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Report article RSS Feed [GEN - ZH] Correct Mod File placement

By: The_kid Date: December 21, 2004 This tutorial was Designed in order to help the reader in placement of mod files in their C&C Generals folder. This can be usefull when testing your mod or some simple mods require to be installed this way.

Posted by Taxikiller on Jun 18th, 2009
Basic Client Side Coding.

When creating a mod you deal with w3d files, INI files, dds files, wav files, and some others. But when it comes time to test your modifications and new files you need to know the right place to put them so that they will be executed properly in your C&C Generals game. In this tutorial I assume that you already know how to retreive, edit, and/or create new files for Generals, so I will not cover how to do that at all.

This tutorial will not be hard to understand, nor will it be very descriptive, I will simply state the filetype and where it should be placed, if there are exceptions I will comment. is the directory on your drive where you installed generals, all destinations will be somewhere in this folder. Some folders such as INI and Art, may need to be created if your modifications still don't work check your spelling and then your modification for errors.

generals.csf
\Data\English\

w3d files
\art\w3d\

dds files
\art\textures

pso files
\shaders

mp3 files
\data\audio\tracks\

The following filetypes have exceptions to where they are place, so I shall list the location where the majority are kept, then the exceptions and where they should be placed.

tga files (terrain)
\art\terrain\
tga files (textures and others)
\art\textures\

wav files (sounds)
\data\audio\sounds\
wav files (speech)
\data\audio\speech\english\

wnd files (exceptions below)
\window\menus\
wnd exceptions:
ControlBar.wnd
ControlBarPoPupDescription.wnd
Diplomacy.wnd
GeneralsExpPoints.wnd
GenPowersShortcutBarChina.wnd
GenPowersShortcutBarGLA.wnd
GenPowersShortcutBarUSA.wnd
IMECandidatieWindow.wnd
IMEStatusWindow.wnd
InGameChat.wnd
InGamePopupMessage.wnd
MOTD.wnd
PeplayControl.wnd
\window\

ini files (4 sets of exceptions below)
\data\ini\
ini exceptions(1st set):
AIData.ini
ButtonSets.ini
CommandButoon.ini
ControlBarScheme.ini
Crate.ini
FXList.ini
GameData.ini
Multiplayer.ini
Music.ini
Object.ini
ObjectCreationList.ini
PlayerTemplate.ini
Roads.ini
Science.ini
ShellMenuScheme.ini
SoundEffects.ini
SpecialPower.ini
Speech.ini
Terrain.ini
Upgrade.ini
Video.ini
Voice.ini
Water.ini
Webpages.ini
\data\ini\default\
ini exceptions(2nd set):
CivilianBuilding.ini
CivilianProp.ini
CivilianUnit.ini
FactionBuilding.ini
FactionProp.ini
FactionUnit.ini
NatureProp.ini
NatureUnit.ini
System.ini
\data\ini\object\
ini exceptions(3rd set):
HandCretedMappedImages.ini \data\ini\mappedImages\HandCreated\
ini exceptions(4th set):
HandCreatedMappedImages.ini
SAControlBar512.ini
SAUserInterface512.ini
SCGameUserInterface512.ini
SCLogosUserface512.ini
SCShellUserInterface512.ini
SCSmShellUserInterface512.ini
SNControlBAr512.ini
SNUserInterface512.ini
SSUserInterface512.ini
SUControlBar512.ini
SUUserInterface512.ini
\Data\ini\mappedimages\textureSize_512\

If you don't know what a file is for, I suggest you look up some tutorials about it before modifying it, but this tutorial only goes into putting it in the right place. Good luck.

Post comment Comments
Metalloid
Metalloid Jan 2 2012, 12:37pm says:

These tips are quite valuable.
It must be because this can be tedious to be done by hand, that many modders choose to pack their mods in BIG files, right? That way all you need to do is rename the mods you can't play concurrently in your game

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