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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 05-13-2005, 09:53 PM   #1 (permalink)
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Default Need help putting my model into ZH

Lately Ive been having problems modding ZH. I can mod generals vanilla just fine, its just that whenever I mod ZH, ill edit the ini code in order to change somethin like a particle effect or a unit model and nothing changes? I dont know why but its probably because Im so used to editing only one particular file when changeing a model. I made this jet in renx and instead of making an entirely new unit I decided to just replace the raptor model with it. So i go into americaair.ini and change the model name yet when I try to play in game its still the same model? Im not sure if im supposed to edit the individual generals files or what but ZH just completely screwed me up with modding and knowing what files affect other files. Any help would be appreicated.
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Old 05-14-2005, 02:17 AM   #2 (permalink)
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which general did you play as? only normal USA was affected when you only edited the americaair.ini.
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Old 05-14-2005, 11:48 AM   #3 (permalink)
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yea thats what I was trying to do, so i just played on normal usa but it still kept the same raptor model and didnt chage it to the one I made
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Old 05-15-2005, 12:09 PM   #4 (permalink)
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Post the Art code.


"DefaultConditionState
Model = AVRaptor
HideSubObject = BurnerFX01 BurnerFX02
WeaponLaunchBone = PRIMARY WeaponA
End" ect.
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Old 05-15-2005, 01:52 PM   #5 (permalink)
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I named the model AVJet


Code:
Object AmericaJetRaptor

  ; *** ART Parameters ***
  SelectPortrait         = SACRaptor_L
  ButtonImage            = SACRaptor
  
  UpgradeCameo1 = Upgrade_AmericaLaserMissiles
  UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo3 = Upgrade_AmericaCountermeasures
  ;UpgradeCameo4 = NONE
  ;UpgradeCameo5 = NONE
  
  Draw                   = W3DModelDraw ModuleTag_01
 
    DefaultConditionState
      Model               = AVJet
      HideSubObject       = BurnerFX01 BurnerFX02
      WeaponLaunchBone = PRIMARY WeaponA
    End

    ConditionState        = JETEXHAUST
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = JETEXHAUST JETAFTERBURNER
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
    End

    ConditionState        = REALLYDAMAGED
      Model               = AVJet
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
    End
    
    ConditionState        = REALLYDAMAGED JETEXHAUST
      Model               = AVJet
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
      Model               = AVJet
      ; damage
      ParticleSysBone     = Smoke01 JetSmoke
      ParticleSysBone     = Engine01 JetEngineDamagedSmoke
      ; afterburner
      ShowSubObject       = BurnerFX01 BurnerFX02
      ParticleSysBone     = Engine01 JetLenzflare
      ParticleSysBone     = Engine02 JetLenzflare
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    ConditionState        = RUBBLE
      Model               = AVRaptor_D1B
      HideSubObject       = None 
      ShowSubObject       = None
    End

    ConditionState        = RUBBLE JETEXHAUST JETAFTERBURNER
      Model               = AVRaptor_D1B
      ;HideSubObject is needed cause there're inherited from default condition state      
      HideSubObject       = None 
      ShowSubObject       = None
      ParticleSysBone     = Engine01 JetExhaust
      ParticleSysBone     = Engine02 JetExhaust
      ; exhaust
      ParticleSysBone     = Wingtip01 JetContrail
      ParticleSysBone     = Wingtip02 JetContrail
    End

    OkToChangeModelColor = Yes

  End
I dont know why it wont work but it just keeps the same model
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Old 05-16-2005, 09:22 AM   #6 (permalink)
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where did you place the edited file?
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Old 05-16-2005, 09:22 AM   #7 (permalink)
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pls say something more, ex. where did you place the edited file?
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Old 05-16-2005, 09:23 AM   #8 (permalink)
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pls say something more, ex. where did you place the edited file?
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Old 05-16-2005, 03:59 PM   #9 (permalink)
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Ahh okey I think I solved it, a couple files turned up missing so I reinstalled then redid the coding and put it in the appropriate folders so everything seems to be working now. Thanks all
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