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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Adding a unit to the Game. [ProClone or others]

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

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Old 02-28-2003, 11:54 PM   #1 (permalink)
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Default Adding a unit to the Game. [ProClone or others]

I'm still a newB so this isn't really my place. But someone with the know how. Looking in your direction ProClone. Could whip up a quick and dirty guide from when modelling and texturing is finished to actually getting your unit into the game. What ini you have to edit. What properties you have to set up. How them tread and smoke fx spheres in max work and how to set stuff like that. Also making this a sticky post would be a good idea DZ. Have like a once off thread of getting a unit into the game from start to finish. So start posting people.
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Old 03-01-2003, 01:27 AM   #2 (permalink)
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Its called FactionUnit.ini, and its in the ini.big file. Use the XCC Universal Extractor to extract it and open it. To put your model in the game, make sure your model in w3d format in the art/w3d folder and your skin is in dds format in the art/textures folder. Now open factionunit.ini and in the units section you want to replace, under model, type the name of your w3d file.
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Old 03-01-2003, 12:17 PM   #3 (permalink)
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Another existing guide for this is up at C&C universe right now too:
http://www.cncuniverse.com/content/a...id=7548&page=1

That goes over the basic of the ini part of editing/adding units.

So far as the rigging of the particle emitters (ie the things that emit dust/sparks/smoke) it' just a matter of adding a dummy object with the appropriet name and enabling it's "export transform" export option.

You can call the Dummy in the ini and based on it's name the game will use it as a starting point for smoke/dust/etc.

I haven't researched the particle system much yet though so that's all just a guess If someone's got practicle experience with it please take a big eraser and overwrite what I said :P
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Old 03-01-2003, 06:52 PM   #4 (permalink)
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What about rinning of the model? do you have to have any bone structures? Or is is just, make the chassic, make the turret, make the barrel, place emitters, texture and then thats it? nothing else invloved in the modelling and texture part?
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Old 03-01-2003, 10:44 PM   #5 (permalink)
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Yeah you've pretty much got it. There isn't much rigging involved in making tanks.
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Old 03-02-2003, 06:20 PM   #6 (permalink)
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Thanks for that link btw ProClone. Was really helpful. OK I've got the ini stuff pretty much figured out but I still dunno how toget my model functioning right. Anyone help?

It's basically like a technical with dual headed flack cannon on the back. The main body is name chassis, the base of and a main section of the turret is called turret01 and the cannons are named barrel01 and 02 respectively. it's not textured properly yet I just stapped a quick black and white picture over it to test that the model actually shows up ingame. But it doesn't. Anyone?
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Old 03-02-2003, 07:25 PM   #7 (permalink)
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Could be a bunch of things:

1. Is the model made of Triangular polygons? I haven't tested it but it would stand to reason that if it isn't it may not show up at all ingame.

2. Are you sure the model isn't showing up at all? I may actually be VERY VERY big or VERY VERY small, the scale in Max has a direct equivalent ingame.

3. When you exported the model was "export geometry" enabled on all the geometry parts?

4. In Gmax, was the model ABOVE the XY plane. If it's BELOW that then it'll be underground ingame... and you wouldn't be able to see it obviously
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Old 03-02-2003, 08:22 PM   #8 (permalink)
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speaking about units being underground, would an "underground" unit be selectable?
I dont have Generals so I cant test such an idea (and I suck at W3D modelling too)
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Old 03-02-2003, 09:18 PM   #9 (permalink)
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I suppose if you made an underground unit you could make it visible to the player who controls that unit. But show it shaded and 2d to show its underground.
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Old 03-02-2003, 09:44 PM   #10 (permalink)
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Quote:
Originally Posted by Proclone
Could be a bunch of things:

1. Is the model made of Triangular polygons? I haven't tested it but it would stand to reason that if it isn't it may not show up at all ingame.
Model is made up of rectangular polygons. Thats all good.

Quote:
2. Are you sure the model isn't showing up at all? I may actually be VERY VERY big or VERY VERY small, the scale in Max has a direct equivalent ingame.
I used the crusader tank as a reference image and made my tank in the same way. Except in the ini files I referenced the model to the humvee I think. Hmm sounds kinda stupid now that I think about it but it still should show up at least right?

Quote:
3. When you exported the model was "export geometry" enabled on all the geometry parts?
Um not sure about this one will retry

Quote:
4. In Gmax, was the model ABOVE the XY plane. If it's BELOW that then it'll be underground ingame... and you wouldn't be able to see it obviously
Yeah model was above the plane and is not underground. Cos during the shellmap I can see the fire from my tank that I made cos it took the spot of the humvee but I just can't see the model itself. Do the models HAVE to have a texture occompanying them? or with they still just render flat shaded with no texture?
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