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Request a Tutorial


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#26 CJ

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Posted 08 May 2009 - 13:36

IMHO, there should be a bit more tutorials about modeling.
I mean, the few ones available on this site have either dead links or are inaccurate, and this makes it impossible to new users to learn how to model (and maybe to help on some projects then... )

View PostChyros, on 11 November 2013 - 18:21, said:

I bet I could program an internet


#27 Pav:3d

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Posted 08 May 2009 - 14:59

View PostWizard, on 8 May 2009, 14:10, said:

TBH Pav3d, based on some of your recent work, you really should make a few skinning tutorials. Bob's is good, but it never hurts to have more. Our modding tutorials are older than 50% of the members.

Ive been meaning to make one for a while, so here it is. It may be a bit all over the place since there is alot to cram in 8|

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#28 JJ

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Posted 09 May 2009 - 02:42

View PostPav3d, on 8 May 2009, 20:39, said:

And something that no-one seems to point out, benevel and emboss is the most useful blending option ever when it comes to ZH skinning.

Yes Pav3d, forgot to mention that. It is indeed very useful, I use it for every single face on the model.

#29 cccdfern

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Posted 14 September 2009 - 23:12

Are you able to tell me why this unit I've added can't be built?
Heres the coding i've used:



;------------------------------------------------------------------------------
Object AmericaTechJeep

; *** ART Parameters ***
 
SelectPortrait         = SUTechnical_L
 
ButtonImage            = SUTechnical

;UpgradeCameo1 = Upgrade_GLAAPBullets
;UpgradeCameo2 = Upgrade_GLAJunkRepair
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

 
Draw = W3DTruckDraw ModuleTag_01

   
ExtraPublicBone = Dum_Turret

   
DefaultConditionState
     
Model         = UVTechJeep
   
End
   
ConditionState  = REALLYDAMAGED
     
Model         = UVTechJeep_d
   
End
   
ConditionState  = RUBBLE
     
Model         = UVTechJeep_d
   
End

   
OkToChangeModelColor        = Yes
   
TrackMarks                  = EXTireTrack.tga
   
Dust                        = TechnicalDust
   
DirtSpray                   = RocketBuggyDirtSpray
   
PowerslideSpray             = RocketBuggyDirtPowerSlide

   
; These parameters are only used if the model has a separate suspension,
   
; and the locomotor has HasSuspension = Yes.
   
LeftFrontTireBone           = Tire01
   
RightFrontTireBone          = Tire02
   
LeftRearTireBone            = Tire03
   
RightRearTireBone           = Tire04
   
TireRotationMultiplier      = 0.2       ; this * speed = rotation.
   
PowerslideRotationAddition  = 2.5   ; This speed is added to the rotation speed when powersliding.
 
End

 
Draw = W3DModelDraw ModuleTag_02

   
OkToChangeModelColor        = Yes
   
AttachToBoneInAnotherModule = Dum_Turret

   
; ------------------ basic technical ------------------------
   
DefaultConditionState
     
Model = UITech_SKN
     
Turret = Dum-TurManMVR
     
TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward
     
HideSubObject = 20Cal 50Cal RPG MuzzleFX01 MuzzleFX02 MuzzleFX03
     
IdleAnimation = UITech_SKL.UITech_STA 0 6
     
IdleAnimation = UITech_SKL.UITech_IDA
     
IdleAnimation = UITech_SKL.UITech_IDB
     
AnimationMode = ONCE
     
ShowSubObject = 20Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX01
     
WeaponFireFXBone = PRIMARY Muzzle01
   
End

   
ConditionState = RUBBLE MOVING TURRET_ROTATE
     
Animation = None
     
HideSubObject = UITech-SKN
     
ShowSubObject = 20Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX01
     
WeaponFireFXBone = PRIMARY Muzzle01
   
End

   
ConditionState = MOVING
     
Animation = UITech_SKL.UITech_MVB
     
AnimationMode = LOOP
     
ShowSubObject = 20Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX01
     
WeaponFireFXBone = PRIMARY Muzzle01
   
End

   
ConditionState = TURRET_ROTATE
     
Animation = UITech_SKL.UITech_TNA
     
AnimationMode = LOOP
     
ShowSubObject = 20Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX01
     
WeaponFireFXBone = PRIMARY Muzzle01
   
End
   
AliasConditionState = TURRET_ROTATE MOVING
   
AliasConditionState = TURRET_ROTATE FIRING_A
   
AliasConditionState = TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = TURRET_ROTATE RELOADING_A
   
AliasConditionState = TURRET_ROTATE MOVING FIRING_A
   
AliasConditionState = TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = TURRET_ROTATE MOVING RELOADING_A

   
ConditionState = FIRING_A
     
Animation = UITech_SKL.UITech_ATA
     
AnimationMode = LOOP
     
ShowSubObject = 20Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX01
     
WeaponFireFXBone = PRIMARY Muzzle01
   
End

   
; AliasConditionState is a new keyword that says,
   
; "give me another ConditionState exactly like the previous
   ; one, except with different conditions"
. Useful when you
   
; have several states that are the same with only different condition bits.
   
