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DeeZire, Redemption
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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-12-2004, 04:43 PM
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#21 (permalink)
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Senior Member
Join Date: Jul 2003
Location: England
Posts: 153
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Yeah, I can play the game fine, the button just doesn't show up at all, i'm playing ZH, but adding the files to the Generals directory (that might be part of the problem i guess though)
My train of thought was that any changes to basic stuff in generals would take effect in ZH (When i changed the comanche to the orca it still worked in ZH)
I've got an idea of what i was doing wrong now, so after i've watched 24 (YAY!!) i'll try & sort it out & if it still screws up i'll post the code.
Thanks for all the help so far peeps
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02-12-2004, 06:23 PM
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#22 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 601
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ok, ill be waitng for the code...
jmb8785
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02-12-2004, 06:47 PM
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#23 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Changes to Generals to not affect Zero Hour. You can have 2 mods installed, 1 for Generals, 1 for ZH, and they will both work. This is the order in which both games read the files:
Generals:
INI folder
BIG file (-mod)
Original game BIG files
Zero Hour:
INI folder
BIG file (-mod)
Original ZH BIG files
Original Generals BIG files
Note that if a file has already been read from one source, it will not read it from any others. Once it has found a file it won't look for that same file anywhere else.
So ZH only reads Generals' BIG files directly, it doesn't read any of Generals' mod-related files. Unless you edit Generals' BIG files themselves, but that's a BAD idea, and it could even cause the famous "everything blows up after 30 seconds" behaviour.
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02-12-2004, 07:41 PM
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#24 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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You can have as many mods installed for both titles as you want. As long as its not Pro:Gen (no offence, its just the way it installs) or the ealier mods (before Generals 1.4). If you want your mod to be compatible with other mods just use the -mod command line (thats what it was coded for) and the technique that Blitz 2 uses. Second Wave uses a combo of the -mod command line and a similar technique to Blitz 2 of file swapping. That is because the script files for AI and such are not able to be read from the big files. BUt not all teams have someone that can program in a real language so I suggest you please use the -mod command system for all your mods (to all modders) because it's really annoying to keep having to tell people to check about improperly installed mods when a mod doesn't work
Redeemer, you could use the hex editing way, but w3d importing, exporting and boning are really useful skills to learn when modding for Generals. Your mods will have the potential to be much better.
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02-12-2004, 09:02 PM
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#25 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 601
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i dunno about the potential, but thats why u have a team of people, because peopel know different things
and hex editing is a quick solution to his problem.
jmb8785
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02-13-2004, 03:03 AM
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#26 (permalink)
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Senior Member
Join Date: Sep 2003
Location: the mighty planet of doom (NZ)
Posts: 269
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did you think of puting in a new code in "command button" and " command set"
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02-13-2004, 07:02 AM
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#27 (permalink)
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Senior Member
Join Date: Jul 2003
Location: England
Posts: 153
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Well, I think i've finally solved my problem, with all of your advice
i was finally able to add a new unit - and it was actually the hover crusader (I made a new BIG file you use for a mod using TibEd2) and added my code for the hover crusader to the factionunit INI and commandset & commandbutton INI's inside the BIG file.
The game ran fine and the unit worked well to a point, but none of the upgrades or commands in the context bar appeared so i couldn't get the unit to guard (even when pressing G) or have a battle/scout/hellfire drone or gain veterancy - and when it was in the build queue there was no icon, yet it used the crusader icon in the war factory context bar.
So if anyone wants to look at the code ad tell me how to solve those little errors just ask and i'll E-mail it to you.
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02-13-2004, 01:41 PM
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#28 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 601
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well, i see the hover crusader as a waste. But the object que portrait is int eh mapped images, you must have never specified it one. As for the guard problem i would imagine its your cammandset. if you are realyl interested in gettign all thsi shit to work, let me know, email me the files for the unit, ini's and model, skin. If i have time over the weekend ill work on it. my email is jmb8785@snet.net
ALSO did you get your orca problem straightened out
jmb8785
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02-13-2004, 04:07 PM
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#29 (permalink)
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Senior Member
Join Date: Jul 2003
Location: England
Posts: 153
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I might have sorted the problem out at last, coz like i said i created a mod file (BIG file with all the INI's etc ready made) using TibEd 2, then I extracted commandbutton INI commandset INI and factionunit INI and added the code for the hover crusader to them (for some reason i forgot to add the orca's code) when i tested it, it worked, so i tried it again and added the orca code, but this time the game crashed on start up, so i'll e-mail the code and models so if you want you can have a go with them.
Then when your done perhaps you'd be able to enlighten this old fool as to the ways of modding generals. :tard:
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02-13-2004, 04:14 PM
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#30 (permalink)
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Senior Member
Join Date: Sep 2003
Location: the mighty planet of doom (NZ)
Posts: 269
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all sorted out? good
remember it
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