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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 05-24-2008, 02:30 AM   #11 (permalink)
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Thanks for the pointers everyone.

I was thinking, does Renx allow you to copy the model of a existing unit? Like the skeleton and things of that sort? So that i can simply re-skin it to make it look the way I want for a differnt faction? Would this be something that is easy enough to do? The basic infantry for my India side I would like to be the INSAS Gorkha Worriors. (name subject to change ) But I want them to be exactly like the Rangers from the USA side. But Simply look different. And the tank I talked about in my first reply i think it was, would be exactly like the crusader tank. If this is something that can be done easily let me know.
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Old 05-24-2008, 11:28 AM   #12 (permalink)
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Quote:
Originally Posted by ottomattic View Post
Thanks for the pointers everyone.

I was thinking, does Renx allow you to copy the model of a existing unit? Like the skeleton and things of that sort? So that i can simply re-skin it to make it look the way I want for a differnt faction? Would this be something that is easy enough to do? The basic infantry for my India side I would like to be the INSAS Gorkha Worriors. (name subject to change ) But I want them to be exactly like the Rangers from the USA side. But Simply look different. And the tank I talked about in my first reply i think it was, would be exactly like the crusader tank. If this is something that can be done easily let me know.
I have exactly the same idea for a new faction I am developing. I want to use models I find in different downloaded mods in my new faction, but I don't know how to reskin them. Here is the list of units I want to use for that new faction:
NOTE: The reference to Nod and Tiberium is part of my Tiberium Twilight storyline.

Code:
Strategy: Solar Power, Phase Shields, Squad
Training, Heavy Armor, Fast Air Attack

Architecture and unit style: white-coated titanium
structures painted with blue equilateral triangles on
the sides (the triangles alternate like this:
▲▼▲▼▲▼▲). All buildings are based on pyramids
(this is the Delta Force, as in delta ▲).

Delta Base Structures:

	Liberator (Delta Construction Yard,
converts from a Crusader, armed with a vulcan
cannon; strong vs. infantry, scouts; weak vs. land
and air vehicles)

	Reclaimer (Delta Construction Crane,
converts from a Scavenger, provides secondary
construction tab and builds only Delta defensive
systems)

	Solar Reactor (Delta Power Plant,
Provides 10 kW of power, can be upgraded with
Solar Cells for 200% more power)

	Solar Mass Fabricator (Converts excess
solar power into mass and sells for credits;
generates $10/sec. The only way Delta
commanders generate income since Tiberium
harvesting is counter-intuitive:
We're trying to stop Tiberium from
spreading, not encourage it.)

	Outpost (Defends against land vehicles
and repairs damaged units. Converts from a
Colossus Tank.)

	Mech Factory (Delta War Factory, builds
Delta mech and vehicle units, provides vehicle repairs)

	Air Factory (Delta Air Facility, deploys up
to 6 planes to airpads (in triangular formation) and
helicopters, comes with helipad (tower in the
middle of the six airpads) for repairing and rearming
helicopters.)

	Intel Center (Delta Tech Building, doubles
as a radar facility and can be upgraded to reveal all
enemy concentrations. Based on Rise of the Red's
Russia's radar center)
             Unit Upgrades:
	Phase Shielding - armor protection that
makes selective units temporarily invulnerable due
to unstable nature of shield.

	Solar Converter - two-fold upgrade. Gives
selective units solar engines, increasing SOT
[speed of travel], and beam amplifiers [turns
absorbed sunlight into a weapon which replaces the
current weapon of the unit]. This is the only
known way to destroy Tiberium cores and has a
negative impact on Nod forces (since they use
Tiberium in everything).)

Delta Defense Structures:

	Node Tower (Can be reversibly upgraded
(put them on, take them down) with one of three
defense turrets: Grounder, Hammerhead, or Seeker.
Based on body model of Shockwave's USA Armor
General Ironside's defenses)

	Grounder Node (Anti-infantry and anti-air
turret. Uses machine gun, based on the GLA Quad 
cannon, to mow down soldiers and clip air units.
Based on Shockwave's Vaporizer Vulcan Turret)

	Hammerhead Node (Anti-vehicle turret.
Targets only land vehicles, NOT air vehicles, using
its two pump cannons. Based on Shockwave's
Guardian Turret)

	Seeker Node (Unarmed turret. Reveals
invisible enemy units and calls in A-22 Shockwave
air bombers. Based on Shockwave's Gazer Turret
and Contra's Designator Fire Base.)

	Solar Beacon (Defense obelisk based on
an RA2 Allied Prism Tower, but fires a solar beam
independantly of other beacons)

	Juggernaut Bunker (Battle Bunker similar
to Chinese version, but garrisons 6 mechs. Also
boosts their veterancy training.)

	StormBringer (Super Weapon, summons a
lightning storm every 4 minutes. Effective against
vehicles and structures due to their electronics.)

