Posted by: xDeliverancex - Saturday, January 13, 2007 4:54:30 PM
[quote]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. [/quote] 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?

Posted by: fleetatks - Saturday, January 13, 2007 11:50:12 PM
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. Edit: if you want to make finding all the codes you need easier download this: http://files.filefront.com/Ini_modding_kitzip/;6129746;;/fileinfo.html

Posted by: xDeliverancex - Sunday, January 14, 2007 12:14:14 PM
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 ? [quote]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 [/quote] This is what I would neet to edit, Right?

Posted by: fleetatks - Sunday, January 14, 2007 12:34:38 PM
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