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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-10-2005, 01:40 AM
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#1 (permalink)
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Member
Join Date: May 2005
Posts: 39
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[Generals: Resolutions] mod introduction...
After several years of giving modding a rest, I have decided to go back into it. I decided to post a thread for updates for you all. The mod is called Generals: Resolutions and is set several years after Zero Hour. The exact details are still in the works.
Along with your updates (which will occur at least once a week) I will be posting questions that arise during the mods construction. Now here is my first question. I have a new structure I am going to put in. I have the model/dss files/cameo. What I need to know is how to put the cameo in. I know this sounds noobish, but i have searched through the .big files and can't find it anywhere.
Also, the cameo is in .bmp format. Does it need to be in .tga? I have looked at several tutorials on the subject, but I couldn't make any real sense out of it. Thank you for your time.
Please keep in mind I am pulling this all together alone. I have no team or group of people helping me. My only assistance comes from the Deezire members so the mod will take some time to complete.
[NEXT UPDATE POST DUE: 09/17/05]
Just because that is when it is due, that does NOT mean that is when I will post it. I may post early if I know I won't have time on a particular Monday.
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10-10-2005, 02:41 AM
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#2 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 368
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As far as I know, cameo files must be in TGA format.
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10-10-2005, 05:09 AM
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#3 (permalink)
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Senior Member
Join Date: Aug 2004
Location: Philippines
Posts: 339
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Quote:
Originally Posted by CommieDog";p="
As far as I know, cameo files must be in TGA format.
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they must be in tga format  and go to http://gendev.gamemod.net and get the cameo mapper 
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10-10-2005, 01:52 PM
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#4 (permalink)
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Member
Join Date: May 2005
Posts: 39
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Update on cameo and building issues....
Ok, the building is working!! It does everything it is supposed to do. The only problem is the cameo. I have the cameo in .tga format, but I don't know where to put the file. What .big file does it go in? Does it even go in a .big file? Once this problem is resolved the building will be done in its entirity besides slight weapon tweaking and things like that. This isn't the update post for next week, I just needed a little more help. My next update post will feature more mod ideas and concepts. I am going to try to finalize the story as well.
[NEXT UPDATE POST DUE: 09/17/05]
Thanks for all your help.
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10-10-2005, 03:14 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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ok look..this is what i do for my cameos
1: make sure that my cameo is jpeg...then
...extract a user interface texture [e.g.: suuserinterface512_001] and using the XCCMIXER, convert it from dds to jpeg. Now, using paint, put the cameo on a clear space on the userinterface texture. Now save, and close. Using the XCC MIXER, convert the jpeg userinterface to .tga format. Now put this in the Art/Textures folder. Now, from INI/MappedImages/TextureSize512, open up the texture's ini tab [suuserinterface512.ini] and post all the dimentions of your photo there: [e.g.]
MappedImage F18
Texture = BlueAngelsSplit2.tga
TextureWidth = 112
TextureHeight = 170
Coords = Left:1 Top:1 Right:121 Bottom:97
Status = NONE
End
save, exit, and apply your cameo to whatever you want...
[OR]
use the gendev cameo mapper...lol
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10-10-2005, 03:15 PM
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#6 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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i actually use the 1st part more....because...i dont know how to use the cameo mapper lol...
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10-10-2005, 04:06 PM
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#7 (permalink)
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Member
Join Date: May 2005
Posts: 39
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I figured it out!!!! YES! Thank you for you replies though. I appreciate your willingness to help. I'm sure I'll need your help again.
THANKS EVERYBODY!!!
[NEXT UPDATE POST DUE: 09/17/05]
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10-12-2005, 07:13 PM
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#8 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Nice work so far. Keep it up and you'll have a great mod. I can't wait to test it out
when its done.
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10-12-2005, 08:45 PM
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#9 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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10-13-2005, 12:27 AM
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#10 (permalink)
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Member
Join Date: May 2005
Posts: 39
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Ok, just thought I'd take the time to let everybody know that I'm still working. Still no solid story line, but Monday is still a feasible release date. Here are a few changes I have made so far.
1. Laser General now has a New Laser Turret Instead of a Fire Base
2. Added Devastator Tank to Tank General
3. Decreased Rocket Buggy ammo and range
4. Removed Scud Launcher science requirement
5. Moved Pathfinder to level 1 science
6. Removed Infa_General NukeCannon
7. Removed Nuke_General Inferno Cannon
8. Nuke_General Nuke Mig Upgrade provides more ammo and power than before
9. Air_F Commanche has point laser defense
10. More points for rank level enhancements
11. Laser Turret range decreased
12. Laser Turret power increased
13. Laser Turret power requirement reduced
14. Laser Turret cost reduced to 800
15. SupW_General particle beam is now green and stays active longer
16. Lazr_General Paladin Tank added
17. Nuke Cannon science increased to level 3
18. Unique voices for new units
These are not all of the changes. I know right now there might seem to be some balance issues, but rest assured I am doing my best to see that the Generals stay as balanced as possible. Thanks for your support. Unfourtunatly, I don't have any screenshots because i do not have a website. I would, however, like to hear what you think so far.
F.Y.I. - If you have any comments please feel free to share them. Please keep you opinions constructive and non-abusive. Thanks...
[NEXT UPDATE POST DUE: 10/17/05]
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