Command & Conquer Generals Modding - Music and Audio (a little)
I know very little about audio but I don't have an audio video. This is as much as I know.
Music is MP3. Effects and voices are 16-bit, 44.1kHz, WAV. Mostly stereo but world effects must be mono or they won't be audible. I guess this is because mono needs to pan left to right based on position on the map and it was easier to do with mono in 2003?
Command and Conquer Generals Modding Playlist:
- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
- Audacity portable
-- https://drive.google.com/file/d/1kjkYpwk5oUQTNg3iSi4fSIQtefxo5wpI
-- https://www.audacityteam.org/download/windows/
- Examples (all?)
-- https://drive.google.com/file/d/1DBpuYUGbcORR-wBT4aXrP8QUK-_OBIk7
Chapters
00:00 AudioSettings.ini (global audio settings)
01:39 Music
03:34 MiscAudio.ini (misc audio)
04:28 Remaining audio overview
05:15 Speech (eva and speech ini files)
13:20 Effects and voices (are the same)
27:56 Exporting music
29:01 Exporting stereo wav
31:02 Exporting mono wav
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Command & Conquer Generals - Variables and game.dat
Likely the last of the last of the last Generals videos. Wanted to finish with a way to find things others may have missed. Hex reading won't work in most games as they're encrypted. Unless you can crack the encryption. There's usually a little fun we can have with these old games.
The easiest way to find something in the INI files is to folder load them in to something like Notepad++ and perform a search through all files. However that only reveals features which the game uses. There may be removed features or old design that aren't in the INI files. For those, we can try to dig through data files with a hex editor.
Command and Conquer Generals Modding Playlist:
- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Investigation docs:
- animation types
-- https://drive.google.com/file/d/1A0HWLWdNpBPq5a62rVYvM4PeeOdMxG4h
- behaviours
-- https://drive.google.com/file/d/1xmAdDWG--9_nmHq3xZcmN-azUo5hfT2h
- bodys
-- https://drive.google.com/file/d/1OMo2MrBGjbl6yo4DdeLgPh8b0YkkzyNx
- client updates
-- https://drive.google.com/file/d/1rb3fo3qxM27vn_OR3G-u8Br4GD6itNPh
- damage types
-- https://drive.google.com/file/d/100OiTYS3MqEUaUVMl5QHQ00Uh4tQvMNb
- super weapon enums
-- https://drive.google.com/file/d/1cSgl4gzDjg7QjksAtSuL_Dc_lLuw4v1w
- unknown (was searching through behaviours)
-- https://drive.google.com/file/d/1iGDxlmXjDlM6bAaCtzTIg777YMHO8Z_b
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Command & Conquer Generals - Stuff 02
I've been helping other people recently and they taught me a couple of new things; a new way method of reinforcements for super powers and secondary/delayed missile launches. Maybe someone will find them useful?
Command and Conquer Generals Modding Playlist:
- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
# Assets:
- 3 Helicopter super power
-- https://drive.google.com/file/d/1lpcYEKUp9EkyubGRzXT5ppFPx8vaev8m
- Delayed SCUD storm missile
-- https://drive.google.com/file/d/1x9YWEg0JNHX0hnLxL_hOjnC2XvU01RLR
- Delayed aircraft missile
-- https://drive.google.com/file/d/1H58QwcFY6DQoBehtAZDqQis5tbaG7ON1
- Delayed helicopter missile
-- https://drive.google.com/file/d/15uvEPysCJ-P3FimGyTN9ynJAhpyuOCpN
Chapters
00:00 3 heli reinforcement super
08:02 SCUD storm delayed thrusters
11:09 Delayed missile for jets
12:52 Delayed missile for helicopters (same as jets really)
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Command & Conquer Generals - OverlordContain
OverlordContain. Finally. The last video for a while.
