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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 07-06-2003, 12:36 PM   #11 (permalink)
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cant open it
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Old 07-06-2003, 01:51 PM   #12 (permalink)
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thanks flyby!
I hope it will work for the infantry units!
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Old 07-07-2003, 12:17 AM   #13 (permalink)
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Default Re: the 5 things I think EA should do...

Quote:
Originally Posted by jonwil
If they do these 5 things, I think that will satisfy the wants of most of the generals editing community (this is in addition to any game patches and stuff)
1.fix WB (as posted by deezire on the front page of this site)
2."officially" release the unused art (like the secret lab and all the other stuff)
3.release some kind of model editor (I dont know for sure but couldnt they just take the source code to the RenX plugin for gmax and hack at that to make it good?)
4.Release some example models to go with the model editor. If the model editor can read *.w3d, thats not needed, if it ends up being e.g. a gmax Gameplack, then some files in *.gmax format are needed.
and 5.documentation on the ini files of some kind

Not that EA is likely to do these things, it would just be nice if they did...
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Personally, the mod community doesn't really NEED any of that....what would help us, would be a contest like that bit ut2k3 one...or some other big sign of support of the modding community.
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Old 07-07-2003, 01:21 AM   #14 (permalink)
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Dont need any of that!? R u crazy? We definetly need the WB fixed as that would finally allow me to accept that Generals truly has mod support
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Old 07-07-2003, 02:43 AM   #15 (permalink)
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Why fix what ain't broke?
WB isn't broken, it's just a lot pickier about ini file validity and replication, you can get it to work with a mod installed.

The only thing I think EA needs to do is keep bug testing the various programs at different levels of stress and release patches for them when needed
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Old 07-07-2003, 03:43 AM   #16 (permalink)
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Although I somewhat understand the cry for more support, I think the EA team did not so bad.
The real problem lays with the attitude of the Generals modding community: All I see here are "demands" and whining on how limited modding support is.

However, what many fail to realise is that it is up to the modding community itself to prove they are worthy.
Modding is not just about changing an existing game with "cool" superweapons and invincible units.
In the first place it should be about the common effort of making modding possible. Indeed, the main goal should be to focus on resources and research, on how to make modding possible by developing all kinds of tools.
Modding is and was never plug&play. Just look how steep the learning curve is for the most popular FPS games...
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Old 07-07-2003, 11:36 AM   #17 (permalink)
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Quote:
Originally Posted by Eradicator
Dont need any of that!? R u crazy? We definetly need the WB fixed as that would finally allow me to accept that Generals truly has mod support
You would need it less then the Unreal 2K3 contest idea.

The community needs such a contest, it will propell the mods to a great level and encourage modders to produce kick-ass quality mods.
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Old 07-07-2003, 11:44 AM   #18 (permalink)
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i agree with flyby here at some point, it depends on what your goal is.
me as an independent modder with no serious goal(at the moment it is waiting for me), my task is to enhance my own and the communities knowledge about the game.
However within a short while i will become member of a totalconvertion team, then my task will change, i will then set out to actually and deliberately use the tools i've gathered, any new information i stumble on isnt automatically posted on any public forum.
Then we come to the company, this game wasnt an enginerelease, doom3 halflife 2 are enginereleases, they live on producing a kickass engine(with an crapass game), and then supporting the modding the modding community.
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Old 07-07-2003, 11:49 AM   #19 (permalink)
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For some obscure reason the zipfile of the importer got corrupted


NOTE :

There seems to be something wrong here :
The file opens fine locally, but after uploading and downloading again, it seems to be corrupted...

better try to download from here :
http://www.derelictstudios.net/users...3dimporter.zip
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Old 07-09-2003, 09:53 AM   #20 (permalink)
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I just found out another good community support idea. Basically it would be an "ask EA developers" type of thing. It would work like this...there would be a forum set up somewhere....and people would submit questions related to mod editing there. Then, the community vets would see if they could answer the question first....but if they can't(and the question is relevant) then they would put the questions together and email them to EA once a week.
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