Okay, I finally have internet again. That should be helpful :P
Okay, I finally have internet again. That should be helpful :P
I might be able to get a mod launcher working for the next release, but no promises. They never seem to work right for me when I try to make my mod use one.
It's going. I'm working on a particularly big unit right now, and progress is going slow, partially due to real life problems as well. But it will be worth the wait. It is another super unit, in case you were wondering.
I think I have just about all the content I need for the next release of the Crazy Mod, version 0.6. Right now is the process of fixing bugs, finishing up a couple units, and getting it all together.
There's also Gmax with the RenX expansion pack which you can use if you are modifying C&C Generals: Zero Hour.
Oh yeah, Aeolus in Greek/Roman mythology is the King of the Four Winds, which is where the name came from.
That won't work because space is a vacuum. Jet turbines require plenty of air to operate, and there isn't any air in space. You might not even be able to leave Earth, since the atmosphere gets thinner the higher you go.
If there is a unit that you would like as a public release for your own mods like the Abrams Tank and Scud Launcher, let me know, and I'll think about it. I wouldn't mind putting up a few extra units to download.
However, I don't think I want to release the super units, as those take a considerable amount of time to make, and I want to keep those for the Crazy Mod. And you probably wouldn't have a use for them anyways. I mean, what other mod would an Aeolus fit into?
Well, the thing is, my crazier units are useless in anything besides a Crazy Mod. It would be pointless to release them, as nobody would have a use for them, unless they wanted to start their own Crazy Mod. And I don't think I want to cause my own competition. :P
I might be able to, it's a good idea. Maybe a random Tomahawk could be defective, and launch itself at the target while the missile stays in place.
While it wouldn't make sense, it would make a great WTF moment.
And now it's 24. Well, that was short lived.
It's not in version 0.55, sorry. Some of the content posted on the site isn't until version 0.6 but that should be coming out soon enough, especially since I'm on summer vacation and not very busy.
I try to, but some of them are impossible to make due to limitations in SAGE, most notably an inverse fan truck effect, which sucks in units.
However, all the ideas I do like, I write down so I can implement them later.
Try renaming CrazyMod.big to 0CrazyMod.big. That might make it work.
Because the Crusader and Abrams are pretty much the same unit with different looks, you can just replace the art coding of the Crusader tank in americavehicle.ini with the art coding I included in the Readme file of the download. Then, in your Art/W3D folder, paste in the models included in the download. The Art folder goes right in your C&C Generals: Zero Hour main directory, same place as the Data folder. There isn't an art folder there originally, so you need to create it.
After that, you will need to use a generals.str file to edit the name of the tank in-game from "Crusader" to "M1A1 Abrams" or whatever. Get a generals.str file from the link below, and put it in your Data folder.
-Jordan
It may not be so useful for other mods, but for the Crazy Mod it is much more necessary, as units go flying in the air quite often.
I've tested vehicles with over 60,000 polygons, and had hardly any drop in performance, so I don't think it will be an issue. Most vehicles in Zero Hour have an underside to them anyways, it's just that there are a few that don't.
Oh, wait, now it's rank 16? How did that happen?
I post a couple of my favorite renders on my profile page to give it some eye candy. A blank page gets you no views.
Crazy Mod is now rank 19 out of 12,064 on ModDB! I'm pretty satisfied with that result, but I think I should be able to push that higher soon enough...
Heh, everyone wanted me to put Chuck Norris in the Crazy Mod. But I have my reasons for not putting him in the game.
However, his roundhouse kick may very well find itself in the mod in some way or another.
I'm releasing several Crazy Mod assets for general use by the public to help get a little life back into the Zero Hour modding community. Feel free to use this model in your mods, just be sure to give me a little credit.
I'm releasing several Crazy Mod assets for general use by the public to help get a little life back into the Zero Hour modding community. Feel free to use this model in your mods, just be sure to give me a little credit.
Right now it works, and it doesn't look too bad, so I'm happy with it as it is for right now. Later on, if I have the time, I will definitely go back and give this tank a few graphical tweaks.
This tank was absolutely the hardest thing I have EVER had to code, so I don't really want to touch it right now. :P
Rounder wheels, and it has an actual underside. That's why the Scud Launcher on the left is upside-down, so you can see it. The original didn't have an underside, so you wouldn't have seen anything there before, just an empty void.
If you like this model, you can now download it for use in your own Zero Hour mods. Go to the addons section at the top of the page.
Okay, it's finally online for you to download. Go to the addons section of the mod's profile.
Well, there is the Scud Launcher Launcher Upgrade for Scud Launchers, which allows you to launch Scud Launchers at your target.
Well, you can't download it right this minute, it's still validating on ModDB. Wait for it, and when it becomes available, you can download this remake, as well as the USA M1A1 Abrams tank for use in your own mods.
Nah, it's the Damage FX of the infantry. Whenever a unit gets hit, they emit an FX. These FX'es are assigned in DamageFX.ini, and have been a real pain lately. I already had to re-use the SURRENDER DamageType of Ranger Flash-Bangs to get around the issue with fan weapons, but now I don't have another DamageType to use for swords.
This is a very unique mod, They did some truly ingenious things to make this work, especially in the case of Generals Invaders. I still like to play Trashman from time to time too. It's simple, and it works almost perfectly.
Not sure why it kicked up all this debris, probably another damagefx I need to cut.
Jordan_[CNCRE]
Jordan joined
Creator and Leader of the C&C Generals: Crazy Mod at Fallout Studios.