It's a very simple, but in order to explain it you need to know how to attach sub-objects to a parent unit using OCL upgrades. It can become messy and is hard for me to explain if I don't know what people are trying to make. Hoping this makes some sense.
I can't really break down the video anymore. I tried. Failed. Wanted to at least upload something. All you really need to know is at the start of the video:
- Use OverlordContain if passengers are in an attached object
- Use TransportContain is passengers are in the base unit
- Can't have passengers in base unit and attached object
Command and Conquer Generals Modding Playlist:
- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
- All assets
-- https://drive.google.com/file/d/1m2JEqXn2buB67p5f4aAxvSKPME9FIGJi
-- 001 - Auto grant propaganda upgrade
-- 002 - Purchase propaganda upgrade
-- 003 - Purchase custom upgrade (teapot)
-- 004 - Purchase 3 custom upgrades
-- 005 - Purchase 3 custom upgrades on unique bones
-- 006 - Attaching an upgrade to an upgrade
-- 007 - Dummy weapon cant target out range
-- 007b - Dummy weapon can target out range
-- 008 - garrison in bunker
Chapters
00:00 Explanation of contain methods
02:32 Overlord upgrade system explained
05:31 Technical stuff and auto grand propaganda upgrade
10:43 Purchase propaganda upgrade
14:12 Purchase custom upgrade (teapot)
14:09 Purchase 3 custom upgrades
20:28 Purchase 3 custom upgrades on unique bones
22:15 Attaching an upgrade to an upgrade
26:15 Dummy weapon cant target out range
27:27 Dummy weapon can target out range
30:17 garrison in bunker
33:27 Summary
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Command & Conquer Generals - GarrisonContain
There are lots of contain methods, this one is GarrisonContain.
I'll try to get through the rest but there's a lot! May just cover the tough ones? Garrison is one of the easiest and a good place to start. The only confusion may come from enclosed (bunker) units versus exposed (fire base). I'll put them in their own playlist if I ever get around to making more.
Downloads:
- n/a
Timestamps:
00:00 - 01:42
- Info, usage, background and limitations
01:42 - 03:59
- Value: ContainMax
03:59 - 04:11
- Values: EnterSound / ExitSound
04:11 - 05:11
- Value: ImmuneToClearBuildingAttacks
05:11 - 05:54
- Value: DamagePercentToUnits
05:54 - 06:22
- Value: IsEnclosingContainer
06:22 - 07:05
- KindOf: GARRISONABLE_UNTIL_DESTROYED
07:05 - 09:30
- W3D bones
09:30 - END
- Other values which may work and summary
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Command & Conquer Generals - Construction Yard Spawns
More like how the pathing system works when units spawn at a factory. There are 2 options; bones or coding. Coding overrides bones and is what the game devs used. Presumably because it saves a ton of time exporting models.
Airfields are the only unique factory. They have a more complex pathing system for aircraft moving to and from hangars. Included a few custom examples for download as the 2 in-game airfields are nearly identical.
Fuck YouTube.
Downloads:
# All Assets:
- https://drive.google.com/file/d/1tsbnHks5IR2qlKas-AeUy10gX3VU7sw2/view
Timestamps:
00:00 - 04:44
-- Regular structures like war factories, barracks and command centers. They're all the same.
04:44 - 19:02
-- Airfield aircraft.
19:02 - END
-- Airfield helicopters.
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Command & Conquer Generals - Stuff 01
Some example units I had laying around marked for deletion. Maybe someone will find them useful?
Haven't had any time to do anything recently because of my crap day job. Put these together during lunch in a few evenings.
Fuck YouTube.
