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WELCOME TO THE COMMAND & CONQUER GENERALS MOD SDK DATABASE!
IT IS TIME FOR COMMAND & CONQUER GENERALS TO RECEIVE A FEW RENOVATIONS!

A few of the most talented and innovative C&C Generals Modders have teamed up to create a special Modification to solely upgrade the visual effects and gameplay concepts of the aging Command & Conquer Generals SAGE Game Engine for use with its associated Mods. This is intended to be useful for both vanilla C&C Generals and its expansion C&C Generals Zero Hour.

This Mod profile will also serve as an unofficial C&C Generals Mod SDK Database to help the C&C Generals modding community and to encourage new modders by helping them to where they can go beyond their ideas and concepts for their projects and actually get them into active development.

There are several modders in the C&C Community who have shown promising concepts and results.
Some of the most notable Mods is the Released Total Conversion Mod C&C Tiberian Dawn Redux and the Unreleased Modern Warfare Mod.

PLANNED FEATURES:

Optimized Shader 2.0 Technology
New and Improved Bump Mapped Terrain
New Water Visual Effects
New Props and Shrubbery
Bloom and Shadow Effects
Environmental Depth Of Field and Fog Effects
Enhanced & Optimized Skirmish AI
Additional Model Details
New Particle Effects

Contributing Members:

sgtmyers88
Taxikiller
QSN
Admiral-165
flashknight33
n5p29
VectorIV
COLONELWOG
airborneSn1p3r
NoblePhoenix8310

PLEASE NOTE:
Some of us are not as active as other members due to real life responsibilities outside of modding, so if you need advice for starting or developing a mod, try contacting more than one person.

Again, this is a project for the community, by the community! We will gladly accept anyone who wishes to help put this project together or wishes to submit content for the community to use for modding C&C Generals!

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RenX Splash Screen
UNDERSTANDING THE VERTEX MATERIAL EDITOR
FOR GMAX & RENX


HOW TO ANIMATE MODEL TEXTURES HOW TO ANIMATE MODEL TEXTURES


Vertex Material Introduction:
This is the Standard material or texture for the geometry in your scene. It's important to realize that many items in here are co-dependent on each other, some things only work when others are enabled and to best get acquainted with it, experiment around to find the most useful combination.

Args:
(Arguments) window allows you to enter in specific information that you'd want the mapper to do. When you see the Arguments listed in here for each type, do not include the "( )" parenthesis in your actual argument but you can edit the values and the types are as follows:

(float) - any real number, ex: 1.8
(int) - any integer, e.g:: -.5
(bool) - either TRUE or FALSE

NOTE:
This kinda works in the same manner as the game code as only specific functions will work with certain mapping types, (see the mapping types for a list of the arguments allowed for that type). All arguments are CAse SENSitiVe, they have to be typed in exactly as shown.
New mappers will only work on the DX8 and WW3D2 or later versions up to W3X. Pre-DX8 viewers will not work.

Blend Modes:

Opaque:
The map or color in its normal state with No Alpha opacity, and No blended overlay.

Add:
Looks at the color information in each channel and brightens the base color reflecting the colors behind it, creating the effect of an additive overlay. It creates an opacity value based on the grayscale levels of the map.

Multiply:
Looks at the color information in each channel and multiplies the base color by the blend color. The result color is always a darker color. Multiplying any color with black produces black. It creates an opacity value based on the inverted grayscale levels of the map.
(Blacks are opaque, whites are transparent)

Multiply and Add:
Multiplies the base colors by themselves, lights become brighter, darks become darker. It creates an opacity value based on the inverted alpha levels of the map.
(Blacks are opaque, whites are transparent)

Screen:
Similar to Add but not burning the brightness levels as much. It creates an opacity value based on the grayscale levels of the map.

Alpha Blend:
The map or color in its normal state, If the map contains an alpha channel; it uses the alpha channels grayscale values to establish the opacity of the map.

Alpha Test:
The map or color in its normal state, If the map contains an alpha channel, it uses the alpha channel to establish the opacity of the map however, it adjusts the threshold of the alpha channel to make it higher in contrast, no grays just black and white, resulting in harsher edges in the opacity.

Alpha Test and Blend:
Combines aspects from Alpha Test and Alpha blend.

COLOR & LIGHTING SETTINGS:

Ambient Color:
The c
olor of the object's shaded portion.

Diffuse Color:
The color that the object reflects when illuminated by lighting, the base color of the object.
Acts as the base of the alpha levels in a map, however, It wont be effected by light, similar to a self illumination shader in max.

Specular Color:
Similar to Diffuse except it will be rendered as a sharper and more detailed effect over a concentrated area.

Emissive Color:
Is an additional
color source that is added in the final light of an object. This is only
because it is an effect meant for the object to simulate giving off its own light.

