Posted by: AdrianeMapMaker - Friday, November 11, 2016 11:40:04 PM
This is Sub-Topic Of Modding Generals (adding a Unit/Model) Read It
Does any one Know How to install/add my new unit/model in generals [b][/b]
and wait where do i found the texture that i need ,..[b]in Texture.Big ?? if it is , where do i extract them???[/b] , New folder [b](that i made,for BackUp)[/b] then Copy them In One of The Gmax Folders ... [b]where in Gmax Folders??[/b]
[b]Just Like This One:[/b] [ATTACH]1964[/Attach]
Posted by: Zatsupachi - Saturday, November 12, 2016 8:50:01 AM
Slow down, son.
Q: How do I add objects in Generals?
A: There's quite a process to it but here's quick run down.
1] Make the object's model.
You can use GMax with the RenX plugin.
Once you've done your model, you can export it as a .W3D file.
2] Make the object's code.
If you're using custom models, then make sure you refer to the model's name in it's art parameters.
3] Once you're set, just insert them into the a .big file. You can name it like "000FirstMod.big" or something. Since Generals reads files in ascii order, this file will be recognized first.
Make sure the files are in the right directory in the .big file.
Your object code should be:
Data\INI\Object\MyObject.ini
Your model should be:
Art\W3D\MyModel.W3D
Your custom texture should be:
Art\Textures\MyTexture.tga
Generals only accepts .tga or .dds
Posted by: klingondragon - Saturday, November 12, 2016 9:09:27 AM
You would also need to make the command button for the unit and make add that to the commandset if whatever building you want to build it.
Posted by: acidbrain - Saturday, November 12, 2016 10:48:48 AM
And save your new model as .gmax and export as .w3d, you cant change values if you import a w3d into renx, you have to set all values again because the settings are not saved, if you save as a .gmax file you can use that file to make changes if you need to and export again as .w3d when the changes are made...
Posted by: AdrianeMapMaker - Saturday, November 12, 2016 6:04:13 PM
[quote=Zatsupachi;141685]
Your object code should be:
Data\INI\Object\MyObject.ini
Your model should be:
Art\W3D\MyModel.W3D
Your custom texture should be:
Art\Textures\MyTexture.tga
[/quote]
[u][i][b]I cant see the folders that you've said : Data Folder Pic is attached[/b][/i][/u]
Should i extract them first in the [u][i][b][color=red]"Generals"[/color][/b][/i][/u] Folder , then I will put These Code,Texture,and Model In this Designated folders that you've Said???
[b]
Ive already extract one of them the Texture.Big in My One my Folder ,should i put the custom texture here or "Just Open your FinalBig> Then Extract Another One>Then extract them in Generals folder ???[/b]
[quote=Zatsupachi;141685]
then make sure you refer to the model's name in it's art parameters.
[/quote]
[b]
The Gmax Model Name "Wall01" then art Parameters[color=red] I dont Know this one [/color]
[code=cpp] ; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01[/code]
Is this the texture of the model that renamed for w3d??or if its not how can i do that ....wait you said i need to prefer in your name the [i][color=red]000FirstMod.Big[/color][/i] should i renamed it when im going to extract it as w3d file ??? [/b]
[quote=Zatsupachi;141685]
just insert them into the a .big file.
[/quote]
[b]How??[/b]
......
[b]Data Folder Pic attached:[question] I think[question] this is a wrong file directory for Generals [color=red]without any expansion pack[/color][/b] [ATTACH]1965[/Attach]
Posted by: AdrianeMapMaker - Saturday, November 12, 2016 6:17:25 PM
[quote=acidbrain;141687] if you save as a .gmax file you can use that file to make changes if you need to and export again as .w3d when the changes are made...[/quote]
so do i will change some ,then i will export it as a w3d file??
Posted by: AdrianeMapMaker - Monday, November 14, 2016 6:52:37 AM