Command and Conquer Generals Modding Playlist:- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
# All Assets:
- https://drive.google.com/file/d/1Yo5BJ7pefjmtRqCXQOYr18hFBV1TNWqj
Timestamps:
00:00 - 06:02
-- Chinese nuke mod
-- Adds booster effect to super weapon
06:02 - 10:50
-- USA random paradrop from tech pad (buildable)
10:50 - 17:04
-- GLA drone that fires downwards
17:04 - 23:25
-- GLA single SCUD rocket with bomblets
23:25 - 31:30
-- USA Garrison structure
-- Triggers different weapons on garrison
31:30 - END
-- USA reactive armour tank
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Command & Conquer Generals - Factions (basics)
A few people have asked about how to make a faction. It's easy but there are lots of files to keep track of. Hopefully this explains most of the important stuff. There should be enough to get new name, image and starting units in the game. Which is pretty much all a new faction is.
This is for Zero Hour only. There seems to be a few items which are only used in the base game but it doesn't hurt to change them for the new faction. I've tried to strip out the download to absolute minimum to reduce clutter.
The game can only handle 12 factions, including the MP observer. There are 2 empty faction slots, so we can realistically only add 2 new factions. Although we're free to edit or delete existing ones!
If you just want some basic files, there's a faction of Kekistan (slot 10) which uses the USA as its base side: https://drive.google.com/file/d/1HxRo2_D68ORWBxgY3SCcXCf2Njoe7Ysw
Fuck YouTube.
Command and Conquer Generals Modding Playlist:- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
# All Assets are in a single link here, hopefully named something intelligent:
- https://drive.google.com/file/d/1HxRo2_D68ORWBxgY3SCcXCf2Njoe7Ysw
Timestamps:
00:00 - 09:57
-- ChallengeMode.ini
-- Here we set which slot to put our faction in (using slot 10, 12 total, 2 free, starting at 0)
-- This mostly contains items for Generals Challenges, though they can be used in other places
08:07 - End
-- PlayerTemplate.ini
-- Here we set stuff like starting unit and skirmish/SP/MP specific stuff
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Command & Conquer Generals - Turrets and Turret Stuff (part 2)
The initial video missed some basics which I never thought of. It also didn't contain the more complex methods of working turret spawning. The intention was to bundle them in to more videos, but it became apparent that... they should have been in the first video!
This is mostly how many broken things I've tried to get multiple turrets working. A fraction of what I tried and none of the swearing. Broken assets are included in the downloads if anyone wants to try to get them working.
There are 2 working systems for advanced turret spawning. With these methods the turrets are spawned as new objects and 100% (ish) will target accurately:
- Vehicles should use OverlordContain
-- Limited to 2 turrets, not including AltTurret (could in theory make 4)
- Structures should use SpawnBehavior
-- Unlimited turrets
-- Turrets align to ground so we need to offset the turret meshes
-- Can not be used on vehicles, the turrets won't move
...there's also the 'AltTurret' system. Thought we found out in the first video it doesn't really work.
Fuck YouTube.
Command and Conquer Generals Modding Playlist:- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
# All Assets are in a single link here, hopefully named something intelligent:
- https://drive.google.com/file/d/1Tu_7yjOiBPYa9yyfqaxWZ7H23Esj1Acv
Timestamps:
00:00 - 08:07
-- Explanation of how turrets offset from a units 0,0,0 won't target correctly
-- The fix is to not do it!
08:07 - 11:49
-- A bit more detail on why additional w3d modules won't work
-- Talks over the GLA Technical and how it spawns turrets which are slightly offset but also animated
11:49 - 21:59
-- For vehicles (woking)
-- OverlordContain using 2 turrets and 6 unique weapons
-- This could be extended with AltTurret, not recommended though
21:53 - 25:06
-- For vehicles (broken)
-- OverlordContain multiple turrets using upgrades spawning from the same base unit
25:06 - 27:44
-- For vehicles (broken)
-- OverlordContain multiple turrets using upgrades chain spawning from the previous upgrade
-- Insanity
27:44 - 29:03
-- Maybe drones can be made to work?
-- ...no they can't, do do it
-- Stupid idea with no example downloads!