AliasConditionState = BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = RELOADING_A

   
; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
   
AliasConditionState = MOVING FIRING_A
   
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = MOVING RELOADING_A

   
; ------------------ technical with WEAPONSET_CRATEUPGRADE_ONE ------------------------
   
ConditionState = WEAPONSET_CRATEUPGRADE_ONE
     
IdleAnimation = UITech_SKL.UITech_STA 0 6
     
IdleAnimation = UITech_SKL.UITech_IDA
     
IdleAnimation = UITech_SKL.UITech_IDB
     
AnimationMode = ONCE
     
ShowSubObject = 50Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX02
     
WeaponFireFXBone = PRIMARY Muzzle02
     
WeaponLaunchBone = PRIMARY Muzzle02
   
End

   
ConditionState = WEAPONSET_CRATEUPGRADE_ONE RUBBLE MOVING TURRET_ROTATE
     
Animation = None
     
HideSubObject = UITech-SKN
     
ShowSubObject = 50Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX02
     
WeaponFireFXBone = PRIMARY Muzzle02
     
WeaponLaunchBone = PRIMARY Muzzle02
   
End

   
ConditionState = MOVING WEAPONSET_CRATEUPGRADE_ONE
     
Animation = UITech_SKL.UITech_MVB
     
AnimationMode = LOOP
     
ShowSubObject = 50Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX02
     
WeaponFireFXBone = PRIMARY Muzzle02
     
WeaponLaunchBone = PRIMARY Muzzle02
   
End

   
ConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE
     
Animation = UITech_SKL.UITech_TNA
     
AnimationMode = LOOP
     
ShowSubObject = 50Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX02
     
WeaponFireFXBone = PRIMARY Muzzle02
     
WeaponLaunchBone = PRIMARY Muzzle02
   
End
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE FIRING_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE RELOADING_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING FIRING_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE TURRET_ROTATE MOVING RELOADING_A

   
ConditionState = WEAPONSET_CRATEUPGRADE_ONE FIRING_A
     
Animation = UITech_SKL.UITech_ATA
     
AnimationMode = LOOP
     
ShowSubObject = 50Cal
     
WeaponMuzzleFlash = PRIMARY MuzzleFX02
     
WeaponFireFXBone = PRIMARY Muzzle02
     
WeaponLaunchBone = PRIMARY Muzzle02
   
End

   
; AliasConditionState is a new keyword that says,
   
; "give me another ConditionState exactly like the previous
   ; one, except with different conditions"
. Useful when you
   
; have several states that are the same with only different condition bits.
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE RELOADING_A

   
; these aliases handle the moving-between-shots case. (we can't actually move-and-fire at the same time.).
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING FIRING_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING BETWEEN_FIRING_SHOTS_A
   
AliasConditionState = WEAPONSET_CRATEUPGRADE_ONE MOVING RELOADING_A
 
End

; ***DESIGN parameters ***
 
DisplayName         = OBJECT:TechJeep
 
Side                = America
 
EditorSorting       = VEHICLE
 
TransportSlotCount  = 3                ;how many "slots" we take in a transport (0 == not transportable)

 
WeaponSet
   
Conditions = None
   
Weapon = PRIMARY MilitiaTankGunWeapon
 
End
 
ArmorSet
   
Conditions      = None
   
Armor           = TruckArmor
   
DamageFX        = TruckDamageFX
 
End
;update cost and time fields in Object GLAVehicleTechnical, or else they won't work
;BuildCost            = 300
;BuildTime            = 5.0         ;in seconds    
 
VisionRange           = 150
 
ShroudClearingRange   = 300
 
Prerequisites
   
Object = AmericaSupplyCenter
 
End

 
ExperienceValue         = 25 25 50 100   ;Experience point value at each level
 
ExperienceRequired      = 0 50 75 150 ;Experience points needed to gain each level
 
IsTrainable             = Yes            ;Can gain experience
 
CrusherLevel            = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
 
CrushableLevel          = 2 ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
 
