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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
03-11-2005, 05:47 PM
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#1 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Getting My Model into Generals
Hey there, i have been doing some stuff in the generals modeleing area , now , i want to try and import to the game , i cant seem to find the INI files that control the models (w3d files) all i keep encountering is TGA files , someone tell me whats gong on? or are the W3d files even read into the game?
I figure they must be , seems like a lot of space used if all they wanted was the TGA files that are there. Hmm , help.
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03-11-2005, 06:41 PM
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#2 (permalink)
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Senior Member
Join Date: Jan 2004
Location: London, UK
Posts: 390
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.tga are used for tectures,
if you want to change a model, you need to go into the object folder and find the object you want to replace in one of the .ini files
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03-11-2005, 07:00 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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Indeed, to add a model you need to adjust the ini of the unit you wish to add, as opposed to a central ini controlling models.
So, to add a model, put the model in Art\w3d and the texture in Art\Textures. If you are changing an existing model, simply place the new model with the correct name into the relevant folder.
If you are having trouble, http://gendev.game-mod.net/ has some nifty beginners tuts, including adding new units.
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03-11-2005, 09:39 PM
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#4 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Yes, yes , all very clear , but , i guess what i meant to say is , how is it that you add a new unit , that has a new name , and has a new model , when all i seem to be able to find are ......
mapped images that contain pointers to the image files (.tga) - these are within the TextureSize_512 folder.
but nothing that points to a W3D file.
And also , i mean that in the object design code (withiin faction.ini) there is pointers to the models eg: AVHUMVEE , but nothing that is actually a pointer to a .w3d file. Umm , am i making sense , cause thats all i want to find. Im totally lost here.
Anyways , ty for trying to help out
PS : http://gendev.game-mod.net very good site this is here , i been there a fair bit lately , but i still came out a little lost on the w3d thing.
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03-11-2005, 10:19 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2004
Location: London, UK
Posts: 390
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To help you i will post the code for one of my units(*NOTE* this is an old version of the file),
Hightlighted in red is the W3D file
;------------------------------------------------------------------------------
Object SovietVehicleV3Launcher
; *** ART Parameters ***
SelectPortrait = SACTomahawk_L
ButtonImage = SACTomahawk
;UpgradeCameo1 = None
;UpgradeCameo2 = None
;UpgradeCameo3 = None
;UpgradeCameo4 = None
;UpgradeCameo5 = None
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset
DefaultConditionState
Model = V3
; Turret = TURRET
; TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponHideShowBone = PRIMARY MISSILE
End
ConditionState = REALLYDAMAGED
Model = V3
End
AliasConditionState = RUBBLE
; TrackMarks = EXTireTrack.tga
; Dust = RocketBuggyDust
; DirtSpray = RocketBuggyDirtSpray
; PowerslideSpray = RocketBuggyDirtPowerSlide doesn't powerslide
; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
; LeftFrontTireBone = Wheel01
; RightFrontTireBone = Wheel08
; LeftRearTireBone = Wheel03
; RightRearTireBone = Wheel05
; MidLeftFrontTireBone = Wheel02
; MidRightFrontTireBone = Wheel07
; MidLeftRearTireBone = Wheel04
; MidRightRearTireBone = Wheel06
; TireRotationMultiplier = 0.2 ; this * speed = rotation.
; PowerslideRotationAddition = 0 ; This vehicle doesn't powerslide.
End
; ***DESIGN parameters ***
DisplayName = OBJECT:SovietVehicleV3Launcher
Side = Soviet
EditorSorting = VEHICLE
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 800
BuildTime = 25.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 200
Prerequisites
Object = SovietWarFactory
; Object = SovietRadarTower
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
WeaponSet
Conditions = None
Weapon = PRIMARY V3MissileWeapon
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = SovietTankCommandSet
; *** AUDIO Parameters ***
VoiceSelect = TomahawkVoiceSelect
VoiceMove = TomahawkVoiceMove
VoiceGuard = TomahawkVoiceMove
VoiceAttack = TomahawkVoiceAttack
SoundMoveStart = TomahawkMoveStart
SoundMoveStartDamaged = TomahawkMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = TomahawkVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = TomahawkVoiceCrush
VoiceEnter = TomahawkVoiceMove
VoiceBombard = TomahawkVoiceAttack
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0 ; turn rate, in degrees per sec
TurretPitchRate = 60
FirePitch = 70 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = DestroyDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
; Behavior = FXListDie
; DeathTypes = ALL -CRUSHED -SPLATTED
; DeathFX = FX_GenericTankDeathEffect
; End
; Behavior = CreateObjectDie
; DeathTypes = ALL -CRUSHED -SPLATTED
; CreationList = OCL_GenericTankDeathEffect
; End
Behavior = EjectPilotDie ModuleTag_13
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_14
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 15.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
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03-12-2005, 03:44 AM
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#6 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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yea , ihave an invisible model though , i just am not sure what is going on ,
i have exported it through 3ds max to a w3d file , but than when i try and reload the w3d file into max , it is empty , invisible , not there , and yet when i view it through the W3D Viewr , it is there , anyone know what is up here?
hmmmm.
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03-12-2005, 05:21 AM
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#7 (permalink)
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Senior Member
Join Date: Jul 2004
Location: London, UK
Posts: 376
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I believe you have to play with it in RenX for Generals to recognise it. While I'm not a modeller, so I'm afraid I can't be of much help, a straight export from 3DSM won't work AFAIK. I'll have to pass this one to the resident modellers.
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03-12-2005, 06:15 AM
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#8 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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OK< well any help you can find anywhere will be realy apprecieated , i have created several different ,models , textures , ya da da, but nothing has worked. I am getting absolutely frustrted here.
All tutorials from every source o have read , say to save the model as a W3D file , i have done this. It DOES NOT SHOW UP, it is INVISIBLE.
One other thing is , i was wondering exactly how the tga files play in with the model , as far as i can tell , i have added my tga files through the material editor , as diffusion. Is this wrong? I cant find any good info anywhere , seems that there is always a step or two left out.
Basiclly, from all i have gathered , if you make a plain BOX , with nothing on it at all , and save it as a w3d file , you should be able to get it into generals , well , this is not the case for me , i dont get it. Help me pls. As i said , my model is saved in the Art/W3D and to keep it simple , i have just done an instance replace of the humvee.
Do i need to add it to the world editor before it can be found in the game )i didnt think so , although i have read about renegade reqiuring this)
AVHUMMER.W3D, but now , when i build a hummer , it is invisible. hehe , prettty damn kewl stealth unit , lol.
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03-12-2005, 11:55 AM
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#9 (permalink)
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Senior Member
Join Date: Feb 2005
Location: Canada
Posts: 185
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Ok , well , afer endless hours of frustration and no SLEEP , i finally got a plain old damn box into the game , lol. So , this thread is officially , DEAD, however , anyt tips or pointers as to info on skinning would be nice , ty.
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03-12-2005, 12:05 PM
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#10 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 339
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heres a nice site for skinning tutorials
KillasMods 
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