29:03 - 37:37
-- For structures
-- Using SpawnBehavior
-- Only for structures but can have nearly unlimited turrets
37:37 - End
-- Summary
-- With explanation of turret firing ranges, how they're calculated and why a unit needs a dummy weapon for maximum damage
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Command & Conquer Generals - Turrets and Turret Stuff
A complete mess of a video about turrets, dual turrets, limitations (can't limit rotations!) and stuff that's sort of related to turrets without going too far off topic. Weapons will need their own video. So will OCL's and OverlordContain modules.
This is really how to set up basic turrets. How dual turrets work and why they're rather useless. Adding some existing weapons and how things like ballistic missiles (with visible missiles) work.
Fuck YouTube.
Command and Conquer Generals Modding Playlist:- https://www.youtube.com/playlist?list=PLoKC73clba2ILbkGkm983QFuQzYwHbzF5
Downloads:
# All Assets are in a single link here, hopefully named something intelligent:
- https://drive.google.com/file/d/1I2A1ngipeqFIWWabywZUVxd_-_JdEc0Z
-- The example of dual turrets with dual barrels and a linked weapon isn't included because it's completely broken and useless
-- Same applies to the 01/02/03 lasers that don't fire from the correct location (doesn't work with lasers)
Timestamps:
00:00 - 01:56
-- Opening waffle and explanation on why the inability to restrict turret rotations is annoying
01:56 - 04:41
-- How a basic turret looks in Renx
04:41 - 20:08
-- Code example for our basic turret with all basic functions and in-game examples
20:08 - 22:52
-- Adding 2 more barrels to make a 3 barrel turret
22:52 - 39:31
-- Dual turrets, like the battleship seen on the cinematic front end background
-- 2x tank cannons then a cannon with a machine gun
39:31 - 40:40
-- A vehicle instead of a building and changed weapon to a missile
40:40 - 43:30
-- Adding a laser, which uses a specific bone
43:30 - 51:11
-- Ballistic missiles with show/hide objects
51:11 - 51:57
-- Multiple ballistic missiles... don't work
51:57 - end
-- Summary waffle
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Command and Conquer Generals - Cowstrike
Mmmmmmoooooooo
Oh, I need more words before I can post. I guess this counts... er, it's a mod for C&C Generals with cows. Cow versus tank doesn't do much.
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Command & Conquer Generals - Alternative Production Spawning
Some different methods of spawning constructed land units with parachute drops and... drones.
Bit hard to explain so these are the jumps in the video to footage of them in action:
- Example 1
-- Parachute vehicle to static location
-- 30:28
- Example 2
-- Parachute vehicle anywhere
-- 47:49
- Example 3
-- Spawning units from drones
-- 59:58
- Example 4
-- Spawning units from drones with parachute
-- ...use your imagination or download the assets
Downloads:
# Assets
- https://drive.google.com/file/d/1hyvK2nriqmmfLeE8SMx53sUVNUyQYse-/view?usp=sharing
Timestamps:
00:00 - 15:15
- Example 1 (factory)
-- Setup of new building, needed to construct parachute units
-- Full code walk through
15:15 - 31:50
- Exampel 1 (unit)
-- Adding a static parachuting unit (final)
-- Full code walk through
31:50 - 36:57
- Example 2
-- Adding a second parachute unit
-- Full code walkthrough
36:57 - 48:45
- Example 3
-- Adding a parachute unit to deploy anywhere
-- Code overview
48:45 - 49:54
-- Uncommenting code to see where the invisible units are moving
49:54 - END
- Example 4
-- Using drones to move vehicles around and spawn anywhere
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Command & Conquer Generals - Infantry Exporting (sort of)
As requested.
Somewhat brief overview of exporting skeletal animation units with RenX. The only units which use these are infantry. They consist of 3 files; mesh, skeleton and animation. These 3 files are linked by a spacewarp (Renegade skin) which looks way more intimidating than it is.
I recommend using the Coolfile importer as that's what I use in this video.
