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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 07-09-2004, 10:34 PM   #11 (permalink)
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If your not experienced with the tools you need to modify Generals/ZH and your not knowledgeable on how to code the ini's then it may take you a month just to get your feet wet with it...
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Old 07-09-2004, 11:34 PM   #12 (permalink)
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Might take you a few minutes of investigating your hard drive and using google to get your feet wet in INI editing
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Old 07-10-2004, 12:02 AM   #13 (permalink)
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First of all, he didn't say he had no skills, he said he could skin

However, I for one like to see something done before I join a mod made by someone I don't even know

W3bdevil, I'd suggest you get a website up or something before you start asking people to join your team
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Old 07-10-2004, 10:17 AM   #14 (permalink)
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Well, I've already finished the site for the mod, I can make it live within a week of me getting back (ie: wait 10 days)

And please don't insult my intelligence, I already know VB, C#, an extensive amount of C++, and AS1.5, I passed the "ini-editing" stage when you were still in diapers

Anyway, I'll start with the mod when I get back, I can get some textures done, and I'm fairly "okay" with 3DS, so GMax can't be too hard to master

Still, as soon as I get something done, I'll post it and get you informed, Hey... I'm open to criticism and comments, (so long as they're constructive)

Ciao
-W3bbo
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Old 07-10-2004, 11:08 AM   #15 (permalink)
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Quote:
I passed the "ini-editing" stage when you were still in diapers
I doubt it, Generals/Zero Hour wasnt even planned 15 or more years ago

You will see that ZH ini-ing is far different then C++ .And modding ZH has nothing to do with C++ (except for a mod-launcher/installer, but the second can be done without C knowledge).

Also, youll need some time to figure out the RenX Tools and their possibilities (RenX Gamepack, W3D View, etc).
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Old 07-10-2004, 12:44 PM   #16 (permalink)
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Quote:
I doubt it, Generals/Zero Hour wasnt even planned 15 or more years ago
Duh, hello. Ini files have been around a damnsite longer than 15 years

An the Generals ini files still contain a LOT of references to it's hard achitecturals.

I'd suggest getting a website going, as well as getting a hefty design document out there first.
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Old 07-11-2004, 08:46 AM   #17 (permalink)
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Well, I'm still on holiday in the middle of the Indian Ocean, but I'll be back home in good ol' england (ie: wednesday) then I'll see what I can do

Anyway, so what amount of work do you guys need as bait to join a modding team before you join a mod team?

A single unit/building moddled, coded, and skinned, or an entire faction?

....Because I'm not terribly "good" at moddling, as I said, I'm more suited to coding and skinning, Fallen_Crusader (aka Tickles_the_ivories) recommended that I code a few units based on existing units (say... base the Spider on the Humvee, the Grozney on the Commanche, and the Crion on the Nuke Cannon, and maybe the Hann on the Helix)

Just tell me what I need to do in order to win your support

-W3bbo
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Old 07-11-2004, 09:34 AM   #18 (permalink)
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Well, you can do as much as you like bait-wise - the more is the better. But without distinct direction and a setup to flaunt your bait, you'll not get far. Hence the need for website and documentation ^_^.

Basing units by simply modifying existing scripts is the easiest way to do it, and it makes sense to do so (and when u run out of suitable units, THEN you can happily add new ones from scratch, lol).
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