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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 11-02-2005, 06:32 PM   #1 (permalink)
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Default butchering

ok i can make my own units from scratch. but i don't know how to butcher any units.

im trying to butcher a GLA scorpian tank and a few sandbags as well to make it look entrenched. how do i get the models to pop up? so i can butcher them?
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Old 11-02-2005, 07:46 PM   #2 (permalink)
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Well I haven't touched modeling in a looong time. But you need to get your hands on gmax and renx. Then you need to extract the needed files from BIG files (Big files [hence the name] that stores just about all the game data). W3DZH.big and TexturesZH.big i think. Personally, FinalBig is what I use and its pretty good since you can make it "open with" big files so all you have to do is double click on the big file to open it.

You'll need some form of dds to tga converter since gmax can't read dds files. If you have photoshop you can use that with nvidia's dds plugin (google "nvidia dds", should be the first link, or just go to developer.nvida.com and navigate around there.) I'm sure there's apps that can do a batch conversion of dds to tga, just google it.

Next you'll need to grab a w3d script that imports w3d files into gmax. Again, I don't even have gmax installed, just google it. If I recall correctly, it was at sleipnir's stuff (do a forum search for it. The readme should tell you how to install it.

finally you open renx (which is basically gmax w/ cnc specific stuff) and go to the utilities tab (the hammer) and press the maxscript button, a dropdown should appear and click on it and select the w3d importer (if it looks selected, still do it to actually run the script). Then press the newly appeared import button and just choose your w3d file to import (make sure that the texture files are in the same directory as the model).

Guess what? You've just imported a model

If you've converted the textures and didn't change the name at all, the textures should all be applied. If not, you can manually apply them w/ the material editor (m hotkey).

Then you can move/rotate/scale/position/etc. the objects. If you don't know how to do that you should right click in one of the views to show a quad menu and select move/rotate/scale. Then select the object. There should be a xyz origin thingy coming out/near the object. You can drag on one of the xyz lines to restrict it to that movement/rotation. Little corners near the lines allow 2 of the xyz properties to be modified at once. To really understand the tools, you should read some random gmax tutorial out there.

Finally, when you done (assuming you saved), you go file>export to export to w3d. Make your that you select W3D format before saving.

There you go...

guess what? I just saved a bunch of money on my car insurance by switching to Geico! (if you didn't get that... please ignore :dead

Feel free to question
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Old 11-02-2005, 08:40 PM   #3 (permalink)
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Default

you can also import the sandbag and the texture itself; as it should be in the wall obstacles section...



p.s. lmmfao on last part guy
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Old 11-02-2005, 11:11 PM   #4 (permalink)
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I thought most people would get bored reading my long posts and miss that lol. Maybe that smiley face must of attracted attention . Anyway I may actually be answering the question incorrectly...

please explain what do you mean by "how do i get the models to pop up?" some more. thx.
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Old 11-03-2005, 12:00 AM   #5 (permalink)
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If he is trying to get other models to reference to eachother? Like the overlord tanks upgrades? In that case wouldn't it be a bone issue?
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Old 11-03-2005, 03:53 AM   #6 (permalink)
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Isn't it obvious guys? He just wants to do a bit of kitbashing.
All he's asking is how to import Gens models, which imho GuyInTheWindow just explained very well

as a ps, everything you need is here.
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