If you simply want to clone a unit and change the texture, you can do this through hex editing the W3D. It's a lot quicker and less prone to error. That's covered at the end.
Timestamps:
00:00 - 02:06
-- General info
02:06 - 04:13
-- Setting up files
04:13 - 08:22
-- Explaining the Seagle importer (why I'm not using it)
08:22 - 13:14
-- Importing the USA Ranger and exporting it as a mesh (_SKN)
--- Issues you are likely to encounter without using a spacewarp
13:14 - 20:41
-- Applying the spacewarp, auto-linking vertices to bones and exporting
--- Then looking for auto-link issues in the game
20:41 - 23:22
-- Manually linking vertices to bones
--- This will fix the vertice sticking out of the back
--- ...and I missed a few vertices on the gun
23:22 - 26:00
-- Manually linking the gun vertices to the gun bone I missed the first time!
26:00 - 27:34
-- Exporting a skeleton file
--- The wrong way then the right way
27:34 - 29:09
-- Creating a very simple skeleton animation and exporting it
29:09 - 31:13
-- If you do use the Seagle importer, this explains some differences you may encounter
31:13 - end
-- Cloning a unit and adding a new texture using a hex editor
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Command & Conquer Generals - Promotion Points Modding Overview
As requested.
Brief overview of how Promotion Points link through the files including button functionality and units. It's impossible to make a video on how to make a new power/rank unless I know what the end goal is. There are so many links and variations the video would be a complete mess. This should be enough for you to track down existing powers to copy from. There's also the comments section.
There are 3 diagrams for quick reference if you don't want to watch the video:
- 18:06 (unlock - power, spy drone)
-- 18:12 (trigger)
- 21:17 (unlock - unit)
Timestamps:
00:00 - 07:16
-- General info
07:16 - 21:20
-- Fundamentals
-- This section unlocks the spy drone, which applies to every power which spawns ab object or effect
18:19 - 21:20
-- Unlocking units like the Paladin tank, so they can only be built when this power is unlocked
21:20 - 25:15
-- Tiered promotion points (1, 2, 3) like paradrop or emergency repair
25:15 - End
-- Unlocking powers by default for a given general
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Command & Conquer Generals - Texture Format Basics
Textures! UI elements in the game use TGA (24 bit or 32 bit). Units mostly use the DDS format, apart from infantry which use TGA. DDS textures need to be in TGA format for RenX to apply them.
It's not mentioned in the video, but RenX will load textures if they're in the same directory as the W3D. I left it out because this can lead confusion and orphaned files. I find it best to simply apply the textures again.
We don't cover skinning or other 3D modelling features as there are literally thousands of videos already available for these. RenX is a gamepack for Gmax which is a stripped down version of an ancient 3DS Max release. I recommend not modelling in RenX. RenX can import 3DS models which are UV mapped, so any program which can export to that format would be infinitely better.
As always, most of this should work for Generals as well as Zero Hour. Use Zero Hour when you can, it adds a lot of fun and more assets to play with.
The super useful, not quite relevant, MODDB (I'll add a text download too) article can be found here:
-- https://www.moddb.com/mods/command-conquer-generals-version-20
Downloads:
# RenX and other setup instructions can be found in the tools video:
-- https://youtu.be/4VlQnJurfME
# Example files used in this video. Grouped by time index:
-- https://drive.google.com/open?id=1DzACoG5PluAGbrlm1Yfq9Sm9eBlqJ5jY
# MODDB RenX texture guide in a text file, in case MODDB goes down:
-- https://drive.google.com/open?id=1DzACoG5PluAGbrlm1Yfq9Sm9eBlqJ5jY
Timestamps:
00:00 - 01:44
-- General information and skippable stuff
01:44 - 04:48
-- Main menu background UI image. Differences between 16 bit and 24 bit TGA.