CommandSet              = GLAVehicleTechnicalCommandSet

; *** AUDIO Parameters ***
 
VoiceSelect = TechnicalVoiceSelect
 
VoiceMove = TechnicalVoiceMove
 
VoiceGuard = TechnicalVoiceMove
 
VoiceAttack = TechnicalVoiceAttack
 
SoundMoveStart = TechnicalMoveStart
 
SoundMoveStartDamaged = TechnicalMoveStart
 
SoundEnter = HumveeEnter
 
SoundExit = HumveeExit

 
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
   
VoiceCreate          = TechnicalVoiceCreate
   
TurretMoveStart = NoSound
   
TurretMoveLoop = TurretMoveLoop
   
TruckLandingSound = RocketBuggyLand
   
TruckPowerslideSound = RocketBuggyPowerslide
   
VoiceSalvage = TechnicalVoiceSalvage
   
VoiceCrush      = TechnicalVoiceCrush
   
VoiceUnload     = TechnicalVoiceUnload
   
VoiceEnter = TechnicalVoiceMove
 
End

; *** ENGINEERING Parameters ***
 
RadarPriority = UNIT
 
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SALVAGER WEAPON_SALVAGER VEHICLE SCORE TRANSPORT

 
Body = ActiveBody ModuleTag_04
   
MaxHealth       = 280
   
InitialHealth   = 280

   
; 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 = 360
   
SubdualDamageHealRate = 500
   
SubdualDamageHealAmount = 50
 
End
 
Behavior = AIUpdateInterface ModuleTag_05
   
Turret
     
TurretTurnRate = 240      ; turn rate, in degrees per sec
     
NaturalTurretAngle = 0
     
MinIdleScanAngle = 30     ; in degrees off the natural turret angle
     
MaxIdleScanAngle = 60     ; in degrees off the natural turret angle
     
MinIdleScanInterval = 5000; in milliseconds
     
MaxIdleScanInterval = 10000; in milliseconds
     
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
   
End
   
AutoAcquireEnemiesWhenIdle = Yes
 
End
 
Locomotor = SET_NORMAL TechnicalLocomotor
 
Behavior = PhysicsBehavior ModuleTag_06
   
Mass = 40.0
 
End
 
Behavior = AutoHealBehavior ModuleTag_07
   
HealingAmount = 2
   
HealingDelay = 1000; msec
   
TriggeredBy = Upgrade_GLAJunkRepair
 
End

 
Behavior = FlammableUpdate ModuleTag_09
   
AflameDuration = 5000        ; If I catch fire, I'll burn for this long...
   
AflameDamageAmount = 3      ; taking this much damage...
   
AflameDamageDelay = 500      ; this often.
 
End

 
Behavior                 = TransitionDamageFX ModuleTag_10
   
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
   
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
 
End

 
Behavior = DestroyDie ModuleTag_11
   
DeathTypes = NONE +CRUSHED +SPLATTED
 
End

; A crushing defeat
 
Behavior = FXListDie ModuleTag_12
   
DeathTypes = NONE +CRUSHED +SPLATTED
   
DeathFX = FX_CarCrush
 
End
 
Behavior = CreateObjectDie ModuleTag_13
   
DeathTypes = NONE +CRUSHED +SPLATTED
   
CreationList = OCL_TechnicalJeep_CrushEffect
 
End
 
Behavior = CreateCrateDie ModuleTag_14
   
CrateData = SalvageCrateData
   
;CrateData = EliteTankCrateData
   
;CrateData = HeroicTankCrateData
 
End

 
Behavior = SlowDeathBehavior ModuleTag_15
   
DeathTypes = ALL -CRUSHED -SPLATTED
   
DestructionDelay = 500
   
DestructionDelayVariance = 1500
    OCL
= INITIAL OCL_TechnicalAirDeathStart
    FX
= INITIAL FX_TechnicalAirDeathGroundPart
    OCL
= FINAL OCL_RocketBuggyAirDeath
    FX
= FINAL FX_RocketBuggyAirDeathAirPart   ; This happens in the air
 
End

 
Behavior = TransportContain ModuleTag_16
   
Slots = 5
   
AllowInsideKindOf   = INFANTRY
   
DamagePercentToUnits = 10%
   
GoAggressiveOnExit = Yes; AI Will tell people to set their mood to Aggressive on exiting
   
End

 
Behavior = WeaponBonusUpgrade ModuleTag_17; Not a full weapon set switch, just a number tweak reflected in a weapon.
   
