| Forum: News Posts |
|---|
| Topic: Discoveries on PathMusic |
|---|
|
| Topic: New version of my "SDK Extras" C&C3/RA3/C&C4 tools available |
|---|
|
| Topic: C&C4 data files and info on same |
|---|
|
| Topic: some small updates to my art packs |
|---|
|
| Topic: Archer Maiden art/audio pack now available, help wanted with the XML |
|---|
|
| Topic: Uprising XML and Northern Russia pack updated |
|---|
|
| Topic: Uprising XMLs/XSDs and Northern Russia art pack now available |
|---|
| Uprising XMLs/XSDs and Northern Russia art pack now available [message #755] |
Thu, 07 January 2010 07:07 |
|
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™



|
|
|
| Topic: Dummy WorldBuilder art posted on my downloads page |
|---|
|
| Topic: Updated 4-rows-per-build-page UI |
|---|
|
| Topic: working "civilian asset reuse" tools |
|---|
|
| Topic: About my civilian art reuse stuff for RA3 |
|---|
|
| Topic: new version of my tools are out |
|---|
|
| Topic: Port of the 4 rows per build page UI from Uprising |
|---|
|
| Topic: 2 new UI editing tutorials posted |
|---|
|
| Topic: 3DS Max shaders for RA3 are now out |
|---|
|
| Topic: Going away for a while |
|---|
|
| Topic: RA3 patch 1.5 |
|---|
|
| Topic: Support the campaign for a Mod SDK for Kane's Wrath |
|---|
|
| Topic: Looking for someone who can edit Flash files |
|---|
| Looking for someone who can edit Flash files [message #368] |
Wed, 13 February 2008 04:40 |
|
I am looking for someone who can edit Flash files for some stuff related to the C&C3 UI I am working on. Basically it involves editing the main menu fla file (which I will provide) in Flash according to my specifications. Then I take the results and manually write code to spit out an APT UI file with the flash objects, script and so on that are present in the edited Flash file.
You need to have Flash MX 2004 (or a way to save the flash file as a Flash version 7 file) in order to be of help to me as this is what the flash files
If you can help, please post your AIM/MSN/ICQ/Yahoo here
[Updated on: Wed, 13 February 2008 04:43] 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™



|
|
|
| Topic: Mod SDK updated to 5.0 |
|---|
|
| Topic: Welcome |
|---|
| Welcome [message #3] |
Fri, 16 November 2007 16:34 |
|
Welcome to CNCMods.net. CNCMods.net is the new home of SDK Extras, tools designed to extend the functionality of the EA provided SDK and do things not possible with the EA Tools. CNCMods.net is also the home of the C&C3 Editing Wiki which is intended to become the #1 resource for tutorials, tips and knowhow for editing C&C3. It is also intended for the Wiki to become a comprehensive document on everything that is known about the internals of Command & Conquer 3. And finally, CNCMods.net is going to be a site dedicated to all things Command & Conquer 3 editing including news and content.
The aim is to bring together the top modders in the C&C3 community and create a site dedicated to all things C&C3 editing.
[Updated on: Sun, 18 November 2007 19:05] 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™



