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3D Models on cncreneclips.com


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#1 FireStormXS

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Posted 21 January 2005 - 01:37

how do u use the models , where do u extract the files ?

#2 Chrizz

    E-Studios™ 2012

  • Gold Member
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  • Projects: C&C3: Tiberium Icestorm

Posted 21 January 2005 - 07:06

The models are made for modders they can add them to there mods

the W3D Files must be mounted in the Art/W3D map
the DDS and TGA must be mounted in the Art/Textures map

And than you must ini code them in the ini files you can export them with the XUCR tool on our mod tool section. soon ill write some tutorials


What You Need:

Quote

So, you want to make a mod? But don’t which programs you need? Well here is a list with programs that you will need to get started.

Gmax or 3DS MAX, for making models. Can be downloaded at http://www.discreet.com

RenX (Westwood Renegade Tool, can also be used for generals) To Convert your models to .W3D files, which are used in Generals can be downloaded at http://www.cncden.co...e_editing.shtml

.BIG Extractor, for extracting the .BIG files from your C://Documents and Setting/EA Games/Command And Conquer Generals directory. Can be downloaded at the Utilities page on http://www.cncreneclips.com/

Adobe Photoshop, For making the unit skins, trial can be downloaded at www.adobe.com

Well, that should get you started. Good luck! Don’t forget to have fun modding



First Tutorial:

Quote

**NOTE** Too add any type of unit you must follow this process.

Alright guys here’s a very straight forward tutorial on adding a new unit. The files you'll need are ChinaVehicle.ini, AmericaVehicle.ini, CommandButton.ini, CommandSet.ini.

Alright now before you open anything make sure you have all the right folders in the Zero Hour Main Directory.

*Areas within are just for after the tutorial. Once you learn it.
*Areas within are to be added to the existing code.

You need an INI folder in the Data folder. If you are going to use new models and cameos you need an Art folder in the main directory, the Art folder will contain the W3d folder where you put your new w3d files, and then the Texture folder where all your .dds, .tga files are stored so the game can read them. If you don't have the folders in the right area, you'll either not see your new unit in the commandbar menu, this has to do with the inis. Or your unit will be invisible which is a problem with the game finding your W3D folder, or your model will be pink or some other color, and this problem has to do with the game being able to read from your Textures folder. If everything is working you'll see your new unit.

Ok now on to business

First open the ChinaVehicle.ini and then paste this into the AmericaVehicle.ini.

;------------------------------------------------------------------------------
Object AmericaTankOverlord ;<- This is used by the Command Button so it knows to build this unit when you click on it.

  ; *** ART Parameters ***
  SelectPortrait      = SNOverlord_L ;<- The units portrait.
  ButtonImage            = SNOverlord ;<- Units button Image.
 
  UpgradeCameo1 = Upgrade_ChinaUraniumShells
  UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker
  UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon
  UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower ;<- Upgrade Cameos are used to tell the user what upgrades a unit currently has, look at a units portrait when you select a unit, see the five small boxes around the unit portrait, those are the upgrade cameos.
 
 
  Draw = W3DOverlordTankDraw ModuleTag_01
    ConditionState        = NONE
      Model            = NVOvrlrd ;<- This is the unit model, this shows up ingame.
      Animation        = NVOvrlrd.NVOvrlrd ;<- This is the units animation, not all units have one.
      AnimationMode    = LOOP ;<- This is the mode of animation you can use ONCE, LOOP, ONCE BACKWARD, The current setting makes the animation play over and over again until the unit dies.
      Turret              = Turret01 ;<- This is the units turret object/bone, in this case object. Some units have it as Turret01 or TURRET.
      WeaponFireFXBone    = PRIMARY Muzzle ;<- Here’s a tricky one, yes the overlord has two fire points, the bones are named, MUZZLE01 and MUZZLE02, but if you put Muzzle for the Fire FX bone then it will cycle through the bones with the word MUZZLE in it.
      WeaponRecoilBone    = PRIMARY Barrel ;<- Same thing as the Muzzle bones but using an object.
      WeaponMuzzleFlash = PRIMARY MuzzleFX ;<- Same thing as with the Muzzle bones.
      WeaponLaunchBone = PRIMARY Muzzle ;<- Same thing as before.
    End
    ConditionState        = REALLYDAMAGED ;<- This the condition state for when the unit get in to the yellow zone of its health.
      Model            = NVOvrlrd_d
      Animation        = NVOvrlrd_d.NVOvrlrd_d
      AnimationMode    = LOOP
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
    End

