behviours so you get basic knowledge about modding before getting right into making a whole mod.
Crash the game again and again until you are satisfied with the final result. And, if a problem persists, feel free to ask about it here in the forums.

In addition to what has already been explained above, here are some useful links:

To learn about the ini code, read this. List of INI modules by rrtaya_tsumasiyu:
http://www.cnclabs.com/forums/cnc_postst12909_List-of-INI-modules.aspx 

Modding tutorials:
http://www.cnclabs.com/modding/generals/ 
http://www.cnclabs.com/forums/cnc_topics86_Mapping-and-Modding-Tutorials.aspx 

Mapping And Some Modding Tutorials by Adrianemapmaker:
http://www.cnclabs.com/forums/cnc_postst16829_Tutorials-By-AdrianeMapMaker.aspx 

Modding utilities, you will need FinalBIG to edit the codes.
http://www.cnclabs.com/downloads/generals/modding-and-mapping.aspx 

<< Public Sources >> by DetoNato:
http://www.cnclabs.com/forums/cnc_postst4622_-Public-Sources.aspx 

C&C Ini Editor by AcidBrain:
http://www.cnclabs.com/forums/cnc_postst17253_CandC-Ini-Editor.aspx 

C&C Cameo Studio V1.1 by AcidBrain:
http://www.cnclabs.com/forums/cnc_postst17027_CandC-Cameo-Studio-V1-1.aspx 

Command & Conquer: Generals/Unused content in the expansion:
https://tcrf.net/Command_%26_Conquer:_Generals/Unused_content_in_the_expansion 

Generals Modding-Resource by adrianemapmaker, for extra information on modding utilities and for Csf editor:
http://www.cnclabs.com/forums/cnc_postst16946_Generals-Modding-Resource.aspx 

Finally, some tips, tricks and trouble shooting common problems. Tips and Tricks by rrtaya_tsumasiyu
http://www.cnclabs.com/forums/cnc_postst11604_Tips-and-Tricks.aspx 

How to install Gmax:
Follow the first page of this guide  that shows how to download Gmax with Renx and .W3D importer, you can also read the rest of the guide to get more info on how to use the program.
If you have problems getting the registration code for Gmax, you can get one from signing up here .

Finally, browsing the forums here is helpful as you might find out something new, find a solution for your problem or even solve someone's problems.
Reading the map.ini files of some maps can be very helpful to learn simple and advanced coding.

Examples:
Operation Kihill Beach V2 
Bushehr: Operation Partisans' Challenge Version 1.5 
Secret Weapons Test 
Guantanamo Bay: Operation Cuban Freedom 
ConYard MCV for Zero Hour  This one is pretty advanced but really useful.
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UTD^Force
Moderator and former map reviewer
Big fan of C&C Labs
Beer_Money
4 years ago
I used to mod Generals and ZH back in the day. Nothing too major, just added adjusted the speed, costs, and damage output on units, added unused generals powers, made SuperWeapons devastating and added some units that had not been in the game ie: Hyper Sonic Aurora, Nuke Hunters, Laser Col. Burton, etc. The biggest change I wanted to create but was never successful, was to make the Boss General work as an opponent. I could never figure that one out. Have any of you ever successfully made the Boss General work as an AI opponent?
Adjiesman
4 years ago

I used to mod Generals and ZH back in the day. Nothing too major, just added adjusted the speed, costs, and damage output on units, added unused generals powers, made SuperWeapons devastating and added some units that had not been in the game ie: Hyper Sonic Aurora, Nuke Hunters, Laser Col. Burton, etc. The biggest change I wanted to create but was never successful, was to make the Boss General work as an opponent. I could never figure that one out. Have any of you ever successfully made the Boss General work as an AI opponent?

Originally Posted by: Beer_Money 



I succeeded in making the new faction that I made into my AI, even though the AI ​​I made was not strong as the AI ​​made by other people. As for the Boss General, maybe I will try make it according to my wishes too, but only if the AI ​​for my new faction is finished. Even though my AI looks weird, it is at least good enough for a novice modder like me. 😁