Delta Land Vehicles:
	
	Crusader MCV (Delta construction vehicle,
armed with a portable Vulcan cannon, can travel
through warp gates at light speed and shield itself
for a period of time)

	Scavenger (Delta Bulldozer, makes repairs
to buildings, assists in Liberator and Reclaimer build
projects, can convert into Reclaimer)

	Sentinel Drone (Armed with a machine
gun. Effective against infantry. Can also reveal
stealthed units. Emits a small radius of energy to
repair damaged allied vehicles. Based on America
Sentry Drone and Chinese Speaker Tower in
Generals Zero Hour.)

	Conversion Drone (Hacks into enemy and
tech buildings, changing their faction's side to the
Drone's side. Emits a small shockwave for rendering
enemy land vehicles neutral. Equivalent of
Engineer.)

	Enforcer Tank (Predator MkII. Based on
GDI TW3 MBT [Main Battle Tank]. Can be upgraded
with Solar Converter and Phase Shielding)

	LandMaster (Fortified APC [Armored
Personal Carrier]. Carries up to 6 soldiers, who can
use its many fire ports to attack. Amphibious. Can
detect stealthed enemy units.)

	Shellshock Tank (Anti-Air only due to
angled turret trajectory. Uses a Quad Cannon
based machine gun turret to clip air units.)

	Illuminator (Artillery. Uses solar
converters to fire an amplified solar beam. Effective
against structures and land vehicles. Named after
the ancient Illuminati order, whose ideas
enlightened Europe.)

	Colossus (Modified Mammoth Tank based
on TWI version. Can be upgraded with Solar
Converter and Phase Shielding. Can transform into
Outpost.)

Delta Air Vehicles:

	WindRider (Attack helicopter armed with
machine gun. Can be upgraded with Solar
Converter.)

	Cyclone (The LandMaster's air equivalent.
Armored Transport Helicopter. Carries up to 6
soldiers, who use the fire ports to attack. Can be
upgraded with Phase Shielding. Based on Combat
Chinook.)

	Hurricane (Fast attack jet. Like the
Aurora Bomber, travels at supersonic speeds for a
period of time but can also drop carpet bombs. Can
be upgrade with Solar Converter.)
All Shockwave images can be found here:
C&C: ShockWave Mod for C&C: Generals Zero Hour Images - Mod DB
The Russian radar center for Rise of the Reds can be found here:
Rise of the Reds Mod for C&C: Generals Zero Hour Russian Radar image - Mod DB.
The mod I am developing is for private use only and WILL NOT be uploaded to the internet. I am too lazy to post it myself.
If anyone knows how to reskin models, would you tell ottomattic and me about it? Thanks.

Last edited by BlueGalactic; 06-07-2008 at 06:55 PM..
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Old 05-25-2008, 09:32 PM   #13 (permalink)
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Hello?
Quote:
Originally Posted by Phantom139 View Post
Ok, the problem is when you select the button, you get the error cursor, or the invalid one. you can click but it won't fire anything.
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Old 05-26-2008, 07:20 AM   #14 (permalink)
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Quote:
Originally Posted by Phantom139 View Post
Ok, the problem is when you select the button, you get the error cursor, or the invalid one. you can click but it won't fire anything.
Sorry i lost your post, was looking for it but didn't see which topic it was in.

The command button to fire the special power has NEED_TARGET_POS CONTEXTMODE_COMMAND

Try taking out CONTEXTMODE_COMMAND because that is meant more for buttons that NEED_TARGET_[ENEMY/FRIENDLY/NEUTRAL]_OBJECT, context mode means draw the not possibel cursor when you don't have the mouse on a legal target.


A more fundamental problem is that the command button is a SPECIAL_POWER command but your tank object has no modules for the special power so the cutton cannot tell the tank to do anything. You need OCLSpecialPower - see the command centres or scud storm.

Last edited by beng; 05-26-2008 at 07:25 AM..
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Old 05-26-2008, 04:41 PM   #15 (permalink)
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Default New to modding

i was hoping to start of small, mybe some new units, some new generals powers and then i wanted to make a new faction, The United Kindom, with subfactions like england, scotland, wales ect.
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Old 05-26-2008, 07:10 PM   #16 (permalink)
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It is much easier to mod the esisting factions into England Scotland and Wales because it is very hard to get the skirmish AI to use new factions. Besides, there is a limit to how many players you can have on a map anyway so there isn't a need for so many factions.

What may be more fun is to make a map based on the UK, you can use that utility that creates Generals maps from digital elevation maps (DEM) and download DEM data from various sources.
CkMp/DEM - The Generals DEM Project

That is how i made the Guantanamo Bay map, based on real world DEM data.
Guantanamo Bay: Operation Cuban Freedom, Command and Conquer 3 Downloads, Command and Conquer 3 Single Player
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