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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
04-11-2003, 11:00 PM
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#1 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 335
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New infantry, it IS possible, Long Post...
I was able to make new infantry using the ranger as a base. This solves that skin barrier we have had. (should also make those beta units usable)
Generals uses the WWSKin modifier like Renegade.
Extract the ModelXX_SKN and ModelXX_SKL files from Generals. import the SKN file into Gmax using the SKL file (under the import options, must be selected first)
Make sure you DO NOT move any bones!
Once it is in there, you need to turn off the geometry for all the bones, and turn off the export transform for geometry. Fix the muzzle flash and pickbox while you are at it. Still with me?
Okay. apply the WWSkin modifier. Load only the bones!
At this point you can alter the Skin or apply a new texture. You may want to freeze or hide everything else to keep from messing it up.
Once you are happy with it. Bind the WWSkin to the spacewarp for the Skin. (See the Renegade tools for documentation)
Select the skin, all the vertexes should now show up. Drag-select them all and select the Auto-Link option from the WWSkin side menu. (this links the vertexes to the nearest bone)
You can now export the model (standard hierarchy, no animation) using the PRE-EXISTING SKL file for the model you altered. (yes you can save it under a new name just add the _SKN after it)
I used the Ranger since he has the most animation options, but any of them should do. jsut use the standard animations to move them in game.
Tebrey
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04-12-2003, 10:20 AM
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#2 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 335
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Here two more pics, Ranger (Fedtrooper_skn) with new gun, and Burton (beastmaster_skn) with new gun
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04-12-2003, 10:33 AM
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#3 (permalink)
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Senior Member
Join Date: Apr 2003
Posts: 138
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Hmm, like the dozer mech in the first pic.
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04-12-2003, 04:12 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Ok.
I just read your post 5 times, and I still don't understand a bit of it. (As I am at parents right now, I can't really test it either  )
What did you just do. Have the infantry and apply a new weapon to it?
Or a new skin?
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04-12-2003, 04:30 PM
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#5 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 335
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Okay. I altered the model itself. Renamed it to a new name and reloaded it into the game as a new model. The Ranger and Burton remain the same in the game. I just have two new models based on them.
Are you familiar with Renegade editing? it is similiar to the process used there. I just adapted it to Generals.
I could have given it horns or even replaced the skin (mesh) with something else.
The best part of this is that if you want a new side, yuo can have custom infantry for it without altering exisiting infantry.
You can also apply new textures to the models. Thus if you want a ranger for snow battles with white/grey camoflage on, you can now do it.
Then alter the ini file to display the new model under snow conditions, like the buildings do.
The process can also be used to make custom single mesh units (like the panther)
but you have to do your own animations for them.
The bottom line is that the bind to spacewarp modifier used with WWSkin will allow you create new infantry.
Maybe I should write a tutorial...
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04-12-2003, 04:42 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Yes, write one, as I have little to no experience with Renegade editing, and I have a load of infantry at which I just want to replace the weapon, but I have no clue how...
And so do my modellers :|
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04-13-2003, 08:37 AM
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#7 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 335
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Okay,
I'll write a tutorial. Anyone want to host it? Give me a day or two.
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04-13-2003, 01:34 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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I want to host it on truewar.net
But I don't think that would be the right place for it :|
Ask DZ?
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04-13-2003, 01:41 PM
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#9 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Id be happy to host it here. I usually try out all tutorials myself before I post them, since when it comes to this kind of thing, if I can do it then anyone can 
__________________
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04-13-2003, 01:55 PM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Posts: 1,031
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Also as 1337 as I am on 3d stuff?
It would be handy for me to post it on my site (yeah, visitors  ) but it would shatter the community a bit further...
Plus the fact that these forums here have become my second home 
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