    ConditionState        = RUBBLE ;<- This is the condition state for when the units health is in the red.
      Model            = NVOvrlrd_d
      Turret              = Turret01
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
    End

    TrackMarks        = EXTnkTrack.tga ;<- This is the texture for the track marks left by a tank/unit, the bones it uses are TREADFX01-TREADFX04.
    OkToChangeModelColor = Yes ;<- Used for house colors.
    TreadAnimationRate = 2.0 ; amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Overlord ;<- This is the units name that shows up when you put the mouse cursor over the unit, if you don’t have a new units name entered into the CSF file then it will come up as MISSING:OBJECT:UnitName.
  Side                = America ;<- This is the name of the side it is for, it will appear in World Builder under this factions name.
  EditorSorting    = VEHICLE ;<- This is what category under the factions name it shows up under.
  TransportSlotCount  = 3 ;<- This is how many spaces it takes up when you load it into a transport.
  WeaponSet ;<- This is the set of weapons it has.
    Conditions        = None ;<- This can be PLAYER_UPGRADE, CRATE_UPGRADE, or None, when it is None those are the weapons it starts with.
    Weapon            = PRIMARY OverlordTankGun ;<- This is the PRIMARY weapon, you can have up to three weapons on a unit, PRIMANRY, SECONDARY, and TERTIARY.
  End
  WeaponSet
    Conditions        = PLAYER_UPGRADE ;<- This is an upgraded weapon set.
    Weapon            = PRIMARY OverlordTankGun
    Weapon            = SECONDARY GattlingBuildingGunAirDummy ;Dummy weapon that allows manual targeting of air units outside range
                                                              ;gattling cannon upgrade has been made.
  End
  ArmorSet ;<- This is the Armor set where you tell a unit what armor it uses.
    Conditions        = None ;<- This is the default you can have an armor upgrade, but I havn’t tried it yet.
    Armor          = TankArmor ;<- This is what armor the unit uses, to edit or create a new armor, look in Armor.ini.
    DamageFX          = TankDamageFX ;<- FX that plays when something with that armour type gets hit.
  End
  BuildCost    = 2000
  BuildTime    = 20.0          ;<- In seconds, so it takes it 20 seconds to build.   
  VisionRange  = 150 ;<- the units range of sight, this is not the attack range for its weapon.
  ShroudClearingRange = 200 ;<- The amount of area of shroud it clears every foot.
  Prerequisites ;<- The structures that are required for you to build this unit. You can have as many as you want.
    Object = AmericaWarFactory ;<- The first prerequisite required.
    Object = AmericaStrategyCenter ;<- The Second prerequisite required.
  End

  ExperienceValue = 200 200 400 600 ;Experience point value at each level
  ExperienceRequired = 0 400 600 1200  ;Experience points needed to gain each level
  IsTrainable = Yes          ;Can gain experience
  CrusherLevel        = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel      = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = ChinaTankOverlordDefaultCommandSet ;<- The units commandset. Has the all the commands, like stop and attack move on it.

  ; *** AUDIO Parameters ***
  VoiceSelect = OverlordTankVoiceSelect ;<- Selection Voice.
  SoundMoveStart = OverlordTankMoveStart ;<- The sound made when the unit begins to move.
  SoundMoveStartDamaged = OverlordTankMoveStart ;<- The sound made when the unit begins to move when it’s damaged.
  VoiceMove = OverlordTankVoiceMove ;<- The voice the unit makes when you tell it to move.
  VoiceGuard = OverlordTankVoiceMove ;<- The voice the unit makes when you tell it to guard an area.
  VoiceAttack = OverlordTankVoiceAttack ;<- The voice the unit makes when you tell the unit to attack.

  UnitSpecificSounds ;<- The sounds that are for this unit only.
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate = OverlordTankVoiceCreate ;<- The voice made when you create the unit (when it comes out of the War Factory).
    TurretMoveStart = NoSound ;<- Sound made when the turret starts to move.
    TurretMoveLoop = OverlordTankTurretMoveLoop ;<- Sound made when the turret is in continuous motion like turning 180o.
    VoiceCrush = OverlordTankVoiceCrush ;<- The voice when it crushes a unit.
    VoiceEnter = OverlordTankVoiceMove ;<- The voice made when you tell the unit to enter a transport.
    VoiceUnload = OverlordTankVoiceUnload ;<- Voice made when you tell the unit to unload all it’s contents.
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT ;<- Shows up as a dot on the radar.
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE ;<- Defines what categories a unit fits into.
 
