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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 03-27-2005, 08:42 AM   #1 (permalink)
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Join Date: Feb 2004
Location: China
Posts: 356
Default Covert Operation beta 0.31 released!

3 months have passed quickly since the previous version. Now the lastest beta 0.3 of Covert Operation MOD has been released as I promised. there are lots of changes about China aircraft in this version. some bugs have been fixed in Beta 0.31

DOWNLOAD HERE.
or from yousentit.com(before April 10)

more info about Beta 0.2

what's new in Beta 0.3:
1. Helix
1.1 modified Helix model and 4 new upgrade objects.

1.2 all China generals have their special helixs, even the infantry general's awesome Helix Emperor.

1.3 the Helix bomber can strafing run foreward.


2. Black Shark (Ka-50)
2.1 nice model with rocket pad weapon.
2.2 Strafing run sideward and backward




2.3 Nice Engine Sounds, thanks The_Hunter

3. Comanche
3.1 sexy new model with the weapon bays. now that the missiles are NOT fired from vulcan gun any more.

3.2 either Stealth or RocketPad upgrade on each unit.

4. MiG
4.1 the real armor upgrade to the new MiGArmor.
4.2 the extra ammo upgrade up to 4 missiles per attack.
4.3 MiG can project its radar shadow to other place to avoid being attacked by enemies.


5. Iron Dragon Striker
5.1 new texture made by myself.
5.2 changed the model a bit


6. Propaganda Center
6.1 its speaker tower works now.


install manual
1. unrar to the zerohour folder.
2. remove other MODs. it is simply to do that by renaming the folder Data\INI.
3. delete My Documents\Command and Conquer Generals Zero Hour Data\_tmpChunk.dat
4. copy the files in Covert_Script\ to Data\Script. it is STRONGLY recommend to backup your files.
5. run Covert.bat
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Old 03-27-2005, 11:17 AM   #2 (permalink)
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Default

the download link doesn't seem to work :cry:
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Old 03-27-2005, 07:44 PM   #3 (permalink)
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Default

I sent it to Chrizz via email. but the delivery to his gmail is failure. :dead:
does he have other mailbox instead? I also fixed the download URL above so that it will works.
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Old 03-28-2005, 08:28 PM   #4 (permalink)
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I have changed the URL to cncreneclips.com.
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Old 03-29-2005, 05:13 PM   #5 (permalink)
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Default

how many polys is that KA-50?

and when you created your model how many animations did you create? and did you animate the rotors spining?

I am trying to start small and simple like create a unique unit for a given side, modeling the mesh isnt the hard part i can create the mesh, now my question is once i've modelled and uvw mapped the mesh what do i do? 1.

What naming convition do i have to use if any when creating the mesh parts
(does the turret have to be named something specific like TankTurret? )
ok now i have a file

AE_tank.w3d what do i need to do to this model, ok so my understanding is that then once its created i use the .ini files in weaponsFX.ini or something to tell it what .w3d model to use in game?
I define it in the model .ini file like

AE_Powelltank_id
{
AE_Powelltank= AE_tank.w3d;
}
and just include everyone into the .big file
just one more question can use my own .big files or do i have to overwrite the existing .big files.( i get that i would define where the custom .big file would be in a .ini file but can i do that?)

, is it better to work backwards from .ini files to the model,then create the model then the stats for the model, then match the .ini files to the new/old ones. I just need to know if I'm learnding or not. I wont keep asking tens of questions at once, just need to know if im goin in the right direction. Once i get it i learn it, im picking it up pretty quick its just that the struture of the .ini is very extentsive.
and i need to know that my thinking is correct.

thanks you all have been helpful.

lata

-weed
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Old 03-29-2005, 07:47 PM   #6 (permalink)
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1. more than 600
2. 2. one for rotors. the other for weapon bays
3. link the objects as hierarchy, then export to w3d file.
4. just name them regularly as which would be easy to remind.
5. define it in the model .ini file like
Code:
Object AEtank
  Draw = W3DTankDraw ModuleTag_01
    DefaultConditionState
      Model = AE_TANK
      Turret = TURRET
      TurretPitch = TURRETEL
6. your own big file that would be launched with the -mod parameter.
Code:
generals.exe -mod <your big filename>
btw, please ask you questions in a new thread.
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Old 04-03-2005, 11:20 AM   #7 (permalink)
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Default

update to version 0.31
some bugs have been fixed in this version.
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