TriggeredBy = Upgrade_GLAAPBullets
 
End

 
Geometry = BOX
 
GeometryMajorRadius = 18.0
 
GeometryMinorRadius = 9.0
 
GeometryHeight = 7.5    
 
GeometryIsSmall = No    
 
Shadow = SHADOW_VOLUME
 
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

;------------------------------------------------------------------------------



CommandSet AmericaSupplyCenterCommandSet
 
1 = Command_ConstructAmericaVehicleChinook
 
2 = Command_ConstructAmericaVehicleSupplyTruck
 
3 = Command_ConstructAmericaVehicleTechJeep
13 = Command_SetRallyPoint
14 = Command_Sell  
End





CommandButton Command_ConstructAmericaVehicleTechJeep
 
Command       = UNIT_BUILD
 
Object        = AmericaVehicleTechJeep
 
TextLabel     = CONTROLBAR:ConstructAmericaVehicleTechJeep
 
ButtonImage   = SUTechnical
 
ButtonBorderType        = BUILD; Identifier for the User as to what kind of button this is
 
DescriptLabel           = CONTROLBAR:ToolTipGLABuildTechnical
End

To listen and learn, or contribute and teach.

#30 Ion Cannon!

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Posted 15 September 2009 - 02:04

Yes, your commandbutton tells it to build AmericaVehicleTechJeep but the object is actually called AmericaTechJeep.

Edited by Ion Cannon!, 15 September 2009 - 02:04.

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Posted Image

#31 cccdfern

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Posted 15 September 2009 - 03:42

delete post please

Edited by CCCD, 05 October 2009 - 20:22.

To listen and learn, or contribute and teach.

#32 GuardianTempest

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Posted 03 July 2010 - 05:20

Making a new playable faction-done, simple enough with modified copy-pasta, now take it higher.
I want to know how to copy-paste an entire faction's worth of units to your own.
Once I did that, I'm going to replace and/or modify the units I just copied.
I'm going to copy....Laser Gen's units (Shw), that is.....how will I ever get to the INI's.
Going to have a try on Laser Gen's units in normal ZH.

And by that I also mean making INI files for them.

Edited by GuardianTempest, 03 July 2010 - 05:36.

OC's and stuff
DeviantArt
*RWUAAARAAUGHRWAGH!!*
--------------------------
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"I am an artist of daydreams. With just a little material, be it a picture, audio or a simple thought, it could fuel a derivative masterpiece."
And I also do Walfas Comics...when I feel like it.

#33 Jordan

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Posted 04 July 2010 - 04:39

If you already have the factions, just copy/paste the unit coding, and then change the ObjectName and Side fields. Create new command buttons, which is just more copy/paste, create new command sets, again more copy/paste, add the command buttons to the command sets of your faction's buildings, and there you go.

Not really that much to it.

-Jordan

Edited by Jordan, 04 July 2010 - 04:39.

C&C Crazy Mod Version 0.55
^^^^The True Crazy Mod Starts Here^^^^
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#34 GuardianTempest

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Posted 04 July 2010 - 05:18

Thanks
OC's and stuff
DeviantArt
*RWUAAARAAUGHRWAGH!!*
--------------------------
Posted Image
"I am an artist of daydreams. With just a little material, be it a picture, audio or a simple thought, it could fuel a derivative masterpiece."
And I also do Walfas Comics...when I feel like it.

#35 pirate

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Posted 06 July 2010 - 13:58

I would like a WND editing tutorial :P

coz simply removing buttons simply crashes the game. Ones that know what is more to it, please tell me :read:

(my goal was to remove the campaign and gen challenge buttons from the main menu)
Proud leader of Forgotten Fury and co-leader of European Conflict

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#36 n5p29

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Posted 06 July 2010 - 15:57

View Postpirate, on 6 Jul 2010, 20:58, said:

(my goal was to remove the campaign and gen challenge buttons from the main menu)

there's a free downloadable WND that put Skirmish button on the main menu, replacing the Solo Play button.
CommieDog's "Skirmish on Main Menu" Utility

#37 VectorIV

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Posted 23 August 2010 - 10:36

I would like a reflective water tutorial, anyone knows how to do it? Please tell me, I've been searching for this answer for a long time now. :P

#38 HawkBlade124

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Posted 08 November 2010 - 20:06

I would like to know on how to make upgrades go from one side to another
Posted Image

If you want to join my mod team, click here C&C ZH: Forces Unkown

Marine: Oh say can you seeeeeeeeeeeee! By the dawn's early Life!
Commander: No its Light! Not life, how many times do i have to say it Private?
Marine: Uh, sorry sir, i won't fail you this time!
Commander: *whispers to him self* sure you will. Lets take it from the top! One, Two, Three!
Marine: Oh say can you seeeeeeeeeeeee! By the dawn's early Light! O'er the ramparts we watched, were so gallantly creaming.
Commander: No! *Sigh* what am i going to do with you soldier?



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