  Body = ActiveBody ModuleTag_02
    MaxHealth    = 1100.0 ;<- The maximum health a unit can have at any given time.
    InitialHealth = 1100.0 ;<- The health that a unit starts with, if you make it start with zero, the instant it is made, it dies, so never do that.

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 2200 ;<- Disables the unit when its health it this high.
    SubdualDamageHealRate = 500 ;<- The amount the subdual effect wears off per SubdualDamageHealRate.
    SubdualDamageHealAmount = 50 ;<- The time between reducing the subdual effect if the object is no longer being subdued.

  End

  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 60 ;30 ;15 // turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY ;<- What weapon the turret controls.
    End
    AutoAcquireEnemiesWhenIdle = Yes ;<- Whether the unit can acquire a target on its own.
  End

  Locomotor = SET_NORMAL OverlordLocomotor ;<- Its normal locomotor.
  Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor ;<- An upgrade to the units locomotor.

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
    DeathWeapon = NuclearTankDeathWeapon ;<- When the unit dies it fires this weapon.
    StartsActive  = No                        ; turned on by upgrade
    TriggeredBy = Upgrade_ChinaNuclearTanks ;<- Only fires the weapon when this upgrade is purchased.
  End
  Behavior = LocomotorSetUpgrade ModuleTag_05
    TriggeredBy = Upgrade_ChinaNuclearTanks ;<- When this upgrade is purchased it upgrades the locomotor.
  End

  Behavior = ProductionUpdate ModuleTag_24
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel)
    Slots              = 1 ;<- The number of slots it has to carry something.
    DamagePercentToUnits        = 100% ;<- The amount of damage the garrisoned units weapon’s can do to an enemy.
    AllowInsideKindOf  = PORTABLE_STRUCTURE ;<- This tells the game what type of unit can enter this container. Can be INFANTRY, VEHICLE, AIRCRAFT, PROJECTILE, HUGE_VEHICLE, STRUCTURE, PORTABLE_STRUCTURE, BALISTIC_MISSILE, SMALL_MSSILE.
    PassengersAllowedToFire = Yes ;<- Whether the passengers can fire out at enemy units.
    PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
    ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
  End

  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_OverlordGattlingCannon ;<- Gets this Object when it gets a certain upgrade.
    TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ;<- Triggers the game to create the upgrade Object.
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker ;<- Once you have purchased the certain upgrade, you can’t construct these upgrades.
  End
  Behavior = WeaponSetUpgrade ModuleTag_WeaponSetUpgrade01
    TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ;<- Upgrades the weapon set when you purchase this upgrade.
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker ;<- Once you have purchased the certain upgrade, you can’t construct these upgrades.
  End
  Behavior = ObjectCreationUpgrade ModuleTag_08
    UpgradeObject = OCL_OverlordPropagandaTower
    TriggeredBy = Upgrade_ChinaOverlordPropagandaTower
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = ObjectCreationUpgrade ModuleTag_09
    UpgradeObject = OCL_OverlordBattleBunker
    TriggeredBy = Upgrade_ChinaOverlordBattleBunker
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
  End
  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior = CommandSetUpgrade ModuleTag_11
    CommandSet = ChinaTankOverlordGattlingCannonCommandSet ;<- Original command set gets upgraded when you purchase a given upgrade.
    TriggeredBy = Upgrade_ChinaOverlordGattlingCannon ;<- When you purchase this upgrade the Commandset gets upgraded so you can’t purchase the other upgrades.
    ConflictsWith = Upgrade_ChinaOverlordPropagandaTower Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_12
    CommandSet = ChinaTankOverlordPropagandaTowerCommandSet
    TriggeredBy = Upgrade_ChinaOverlordPropagandaTower
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordBattleBunker
  End
  Behavior = CommandSetUpgrade ModuleTag_13
    CommandSet = ChinaTankOverlordBattleBunkerCommandSet
    TriggeredBy = Upgrade_ChinaOverlordBattleBunker
    ConflictsWith = Upgrade_ChinaOverlordGattlingCannon Upgrade_ChinaOverlordPropagandaTower
  End

  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 50.0
  End



  ; Smoke for a bit then explode
;  Behavior = SlowDeathBehavior
;;    ProbabilityModifier = 25
;    DestructionDelay = 1500
;    DestructionDelayVariance = 500
;    FX  = INITIAL FX_OverlordSmoke
;    OCL = FINAL  OCL_ChinaTankOverlordDebris
;    FX  = FINAL  FX_GenericTankDeathExplosion
;  End
 
