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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Adding Models and SKins to the Game - Please Help

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

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Old 02-23-2004, 11:46 AM   #1 (permalink)
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Default Adding Models and SKins to the Game - Please Help

I have been coding the INI files for about a month now, but have recently been using GMax to produce and import objects. I also have some skins for new units such as the SEAL.

However I do not know how to import these into the game at all.

I would need to know what format to save them as, where to save them to, and how to link them into the INI files among other things.

Any help would be appreciated but I really need a detailed few paragraphs or so as previous posts have left me with little from one word answers.

Thanks
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Old 02-23-2004, 12:36 PM   #2 (permalink)
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Let me see if this helps.

In your gen dir (regular or ZH) you will either find or need to create an art folder & in it there needs to be a textures folder & w3d folder. Textures are where all the skins need to be & models in w3d folder.

Gmax models need to exported as .w3d files. There's an importer somewhere & you can import something to compare size & direction.

I'm assuming you know about the ini folder since you read some posts. In the object subfolder look whatever ini your new unit fall under (or create your own).

At the beginning of unit is the art info. Easiest way to see your model is to replace an old unit's model with your own (note this doesn't apply for inf models). Just look under DefaultConditionState & you'll find Model = *. Put the name of your model there (put in front of the old name & put a ; in front of old name, anything with a ; is commented out)

Try these things out & I or someone else will help you further.
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Old 02-23-2004, 03:23 PM   #3 (permalink)
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Thanks it has helped. So if I have this skin called:

zhca_airanger.tga

and the ini that reads:

; idle
DefaultConditionState
Model = AIHERO_SKN
IdleAnimation = AIHERO_SKL.AIHERO_STA 0 25
IdleAnimation = AIHERO_SKL.AIHERO_IDA
IdleAnimation = AIHERO_SKL.AIHERO_IDB
AnimationMode = ONCE
TransitionKey = TRANS_Stand
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponMuzzleFlash = SECONDARY NONE
HideSubObject = MUZZLEFX01
End



what do i rename?
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Old 02-23-2004, 03:48 PM   #4 (permalink)
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In this case...nothing. All you have to do is put zhca_airanger.tga in the art/textures subfolder I talked about. Boot up C&C:G and your ranger will have the skin.

The replace model I talked about is only for vehicles, not infantry. Infantry require a skeleton & unless you make a skin for an old skeleton you need to place in a lot more stuff.

For a new vehicle use try this example:

Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVApache ;AVComanche
HideSubObject = MissileUpgrade
Animation = AVApache.AVApache ;AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End

AVApache is the old model & AVCommanche is the old. Note I also put in the animation changes but that was it.
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Old 02-23-2004, 04:44 PM   #5 (permalink)
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A models texture information is stored in the models W3D file itself.

Textures are applied to models via the RenX Material Navigator.
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