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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-14-2006, 02:02 PM
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#1 (permalink)
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Junior Member
Join Date: Jul 2006
Posts: 5
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OWN GENERLAS - like Hero in BfM-E 2
Hi!
WE [for now only me and my friend  ] want to make a mode, which will allow YOU to create OUR OWN GENERLAS, just like the Heroes in Battle for Middle-Earth 2. Just replace the HERO with GENERALS.
Chose OUR extra units, powers, upgrades, units special bilities etc.
Decrease price of tanks for e.g. but get higher price for infantry etc.
And if this is possible chose [browse] OUR OWN face/picture for GENERAL
and Voices etc.
WE just need to copy Hero system from BfM-E 2 to ZH and change [many  ] things
BUT, WE need help. Anybody willing HELP?
Greetings!
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07-14-2006, 09:37 PM
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#2 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 383
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I don't think you can copy the hero system from BFME 2 to ZH due to engine issues. You could, however, release a pack of resources that modders to insert to create their own generals.
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07-14-2006, 11:23 PM
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#3 (permalink)
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Junior Member
Join Date: Jul 2006
Posts: 5
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Why not?
ZH & BfM-E 1/2 is same engine.
So, why not?
Im still diggin in BIG files n I see hero system in [a lot of] INI etc.
So propably if WE copy this to ZH [with some changes] then supose to work [hope so :P]
Anybody willing help?
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07-15-2006, 03:59 AM
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#4 (permalink)
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Junior Member
Join Date: Oct 2005
Location: Texas
Posts: 5
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Because there are hard-coded differences in each distinct game built on the engine. For example, there are some things in the Zero:Hour code that aren't retroactively applicable to original Generals, such as the Avenger's target designator. It's reasonable to assert that similar specific changes were made to BfM so the development team could accomplish what they needed to for that game, which would cause a crash if inserted into a game which did not support those features.
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07-15-2006, 10:15 AM
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#5 (permalink)
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Junior Member
Join Date: Jul 2006
Posts: 5
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OK, But as You see ZH works with some extra changes.
Anyway, GENERALS Crete System will be less complicated than HERO System in BfM-E 2.
Just take a look in BIG files in BfM-e 2.
Its a lot of ini scripts etc. i didnt seen anything special.
If THEY made this, WE also can, cuz this is same engine, just a bit modified.
E.G. Blitzkrieg II - They made a lot of changes not possible in original ZH.
But thats not the point.
Point is who is willing to help?
Who have some experince in this case?
Anybody?
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07-15-2006, 08:18 PM
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#6 (permalink)
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Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
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Thats the thing, Blitzkrieg 2's team gave up on BFME because it was alot more work converting stuff, and not to mention they couldnt use the turret logic until they released a patch enabling it..
In short terms, unless you do alot of converting due to the 2 games differences in coding terms, ZH will crash..
Besides, there is alot more to ZH than EA gave us, Blitz is working with a team that is working on unlocking those many things... You really cant compare someone who just now began modding to them, its kinda an unfair fight..
Well, good luck with what you are wanting to do anyway... Just about everyone here is probably not going to want to do this, it really isnt as easy as it is said, you have alot more work than just copying it over...
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07-15-2006, 10:00 PM
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#7 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Elgin, Scotland, UK
Posts: 168
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Yeah, unless EA built a feature such as this into ZH but never used it (unlikelly) it would be impossible to do IN-GAME (i.e. part of the menu system etc) without decompiling the exe, changing the code to add in the features you want and re-compiling it (which is illigal and a breach of the licence agreement, not to mention incredibly difficult).
As said before it is definitelly possible to make a 'Generals adder' tool, all you would need is a little knowledge of Visual Basic (or other language) and ZH ini scripting
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07-16-2006, 06:44 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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For all intents and purposes, the proposal you're throwing at us is, alas, impossible.
Generals ini files are extremely limited, it's not code, it's configuration.
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07-16-2006, 08:20 PM
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#9 (permalink)
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Junior Member
Join Date: Jul 2006
Posts: 5
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OK,
I got the point, i Spend few hour on that, Your right.
So from other way, lets convert ZH to BfM-E 2.
That should be easier.
Or just lets everybody make petition for 2nd EXP to CnC:G  , where we will got that Generals create system :P
BTW: I heard that CnC 3 will support xml modding? Im right?
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07-16-2006, 08:36 PM
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#10 (permalink)
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Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
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Sokay, let me try to get the Zero Hour part straight...
You want to add it to where you can choose your "General" from the game right?
If so, you could just create a button that allows you to build a dozer for that team... an upgrade of sorts, only have it to where you can get only one of the uprgrades...
That aside, you would have to actually make different units for the different sides... And if you want BFME stuff, you would have to use BFME as a reference as you make the units from scratch..
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And like I said, Blitz' Team gave up on converting ZH to BFME-1, so it has to be really hard in the first place.... And even if the Deezire community makes a petition or anybody else, EA Games is probably focused on its next game, CNC 3, and we would probably have to wait another year or so for them to make a new expansion pack....
Like I said, good idea, but lack of plausibility on making it.... :| But with a little work, well, in this case alot of work, you could probably get this done...
PS. I dont know, I havent really been following CNC 3 much all that lately, sounds like a good game, I just dont like the jump back to the tiberium wars, even then they could make it look more like Tiberium Sun...
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