  ; Catch fire, and explode death
;  Behavior = SlowDeathBehavior
;;    ProbabilityModifier = 25
;    DestructionDelay = 2000
;    DestructionDelayVariance = 300
;    FX  = INITIAL  FX_CrusaderCatchFire
;    OCL = FINAL    OCL_ChinaTankOverlordDebris
;    FX  = FINAL    FX_GenericTankDeathExplosion
;  End

  ; Just explode death
  Behavior = SlowDeathBehavior ModuleTag_16
    ProbabilityModifier = 25
    DestructionDelay = 200
    DestructionDelayVariance = 100
    OCL = FINAL    OCL_ChinaTankOverlordDebris
    FX  = FINAL    FX_OverlordExplosionOneFinal
  End
  Behavior = CreateCrateDie ModuleTag_17
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  Behavior = TransitionDamageFX ModuleTag_18
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000      ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3    ; taking this much damage...
    AflameDamageDelay = 500    ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 13.0
  GeometryHeight = 15.0 
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME 
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End

Now save your work. Now open the ini called CommandSet.ini. Then Paste this into it.

CommandSet AmericaWarFactoryCommandSet ;<- A commandset is used so the user is able to select an option in game to be created.
  10  = Command_ConstructAmericaTankOverlord ;<- This is the reference to the CommandButton this is the button that shows up in the 10th box in the command bar.
End

Now save your work, and then open CommandButton.ini.

CommandButton Command_ConstructAmericaTankOverlord ;<- Name of the command Button that you place in the Command Set.
  Command    = UNIT_BUILD
  Object        = AmericaTankOverlord ;<- Reference to faction unit.
  TextLabel  = CONTROLBAR:ConstructAmericaTankOverlord ;<- This is the unit name that shows up in that box when you place the cursor over the build icons in the game it has the yellow hot key in it, you must add this to the CSF everytime you make a new unit, and place a & for in front of the hot key.
  ButtonImage = SNOverlord ;<- The buttons image.
  ButtonBorderType        = BUILD ; Identifier for the User as to what kind of button this is
  DescriptLabel        = CONTROLBAR:ToolTipAmericaBuildOverlord ;<- This is the units description that shows up in the box when you place the cursor over the build icon, you must add this to the CSF every time you make a new unit.
End

Now save your work. Congratulations, you have just added a new unit.










Second Tutorial:

Quote

I figured someone might as well write a tutorial on adding units, since I had enough trouble figuring it out on my own. The first thing you're going to need is a .BIG file unpacker. There are lots to choose from, if you know where to look (I personally have been using Xentax). Once you have that, extract the .INI files to your generals directory. The one that we're going to look at to start with is FactionUnits.ini (This should be in your Generals\Data\INI\Object directory).

In case you don't know (And yes, you are a n00b if you don't), you can open a .INI file with Notepad or Wordpad or any other basic text editor. The first thing you'll see is a comment from the programmers regarding the nature of this file. Read it. Anything with a semi-colon (One of these -> ; ) before it is a comment. Comments are not run in-game as code, they're there for the sole purpose of do***annotation.

Okay, now, the first OBJECT you'll see, is AmericaParachute. I doubt you're really interested in editing this, so let's skip to something you can edit and see immediate results (assuming you haven't changed your start map file). Use your text editor's search function to find AmericaVehicleHumvee. Note the naming convention. All units in C&C Generals follow this. For instance, there's ChinaTankBattlemaster, GLAInfantryRebel, AmericaVehicleComanche, etc.

All objects have several attributes you can modify. Let's look at the one that will let you see immediate results (Hopefully you've found AmericaVehicleHummer by now); the MODEL attribute. You'll find this under the CONDITIONSTATE of NONE. In other words, this is what the Humvee will look like when nothing special has happened to it (like damage, or upgrades). Okay, change AVHUMMER in the model field to.. hmm.. CVPoliceCar. Assuming your file is in the correct place, you can now start up Generals and look at the opening scene in the main screen.
Ooh. Ah. You've changed the model of the Hummer. Feel special? Good.

Before we move on, a side note: A list of all models can be found in W3D.BIG. The naming convention is as follows (We'll refer to AVHUMMER):
A for America
V for Vehicle
HUMMER is the name of the object.
In other words, the first two letters are the faction and unit type, the last blog of text is the model's name.
Moving on!

