Jump to content


zero hour modding help needed


  • You cannot reply to this topic
18 replies to this topic

#1 urbanops

    Newbie

  • Member
  • 7 posts

Posted 12 January 2007 - 18:27

Hello every one !
Im new noob for modding, but once i discovered it i got fascinated !
I did a research and now learned a bit (i got renx->gmax learned a bit makeing 3d models, paint shop pro and some tuts) but never the less i still got some questions ... like duh :P lol

1. how to implement .BIG files to the game, how to make the game use the my .BIG files and not the default ?
2. how to create a number animations for unit ? in the same .gmax file ? or animation per .gmax file ?
3. once i created some animations for unit how to use those animations in game ?
4. can i get ridd of the the default .ini files and create new ones from scratch with only my settings ? what are the essentials ?

thanks in advance :P

#2 Prophet of the Pimps

    Masters of Booty Strike Force

  • Gold Member
  • 11369 posts
  • Projects: ShockWave

Posted 12 January 2007 - 18:48

1. how to implement .BIG files to the game, how to make the game use the my .BIG files and not the default ?

simply name the big file with a 0 in the front

example
0yourmod.big

with a 0 the game will load up the files from the big file and ignore the other ini files.

The game basically loads up all the default content first (the one EA made) and then alphabetically moves through the custom .big files (thats why naming it with a 0 is important) and then loads up any external (not located in the .big but in the data or art folder of zero hour) files that it finds.
Never underestimate a Resourceful Idiot
Posted Image

#3 Slightly Wonky Robob

    Not a Wonky Gent.

  • Administrator
  • 9337 posts

Posted 12 January 2007 - 19:11

2. you have to make several models, one for each animation, and you dont save it as gmax, you export as .w3d

3. cant remember the exact name, but when you export, there should be an option something like 'export model with animations', check that

4. It advisable not to create new ini files from scratch, even the most experienced modders dont do that, they just edit the current ones, so i would recommend that
Posted Image
F O R T H E N S
Posted Image

#4 Ascendancy

    Needled 24/7

  • Member
  • 1293 posts

Posted 12 January 2007 - 23:35

Making an INI file from scratch would be severely hard...I mean, I've got a decent knowledge of coding and use what's there for templates of new things (armor, weapons, OCLs, etc). It's best if you keep them so you know what the syntax for the code you need and just add it to the default one, you can make a ton of armor sets, weapons and OCLs if I remember...upgrades are limited to 128 or something.

I'm no modeler, so I couldn't tell you how to do that...though the previous posts explained it.
Posted Image
Thanks to that awesome signature maker, Cattman2236.
Posted Image
Posted Image

#5 urbanops

    Newbie

  • Member
  • 7 posts

Posted 13 January 2007 - 09:37

tnx tnx tnx

and some more question

once i made 1st animation, how to save it in order to mave to next one ?
How to utilize the animations for unit in the .ini files for the game ??


and where can i get explanations for the commands for the ini files ? like a list and what it does ...

Edited by urbanops, 13 January 2007 - 09:43.


#6 CodeCat

    It's a trap!

  • Gold Member
  • 6111 posts

Posted 13 January 2007 - 13:58

There is none. The best you can get is Chris' module list.
CodeCat

Posted Image
Posted Image

Go dtiomsaítear do chód gan earráidí, is go gcríochnaítear do chláir go réidh. -Old Irish proverb

#7 Slightly Wonky Robob

    Not a Wonky Gent.

  • Administrator
  • 9337 posts

Posted 13 January 2007 - 16:04

and check out the tutorial section
Posted Image
F O R T H E N S
Posted Image

#8 urbanops

    Newbie

  • Member
  • 7 posts

Posted 17 January 2007 - 10:24

Hi everyone

i got question .. after i made a several animations for my unit, saved them and conveted them to .W3D (one animation per file), how i do activathe them in the game ??

tnx a lot

#9 Zeke

    The X General

  • Project Team
  • 3504 posts
  • Projects: Deep Impact (formerly EC)

Posted 17 January 2007 - 12:31

You have to edit the INI files. Unfortunately I have no idea how. :P

#10 urbanops

    Newbie

  • Member
  • 7 posts

Posted 17 January 2007 - 17:11

some one knows ???

