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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 05-13-2003, 02:28 PM   #1 (permalink)
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Default A New Modeler in the Midst...

Hey Everyone, how y'al doin! This is my first post but I'm not really a newbie to the moddin scene. I did a big Homeworld mod (HW:Freespace) and I've created tons of models for other games so I

I think to look on the forums for help and do so mostly without starting a new thread! Usually asking for help is easy if you knwo how to use a search engine! Anyways, I have found something that is giving me problems!

I've created 3 units for generals, 2 all new(new ini entrys, not replaced units) air units(X-31, B-1b) that work perfectly in the game. but to see how I would create a tank I just replaced the (in factionunit.ini) the entry avleopard.w3d with my file avt90.w3d.

Code:
 DefaultConditionState
      Model               = AVT90 ;AVLeopard
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY TurretMS
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY TurretFX
      WeaponLaunchBone    = PRIMARY TurretMS
    End
I loaded the avleopard from the game into Gmax at the same time as I was creating my model in max looking at the objects in the avleopard to create my tank. After that I textured my I broke it up into these parts



I then exported it (3ds) to gmax and from there exported it over to Generals. All my files for the unit are in the right place(art/textures + art/w3d) but I can't seem to get the model to display in the game. The seen when you first start Generals up with the comanches and humvees defending against GLA doesn't display my replaced model and it doesn't in game either.

I've included the Material list to possibly show any other problems and a pic of the model with the texporter skin on it. Is there possibly a debug mode switch or something so I can diagnose the problem?




I might as well use this time to show off my other units too, maybe hook up some constructive critism... I've never been good at texturing though(I let other people take care of the *hard* photoshop stuff)... So i left um wit the texporter skins... if anyone wants to help out it'd be great!

Both of these are already in the game!




Lookin forward to talkin wit y'all about the huge world of Generals moding
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Old 05-13-2003, 02:45 PM   #2 (permalink)
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hey,
well I have gotten a mech for my mod working and here this is just things thrown together and tell me if it works for you after ur done

First in RenX I imported one of the models from the Generals game. Deleted it and then put my model over the spot where the model was sitting. Then I had exported it and named it AVStrider.w3d
Oldfaq
------------------------------------------------------------------------------
Factionunit.ini
;------------------------------------------------------------------------------
Object AmericaTankStrider
; *** ART Parameters ***

SelectPortrait = SNSupplyTruck_L
ButtonImage = SNSupplyTruck

Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = AVStrider
Turret = Turret
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
End
ConditionState = REALLYDAMAGED
Model = AVStrider
End
ConditionState = RUBBLE
Model = AVStrider
End

TrackMarks = EXTnkTrack.tga
OkToChangeModelColor = Yes
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Crusader
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY CrusaderMachineGun
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
;ArmorSet
; Conditions = PLAYER_UPGRADE
; Armor = UpgradedTankArmor
; DamageFX = TankDamageFX
;End
BuildCost = 550
BuildTime = 11.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
End
ExperienceValue = 50 50 100 200 ;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 = AmericaTankStriderCommandSet

; *** AUDIO Parameters ***
VoiceSelect = CrusaderTankVoiceSelect
VoiceMove = CrusaderTankVoiceMove
VoiceGuard = CrusaderTankVoiceMove
VoiceAttack = CrusaderTankVoiceAttack
SoundMoveStart = CrusaderTankMoveStart
SoundMoveStartDamaged = CrusaderTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = CrusaderTankVoiceCreate
VoiceEnter = CrusaderTankVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = CrusaderTankVoiceCrush
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 = 500
InitialHealth = 500
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots= PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End

Behavior = ObjectCreationUpgrade ModuleTag_05
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone
End
Behavior = ProductionUpdate ModuleTag_07
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End

Behavior = ExperienceScalarUpgrade ModuleTag_08
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End

; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_10
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_CrusaderTurret
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End

Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End

Behavior = DestroyDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
End

; A crushing defeat
Behavior = FXListDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End

Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End

Behavior = EjectPilotDie ModuleTag_17
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End

Behavior = MaxHealthUpgrade ModuleTag_18
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
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 = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 05-13-2003, 05:32 PM   #3 (permalink)
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tight it worked perfectly!

Thanks Oldfaq... Eh, what sorta mod you working on?
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Old 05-13-2003, 07:54 PM   #4 (permalink)
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well its futuristic, and therea are 3 sides. America Britain and Russia, it incldes many new features including a conversion of all three sides with new everything including (Mechs, and way more) I will post some screens of ingame action (unksinned)
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Old 05-13-2003, 09:45 PM   #5 (permalink)
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Man I'd be harsh willing to help you out! I know alot of stuff.. check out sum of my work here http://people.ku.edu/~nuwtella/
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Old 05-14-2003, 06:20 AM   #6 (permalink)
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hey,
sent you an email with some pics just email me back and we can communicate from there
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Old 05-14-2003, 06:17 PM   #7 (permalink)
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Ztella, care to lend me that B-1B model?
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