Okay, so you think you're real special, eh? You've modified the model for the Humvee. Now you want more. Understandable, let's start a new unit. Vehicles are the simplest, in my opinion, to implement, so let's copy the good 'ol Humvee (everything from the header down to the part before the line that seperates it from the next object) and paste it at the bottom of the file so you can find it easy.

First things first, let's change the name. Call it whatever you want, I'll call mine AmericaVehicleCopCar (Not real original, but it's simple). You can change the portraits and such, if you want, but I'm just going to skip to my first main point: the weapon. Scroll down to the section titled ***DESIGN parameters *** and find WeaponSet. Note that there are actually two weaponsets, one for before you upgrade to TOW Missiles, and one for after the upgrade. For now, just edit the first one. Set WEAPON = PRIMARY HumveeGun to WEAPON = PRIMARY BuggyRocketWeapon
Next, let's change how it moves. Locomotors control every aspect of unit movement in Generals. Scroll down to *** ENGINEERING Parameters ***. Find where it says Locomotor = SET_NORMAL HumveeLocomotor. Okay, now change that to Locomotor = SET_NORMAL TechnicalLocomotor
What we currently have, assuming you've followed along, is a unit that looks like a cop car (if you didn't change the humvee back to it's default model), fires GLA Rocket Buggy missiles, and moves like a GLA Technical (Moves fast, catches some decent air on good-sized bumps).

I know what you're thinking: "Okay, so I've made a unit, now how do I get it in the game?" Just hold on a second and I'll tell you.
Go back to your .BIG extractor and pull out CommandButton.INI and CommandSet.INI. Open up CommandButton, for starters, because now we're going to make a new button to build your unit. Search for ConstructAmericaVehicleHumvee. This is obliviously the button that builds Humvees. It's exactly what you see in the USA's War Factory. Copy the whole thing and paste it right below the original.

First things first, change the name. I called mine ConstructAmericaVehicleCopCar. You can call yours whatever you want, but I strongly suggest following naming convention for easy searching later. The Command = field tells the game what it wants the button to do, in tis case, build a unit. Leave that alone. The Object = field tells it what it's building. Change this to the name of your unit (In my case, AmericaVehicleCopCar). The TextLabel is the name in the tooltip that pops up when you highlight it ("But wait, I don't have a tooltip yet..." Hold that thought). Change this to CONTROLBAR:ConstructAmericaVehicleCopCar or whatever your unit's name is tacked onto the end. We'll come back to tooltips later. For the button image, you can make it something different, or just leave it alone. The next entry, like the comment says, just tells the user what the button does. Don't bother messing with it unless you like confusing people. Finally, the DescriptLabel is the second half of the tooltip. Once again, modify it to fit the name of your unit. We'll come back to this too.

Fingers cramping yet? Mine are. Anyway... Next, open up CommandSet.INI, we need to tell the War Factory to use this button. First, refer to the comment at the top to understand the button layout, then search for AmericaWarFactoryCommandSet. This is the list of buttons that the US War Factory uses. Note that buttons 6-8 are not in use, and #9 is commented out (apparently a feature of the Multiplayer Test that was removed). You can use any of these button slots (even 9) to put in your button. I suggest you just copy the line of text for slot 5 and change it to reflect your button's name. That was easy, eh?

Okay, time to finish this unit off. Now you're going to need a .CSF editor. Many C&C sites have them available for download. .CSF files are what Generals uses to store it's tooltips and other text blogs. Once you have an editor, open up ENGLISH.BIG and extract generals.CSF. This should go in your Generals\Data\English directory. Open the file with your CSF editor. Find the CONTROLBAR section and look up a tooltip similar to yours. Copy the name, insert a new string, and change the name to reflect the appropriate tooltip entry. (NOTE: There ARE one or two tooltips on the unit itself, you may want to go back and change these too) Make them say whatever you want. You can tell them the button will give them a million dollars if they click it, if that's what you want. I suggest you use an existing tooltip as a template, though.

Okay, that done? Everything saved? You're now ready to test your unit. Load up Generals and skirmish against a computer as USA. Note the new button on your War Factory. Build your new whatever it is that you called it. Attack the enemy with it.
Woo, you've made your own unit. Now go make more! Or, change more of the details about your unit. No, I do not intend to go into more detail on this subject, so you're on your own now. Experiment! That's what modding is all about. Don't be afraid to change a value, even if you don't think it'll work. Most of all, have fun, but try to remember that sleep and food are required for survival.




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