04:48 - 07:48
-- In-game USA command bar with transparency. Differences between 24 bit and 32 bit TGA.
07:48 - 14:34
-- Mapped images. For objects such as buttons and unit portraits.
14:34 - 28:44
-- Simple texture overwrite mod. Brief overview of RenX options for textures.
28:44 - 36:25
-- Animated textures. More scrolling than animated. Example for tank treads with start/stop animation.
36:25 - 39:47
-- Baisc transparency with 2-sided see-through example for objects such as fences.
39:47 - 41:38
-- Transparency types and glow effects for effects such as muzzle flashes.
41:38 - 43:38
-- Transparency effect for a basic 2D light. These can be found on structures such as war factories; next to the doors which open a vehicle is built.
43:38 - End
-- Notes on UV map creation in RenX (don't do it unless desperate!) and closing comments.
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Command & Conquer Generals - Command Sets and Buttons
This video covers a basic command set and button creation. It also has a very long-winded example for switchable command sets, which we use to bypass the 14 slot button limit. If you're just after a refresher on how switchable sets work, just grab the files instead of sitting through the video. There are 3 examples, each with custom mapped iamges, which aren't covered in this video. That will come in the images video!
All examples are using the USA construction dozer. The same method works for any unit.
Assets and examples used in this video:
- https://drive.google.com/open?id=17aNaKr9-s0aAXxIewn_rjWWgb34py5gC
As always, most of this should work for Generals as well as Zero Hour. Use Zero Hour when you can, it adds a lot of fun and more assets to play with.
Downloads:
# Assets for this video, same as link above:
-- https://drive.google.com/open?id=17aNaKr9-s0aAXxIewn_rjWWgb34py5gC
Timestamps:
00:00 - 01:00
-- General info
01:00 - 03:34
-- Modifying an existing command set
03:34 - 07:13
-- Creating a new command set
07:13 - 16:18
-- Creating a new button and adding it to a command set
16:18 - 39:36
-- Creating a multi-page, switchable command set
39:36 - 41:00
-- Fixing multi-page buttons occasionally not firing
41:00 - 41:57
-- Removing pings and notifications when switching command set pages
41:57 - End
-- A bit more info
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Command & Conquer Generals - Text Editing with CSF and STR Files
Forgot to turn on the game audio for this so it's even quiter than normal. Although I do have ordered a microphone! The chances of me using it are rather low though...
This video covers the creation and modding of text strings. Generals holds all text strings in a '.csf' file. Some may be baked in to images, but the majority are in this file. The CSF requires a specific program to edit, however the CSF can be converted to an STR which can be modded with any text editor. We'll mostly concentrate on STR files as they're easier to work with.
The CSF/STR file must contain all text strings in the game, not simply the ones we want to mod or add. The CSF editor program, required for CSF and STR files, actually cuts off a few strings. It's unfortunate but the only tool available.
As always, most of this should work for Generals as well as Zero Hour. Use Zero Hour when you can, it adds a lot of fun and more assets to play with.
Downloads:
# CSF and STR setup can be found in the tools video:
-- https://youtu.be/4VlQnJurfME
Timestamps:
00:00 - 02:10
-- General information and skippable stuff
02:10 - 06:06
-- CSF file with main menu example (modded)
06:06 - 08:38
-- STR file with main menu example (modded)
08:38 - 13:34
-- STR file with command button example (modded)
13:34 - 16:20
-- STR file with unit name example (modded)
16:20 - 18:31
-- STR file with unit name example (new string)
18:31 - 19:08
-- STR file with upgrades
19:08 - 20:30
-- STR file with super powers
20:30 - End
-- Errors and text modifier notes
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Command & Conquer Generals - Building Modding Part 1
Although a part 1, this will likely be the only part! The video has turned out pretty bad and took some effort to finish.
Each section, denoted by a #, has a files link at the bottom to assets which may help explain things if the videos aren't too clear. They can't contain EA owned assets, so are just the files created for that demo.