#11 Futschki

    Duh!

  • Member
  • 2835 posts

Posted 17 January 2007 - 17:43

u know how to add a unit to the ZH ?
Posted Image

#12 urbanops

    Newbie

  • Member
  • 7 posts

Posted 17 January 2007 - 18:59

i read the tutorial on adding new unit, but it doesnt says how to animate it .....
Can u pls give a link to such tut ?
and pls dont answer me with another question, its no use ... if you know how to do this then just tell, or at least post a link ...

tnx a looot !!!!

Edited by urbanops, 17 January 2007 - 19:02.


#13 Slightly Wonky Robob

    Not a Wonky Gent.

  • Administrator
  • 9337 posts

Posted 17 January 2007 - 20:19

the only way you are going to learn anything with the engine, is if you look stuff up yourself, anf self teach yourself, thats what 99% of generals modders have done. I offer you one tip, look at other vehicles already implemented, for example, IIRC the overlord has an animation, so look at that model

or dozers, they have animations

Edited by Bob, 17 January 2007 - 20:19.

Posted Image
F O R T H E N S
Posted Image

#14 Golan

    <Charcoal tiles available>

  • Member Test
  • 3300 posts

Posted 17 January 2007 - 21:34

Adding an animation to a unit is relatively simple (code-wise). You just have to define the animation (as it can be in another file) and it will work.

Quote

DefaultConditionState
Model = girakz_IA
IdleAnimation = girakz_IA.girakz_IA ;(this entry is "file name[dot]file name" of the file containing the animation)
AnimationMode = ONCE

End


Just have a look at the module list, the animation is part of the "W3DModelDraw"-entry.
Animation or IdleAnimation tells the programm where the animation is saved (much like model does).
AnimationMode and Flag tell the game how to interpret the animation. It helps you reducing the number of needed animations drastically.
AnimationSpeedFactorRange will simply make the animation faster or slower ingame.

Edited by Golan, 17 January 2007 - 21:36.

Now go out and procreate. IN THE NAME OF DOOM!

#15 urbanops

    Newbie

  • Member
  • 7 posts

Posted 18 January 2007 - 15:45

tnx Golan, exactly what i was needed
another one interests me ... how does the turret of the tank turns towards the enemy, i mean its animation that tells the turret to turn, so how its defined in .ini file to stop the turn when its pointed towards target ??

#16 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 18 January 2007 - 15:57

The turret must be a none animated seperate object from the model (look at the crusader's model if you want to know how to rig a tank with a turret)

and define the "turret" object in the "Turret" field
EXAMPLE:

Draw = W3DTankDraw ModuleTag_01
ExtraPublicBone = FLAG
OkToChangeModelColor = Yes
ReceivesDynamicLights = Yes
DefaultConditionState
Model = NVBtMstr
Turret = Turret01 ;this is where you define the "turret"'s object name.
WeaponFireFXBone = PRIMARY Muzzle
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End
End

This module controls the turret itself, :3
Behavior = AIUpdateInterface ModuleTag_BleghMuffins
Turret
TurretTurnRate = 120.0 ; turn rate, in degrees per sec
TurretPitchRate = 60.0 ; pitch rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 350
End







#17 Golan

    <Charcoal tiles available>

  • Member Test
  • 3300 posts

Posted 18 January 2007 - 18:10

Yupp, the turret is NOT an animated object. General´s Sage-engine will move some parts automtically if you define them correctly in the code. There´s the turret turning left/right ("Turret= [subobjectname]"), aiming down and up ("TurretPitch= [subobjectname]") and the barrel recoiling ("WeaponRecoilBone= [subobjectname]).
Now go out and procreate. IN THE NAME OF DOOM!

#18 urbanops

    Newbie

  • Member
  • 7 posts

Posted 18 January 2007 - 18:19

tnq tnq tnq tnq !!!!!
u helped me out ... tnx again

#19 Kris

    <Custom title available>

  • Project Team
  • 3825 posts

Posted 18 January 2007 - 19:56

No Problem :dope: Glad we helped you :D









1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users