NOTE:
For in-game vertice coloring; If emissive is any color other than black, ambient and diffuse have to be black. If emissive is black, ambient and diffuse may be any color, but the colors must be the same color.

Opacity sets the opacity of the mesh, 1 = 100% opaque, and 0 = completely transparent.

NOTE:
Doesn't always work correctly with the shader blending mode "opaque". Also note; when used in conjunction with the "alpha test" shader blending mode, the texture map you choose must have an alpha channel in it, for this to display correctly.:

Stage 0 Mapping:
This area is where you select the way the mesh will display in its environment. Refer to the Shader tab (blend area) to adjust more properties and to load a bitmap. When creating a Texture map for use with any type except "UV", you must flip your map vertically so that it will appear upside down in order for it to work correctly.

Stage 0 Mapping Types:
Also known as "Mappers", Blending modes for the mesh in it's environment.

UV:
For use with normal UV Mapping coordinates
.

Environment:
Uses the normals to look up the environment map. A hotspot of light always comes from top right no matter which direction the object or camera is facing.

NOTE:
It has a couple downsides. It doesn't show the graduation of light across a flat surface as well as a World Space environmental and when used in conjunction with camera tracking the object, it wont appear to be as real because the light source remains constant.

Classic Environment:
Similar to Environment; uses the reflection to look up the environment map, overall object has more contrast, (better for simulating metallic objects)

Screen:
Takes the screen coordinate and uses that as the UV coordinate, this makes the map always facing the camera.

Args:
UScale=(float)e.g: 3.0
VScale=(float) e.g: 0.5
UPerSec=(float) e.g: -0.1
VPerSec=(float) e.g: 1.0

NOTE:
This can be best used to simulate a sky reflection effect for water surfaces when viewed from a birds eye view.

Linear Offset:
Same mapping type as "UV" except it allows you to make the texture scroll across the map at a speed specified in the arguments box. The Scrolling speed works on 1 unit per second basis. U is for horizontal,
positive values move it left while (-) negative values move it right (based on UV mapping coordinates). V is for vertical, positive values move it down while (-) negative values move it up (based on UV mapping coordinates)
Args:
UPerSec=(float) e.g: -0.3
VPerSec=(float) e.g: 5.0

NOTE:
This is good to use for things such as tank treads, water, and light effects.

Scale:
Scales the UV coordinates, useful for detail mapping.

Args:
UScale=(float) e.g: 3.0
VScale=(float) e.g: 0.5

Grid:
(Using a Grid Map Texture)
For use with a "Grid Bitmap" Similar to how the "Frame / UCoordinate" works in the emitter system;
A grid bitmap
is divided into individual frames that the computer reads as a grid, left to right, top to bottom, one frame at a time and displays each section of the grid as a single frame, then the next frame then so on, until it cycles through back to the beginning. This effect creates an animated map. You can Adjust the speed of your map in frames per second (FPS).

Args:
FPS=(float) e.g: 29.5
Log2Width=(int) e.g: 2

Grid Map creation parameters:
(for use with all "grid" type texture maps.)

1 = 2 X 2 (2 frames across 2 frames down)
2 = 4 X 4 (4 frames across 4 frames down)
4 = 8 X 8 (8 frames across 8 frames down)
8 = 16 X 16 (16 frames across 16 frames down)

Rotate:
Rotates a texture map about a specified center. The speed of the rotation is measured in radians per second, (e.g: 2 = 2 full rotations per second). Positive values rotate counter clockwise while negative rotate the map clockwise.
Note: by default the mapping coordinates center starts at the top left corner of the map. To make it start in the center of the map, make the UCenter and VCenter values of "0.5".
Args:
Speed=(float) e.g: 2
UCenter=(float) e.g: 0.5
VCenter=(float) e.g: 0.5

Sine:
Moves the texture map around in the shape of a lissajous figure. (You can create figure 8's and such)
Args:
UAmp=(float) e.g. 1
UFreq=(float) e.g: 2
UPhase=(float) e.g: 1
VAmp=(float) e.g. 1
VFreq=(float) e.g: 2
VPhase=(float) e.g: 1

NOTE:
This is another useful feature that can be made to simulate water wave effects.

Step:
Similar to Linear Offset but jumps the map from location to location rather than the smooth scrolling motion of linear offset. (Doesn't interpolate between steps) SPS = steps per second.
Args:
UStep=(float) e.g: 1.0
VStep=(float) e.g: 1.0
SPS=(float) e.g: 1.0

Zigzag:
Similar to linear offset but reverses direction periodically.
Args:
UPerSec=(float) e.g: -0.3
VPerSec=(float) e.g: 5.0

WS Classic Environment:
World Space normal environment map. Map coordinates generated procedurally. Similar to World Space Environment mapper.

WS Environment:
World Space reflection environment map.