Timestamps:
===========
# 00:00 - 00:11:00
- Overview of files.
## 00:11:00 - 00:12:57
- Str files. Adding custom text to the game.
## 00:12:57 - 00:22:08
- Creating UI images. These are for items such as buttons.
## 00:22:08 - 00:32:48
- Creating a new mesh with damaged states.
## 00:32:48 - 00:34:55
- Testing everything above in-game.
## Section Download:
https://drive.google.com/open?id=1Fu0RJCyYZ3UJKUbAuB0yH7oNjybqXMZG
# 00:34:55 - 00:40:23
- Module tags and condition states. These are ways to load additional models on your current model. Why? It can be used for doors or animations which you want playing at a different speeds or with specific loop points.
## Section Download:
https://drive.google.com/open?id=1eK3o4URydUc_wP09GGTslwRPvH1YMDXw
# 00:40:23 - 00:53:02
- Creating scaffolding and construction zone areas.
## Section Download:
https://drive.google.com/open?id=1Kyhp7qDGmR8jRO4c0Q-432CbIBEzYCK6
# 00:53:02 - 01:00:50
- Particles. Kind of. Not particle creation, just how they're delcared in units and attached to models.
## Section Download:
https://drive.google.com/open?id=1C4hOK1w8ayNEmpic4dVJmt7uHjahAL_l
# 01:00:50 - 01:10:44
- Lights. The example is for flashign lights, but they're simply animated regular lights. For non-flashing lights, don't animate!
## Section Download:
https://drive.google.com/open?id=1MkWLQPRniX9B34SMEgTfXZQZipZaKsis
# 01:10:44 - 01:12:27
- Environmental states. Short overview on how units are customised for specific map conditions such as night or snow.
# 01:12:27 - end
- Wrapping up.
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Command & Conquer Generals - Mod Tools Setup
This video covers the setup of tools required for modding Command & Conquer Generals/Zero Hour. Zero Hour adds a few more moddable features and units so all the videos are from a Zero Hour perspective. However, most of this should also work with the base Generals game.
Downloads:
# CSF Editor (executable)
-- https://drive.google.com/open?id=1ERqjj3U2EATSfb05GzrLSgMGg8axl8hv
# CSF Formatter (executable)
-- https://drive.google.com/open?id=1N70Z8otjSHXGZja9LIqPjxp5iPMKTA4n
# CSF Formatter (Ruby script)
-- https://drive.google.com/open?id=1ExQrVOKlVUN5XZywMry7Rcktj4ImifOQ
# CSF text file for direct editing
-- https://drive.google.com/open?id=1amtuaMC40PvJjZnnStEGqi1MD6vdphvX
# DDS Plug-ins
-- https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop
# FinalBig
-- https://drive.google.com/open?id=1orSPOosKtI3w68mXV2noraaUeSKFzNUB
# GMax download link (register for free key)
-- https://www.turbosquid.com/gmax
# Renegade Tools Installer
-- https://drive.google.com/open?id=1LpADwErXdLs158tVhag4_N4Y6S4D9u5S
# W3D Importer script
-- https://drive.google.com/open?id=1ebwczJAbseQd4zsb5otoiS36b-BW496k
# W3D Importer script (with animations - coolfile)
-- https://drive.google.com/open?id=1fuNGPnDRgvI7ZU2X4dHh5QOopKercJ36
Timestamps:
00:00 - 02:47
-- General information and skippable stuff.
02:47 - 10:01
-- FinalBig with INI and general file layouts.
10:01 - 16:32
-- Making the game boot faster. Shortcut switches and deleting movies.
16:32 - 19:09
-- DDS textures.
19:09 - 26:39
-- GMax, RenX and W3D models.
26:39 - 36:11
-- CSEditor and adding text to the game (UI, unit names, menus...).
36:11 - end
-- Talking nonsense and finishing up.
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