| Uprising XMLs/XSDs and Northern Russia art pack now available [message #755] |
Thu, 07 January 2010 07:07 |
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I have uploaded 2 items to my downloads page.
The first is a set of Uprising XMLs, XSDs and some example single player maps thanks to Apoc. Its not 100% of the XML data for uprising but it should still be useful. Note that Uprising XML for civilian buildings/map objects can be found in the latest SDK in folders like SageXml\Civilian\Northern_Russia_NR
The second is an art/audio pack for the Northern Russia objects from Uprising (these are the objects like the collider ring, sigma harmonizer and other objects from that one map). This will allow you to use the objects from this object set in your mod (including placing them on a map for your mod to use)
Here is how to use it: (This example assumes the RA3 SDK is in the default location of C:\RA3 MOD SDK, that your mod is called samplemod2 and that you have not modified the mod build studio defaultmod.cs. It also assumes that your mod compiles correctly before you bring in the Northern Russia pack)
1.Download the latest version of cc3tools from this site
2.Download the Northern Russia pack from this site
3.Put the Northern_Russia_NR folder and Northern_Russia.xml in your mod data folder, C:\RA3 MOD SDK\mods\samplemod2\data for the example.
4.Put the .asset and .cdata files in a folder underneath your mod folder called assets, so C:\RA3 MOD SDK\mods\samplemod2\assets would be the location for the example
5.Put assetmerge.exe and cc3tools.dll into a folder, for the example lets put them in C:\RA3 MOD SDK
6.Edit mod.xml to reference Northern_Russia.xml
7.Run the "build data", "build medium LOD" and "build low LOD" steps in the mod build studio. Do not run the other steps yet. You will see errors and warnings related to AudioFile, BaseRenderAssetType and W3DAnimation. These are expected when using this pack.
8.Open up a command prompt and go to the folder with assetmerge.exe in it. Then type assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod" "C:\RA3 MOD SDK\mods\samplemod2\assets" followed by assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod_m" "C:\RA3 MOD SDK\mods\samplemod2\assets" and assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod_l" "C:\RA3 MOD SDK\mods\samplemod2\assets" replacing the name of your mod and the SDK install path as appropriate.
9.Run the remaining build steps in mod build studio.
10.Use your mod as normal, including loading it into WorldBuilder.
You will need to re-run step 8 each time you recompile your mod.
More art/audio packs (both civilian and faction units) will appear in the future, if you want anything specific let me know and I will see what I can do.
If there is someone out there who understands defaultscript.cs and can help me add a checkbox to handle step 8 automatically, that would be great.
Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Coder of BHS.DLL
Official member of Blackhand Studios™



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