NOTE:
This is Preferred over the environment mapper as it is good for use in scenes with camera tracking and is much better with applying reflections to flat surfaces.

Grid Classic Environment:
Animated normal environment map. Uses a "Grid Bitmap" for animation. This Combines the "Grid" type mapper, with the "Classic Environment" type mapper. Map coordinates generated procedurally.
Args:
FPS=(float) e.g: 29.5
Log2Width=(int) e.g: 2

Grid Environment:
Animated reflection environment map. Works similar to "Grid Classic Environment" but different. Uses a "Grid Bitmap" for animation. This Combines the "Grid" type mapper, with the "Environment" type mapper.
Args:
FPS=(float) e.g: 29.5
Log2Width=(int) e.g: 2

Random:
Offsets and rotates coordinates at random in a "step" like fashion. Useful for trying to make a map "shake".
Args:
UPerSec=(float) e.g: -0.3
VPerSec=(float) e.g: 5.0

Edge:
Gives off Fuzzy edges, can be used as a glow as well. Uses the "Classic Environment" mapping style but takes the top row of pixels in the bitmap and looks only at that to produce its fuzzy edge effect. You can adjust the VPerSec argument to create an nice "pulsing" effect.
Args:
UseReflect=(bool) e.g: true
VPerSec=(float) e.g: 2.0

NOTE:
This is also great for creating glowing objects and strobe light effects.

UV Channel:
Select the UV channel to use

Stage 1 Mapping:
Same properties as Stage 0 Mapping but adds another stage so that you may overlay and combine the two mappers.
Stage 1 is considered to be the "detailer" because it is usually used when extra detail is needed. The advanced controls for Stage 1 Mapping are located in the advanced section of the shader tab. You can only have a maximum of 4 mapping stages for each scene.

Realistic Water and Bump Mapping:

YOU CAN VIEW THE REALISTIC WATER & BUMP MAP TUTORIAL HERE

Additional information sources can be found at the Renegade Wiki & RenHelp websites as well as the Westwood 3D Tutorial found in the Renegade Public Tools package.

The Long awaited tutorial-How to add Cameos to Generals

The Long awaited tutorial-How to add Cameos to Generals

UI/HUD Tutorial 3 comments

Here's the answer to the question that has been presented to me; How do you add Cameos to Generals?

How to Make Cameos

How to Make Cameos

UI/HUD Tutorial 4 comments

A tutorial for all those modders out there who want some custom cameos for RA1 or RA2 or even Generals...

[ALL] Texturing Tutorial

[ALL] Texturing Tutorial

Textures Tutorial 6 comments

Texturing Tutorial made by James O'Donnell Artist from the Forgotten Hope mod.

[GEN - ZH] How do you change unit's portraits

[GEN - ZH] How do you change unit's portraits

Textures Tutorial 5 comments

why change portrait ? When you create a mod, you change the units of the game and then the portraits are no longer adapted

Add file RSS Files
C&C Generals Complete Soundtrack

C&C Generals Complete Soundtrack

Music 1 comment

This file contains the complete Audio Tracks taken directly from C&C Generals & its Zero Hour Expansion Pack. Credit goes to Bill Brown &amp...

Comments  (0 - 10 of 31)
Shirts
Shirts

my rise of the reds have only 3 factions
China USA and Russia =(

Reply Good karma Bad karma-3 votes
Relifed
Relifed

so? that's normal AND this isn't rotr

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pandemic--hour
pandemic--hour

nothing to do this mod so if you want help try ROTR forum instead

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sgtmyers88 Creator
sgtmyers88

This Mod is unaffiliated with ROTR.

Reply Good karma+4 votes
Bakelit
Bakelit

one question is this mod also adding more map props to the game like in the mod C&C untitled?

Reply Good karma Bad karma+1 vote
Bakelit
Bakelit

uhm nvm just read the description again and found the props thing ;O

Reply Good karma Bad karma+1 vote
Greek_hoplite
Greek_hoplite

Guys you rock! But please try to finish TD and TS redux first!

Reply Good karma Bad karma+2 votes
RoDNoX
RoDNoX

Nice Generals in a new skin that is very nice, wanna see more.^^

Reply Good karma Bad karma+1 vote
Kleer
Kleer

Here's the Generals Alpha files, contains old building and unit models and some which were cut from the game, it also contains some old coding. Hope it's useful, it was uploaded by airborneSn1p3r so all credit goes to him. Moddb.com

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sgtmyers88 Creator
sgtmyers88

Funny that you posted that, I had obtained the Alpha Content a long time ago, I was wondering if anyone else had it anywhere because I was thinking of posting the Alpha for download here! ;)

Reply Good karma+3 votes
GustavoUlate25
GustavoUlate25

where can we download the mod , or at least please upload what has been done

Reply Good karma Bad karma+1 vote
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