It isn't. Just pack it in a big like the originals and you're about done. Though it will crash if you don't recompile if you do certain changes.
It isn't. Just pack it in a big like the originals and you're about done. Though it will crash if you don't recompile if you do certain changes.
let me know if its worked.
i dont even know what i would do to make the custom mission maps work, editing stats and the like, that i can do.
It works mostly, though i don't recommend editing the units that are tweaked in that map for wutever reason.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
Well some of the units on certain missions are specifically edited for that map, like the Avatars on the slovenia mission, can't really find a way to mess with those stuff.
Either that or risk messing up the SP map... :/
What I can do is edit the tech tree to also exclude the use of specific units from mods, and add assets from the mod to the mission.
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
sounds like a pain in the arse.
ive made a mod once where i edited ...... every thing? and it worked just fine, or am i miss understanding what you mean?
which reminds me, i dont suppose any one would be able to link me a tutorial on how to save/edit models from generals/ZH so they would work in TW.
been wanting to do that for a while now.
There is no such tutorial, but it's quite easy. Import the w3d in Max (there are enough scripts to do that) and apply a Tiberium Wars shader material to the objects. Then just reexport it as w3x.
Though for the shader you need additional textures (Specular/Housecolor and Normal maps)
For the issue with units and other stuff that are edited on a per map basis: you either have to do the same/similar stuff in the overrides.xml or it could break (if you recompile) also you have to set up mission objectives again in xml. Only problem is that the original overrides.xml files aren't publicly available. I "heard" the guys who are working on TSR got them but I don't know if "they" are allowed to release them into public :/
Too bad WrathEd can't extract TW stuff yet as I hadn't the time to complete that.![]()
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '
What I could do is a list of the changed stuff, if you want that. (Still don't really get why it isn't publicly available though)
My quote:
'Meh, I don't really care anymore about the new games direction, with many loads of hours(make that years actually) on Tib Sun, YR, Generals, CnC3, and RA3, plus all the mods they come with, another game with the same old formula is rather redundant IMO. '