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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 04-29-2003, 12:47 AM   #1 (permalink)
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Default My General Exp Menu guide v.1

This is the first version of my planned 'document' contribution. Due to the fact that I am lazy and that my knowledge in .wnd files are very limited, the file is not exactly very comprehensive or detailed. However I expect a reasonable reader to understand some very basics in GeneralsExpPoints.wnd and is able to start making his own layout after reading.

The document is very simple and consists of one pic and one example, and is so more like a tutorial for dummies than a research. Deezire and Curator please help me revise it. I believe that it has the potential to develope into a full documentation of the .wnd file, but maybe someone could instead create a separate document that includes a complete list of available tags and window types and such in all .wnd files for more advanced users ..
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Old 04-29-2003, 04:43 AM   #2 (permalink)
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Very useful. For the heck of it, Ive stuck a couple of pics here that show you what it looks like in the WND editor we used.

Pic 1 - Window
Pic 2 - Button

The useful thing is the Heirarchy view as you can see which thing (button, drop list etc) fits into each window and so the program takes care of the whole parent/child window system.

Im still trying to re-write it to upload it for wider use - the shots there are from my edited version that so far has translated and works on machines other than a developers one

Its a full WYSIWYG editor as it uses all the images from the mapped images folder and your string file, plus you can simply move stuff aroud within the window (that 'grid') and drag n drop elements. You can throw together a window in no time.

The problem is that because its an internal tool only, its designed only to work with internal builds. Ive got that copy running with the final version of Generals, but GUIEdit only reads STR files, not CSF, and it will only read 256x256 texture pages/INI files not the 512x512 ones that the public version has. Still, a bit more work and I should have it licked.
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Old 04-29-2003, 05:42 PM   #3 (permalink)
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That will be a useful tool. Don't know if much documentation is needed on wnd files if you get this working properly.
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Old 04-29-2003, 05:44 PM   #4 (permalink)
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Yeah, looks amazing. But then I don't think Deezire will release it to the public, as that will get him into trouble.
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Old 04-29-2003, 05:57 PM   #5 (permalink)
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This is why modding is poor. I just don't see why they refuse to release programs such as these. And they shipped a version of the world builder that cannot read mods.
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