|
|
|
| Forum: Command & Conquer 3 Editing |
|---|
| Topic: Few xml editing questions. |
|---|
| Few xml editing questions. [message #734] |
Wed, 21 October 2009 00:55 |
qwez0r  Messages: 1 Registered: October 2009 |
Junior Member |
From: 77.38.147*
|
|
Hello. First of all, sorry for my english.
I have a Red Alert 3 SDK for latest patch 1.12 and quite often me and my friends are playing at LAN, however, we all dislike some default stuff, so we want that to be changed. I've decided to make a mod for our personal use (however, if somebody will be interested, I'll share it ). Yea, I'm also pretty new and fresh in modding with xml files. I remember TibEd for Red Alert 2 (awesome tool!) and it's sad that there's no such a tool for Red Alert 3.
I've changed some unit related stuff (like reduced shrink beam range, buffed Natasha's airstrike range, nerfed PK damage slightly etc), but I cant find some more difficult things.
1.) How can I change protocol order? Where even their order is stored? I want (for example) soviet left tree to be "Grinder -> Magnetic thingy lvl 1/2/3 -> Magnetic Singularity", middle tree "Terror Drone Surprise -> Orbital drop lvl 1/2/3 -> Mass Production" and right "Cash Bounty -> Desolator Strike lvl 1/2/3 -> Mass Production". We find that suicidal vehicle poisoning quite useless, so we want that to be thrown out and replaced with something more useful.
This also includes question: if player maxed both trees, that includes mass production, will their effect stack together? If yes, is there a way how to prevent it?
2.) Is there any way for EOTR robotic assembly not only reduce build time, but also reduce cost for buildings ONLY? How?
3.) How to change point defense drones to the way there were before? I mean so they wont wear off from previous units when power reloads?
4.) How to increase repair drones amount for crane, allied/eotr factories?
5.) Any way for soviet & eotr barracks to heal nearby infantry just like allied engineer tent?
Thanks.
[Updated on: Wed, 21 October 2009 00:55]
|
|
|
| Topic: Kane's Wrath Mod SDK? |
|---|
| Kane's Wrath Mod SDK? [message #733] |
Fri, 09 October 2009 00:35 |
|
While few dare to even dream of an SDK for Kane's Wrath any more after EA officially announced that none was coming, one man has begun a quest to make it a reality. Asuka, aka Lauren, from the team that brought you Tiberium Wars Tower Defense, is working on a community-created SDK and already has made some progress:

(Note the Scrin Explorer in the sidebar where the Nod Emissary should be.)
But this project is of a huge scale; a massive undertaking. If you have the leet coding know-how to be of any sort of assitance, it would be greatly appreciated if you would contact her in order to help see this community dream come to life.
[Updated on: Sun, 11 October 2009 19:30] WOL nick: migtybob
| "Wesforce" | We are living in post-common sense society.
|
|
|
|
| Topic: Minimap |
|---|
| Minimap [message #731] |
Sun, 20 September 2009 22:08 |
fenixforeva  Messages: 2 Registered: September 2009 |
Junior Member |
From: *dyn.iinet.net.au
|
|
Hi ,
Im having troubles getting a minimap for a sp map im making, how do you enable it in game ?
|
|
|
| Topic: RA3 Tech Building Editing |
|---|
| RA3 Tech Building Editing [message #728] |
Fri, 11 September 2009 11:00 |
Just_West Messages: 3 Registered: September 2009 |
Junior Member |
From: *columbus.res.rr.com
|
|
|
I have been trying to edit the tech buildings in RA3; however none of my code seems to take effect. I think this is a problem with the civ assets not working with version 1.12 because I have the latest dummy art files with the tech buildings and the mod buildstudio still says "unknown asset".
|
|
|
| Topic: Two questions |
|---|
| Two questions [message #719] |
Wed, 29 July 2009 18:22 |
yangqs  Messages: 2 Registered: July 2009 |
Junior Member |
From: 202.97.214*
|
|
I come from China,there is Two questions.
1, I download the cc3tools(2009.05.02,it seems Latest tools), it can extract wbdata.manifest or static.manifest, but can not extract audio.manifest, Figure
2, When can this tool extract file of *. w3x?
thanks
Attachment: 未标题-1.jpg
(Size: 94.58KB, Downloaded 181 time(s))
|
|
|
| Topic: Binview crashes. |
|---|
| Binview crashes. [message #712] |
Wed, 01 July 2009 11:24 |
ferkhat  Messages: 2 Registered: July 2009 |
Junior Member |
From: *myactv.net
|
|
|
When i open up the file called "global_common.manifest" with Binview, the program crashes. Yes, there is a global_common.bin supporting the manifest file, they are in the same folder.
|
|
|
| Topic: Cloning & Blinding? |
|---|
| Cloning & Blinding? [message #695] |
Tue, 21 April 2009 04:46 |
Desecrator  Messages: 6 Registered: March 2008 Location: South Africa |
Junior Member |
From: *mweb.co.za
|
|
Hi,
Cloning
How can I make a unit clone itself?
It does not matter how (Modified Decoy Power, Upgrade or Constructs the unit) but the units must only be able to build one and when the clone it destroyed the unit can build another. For example: Each Avatar can have its own Clone Avatar.
Blinding
I am trying to make a blinding ability using a Weapon with an Attribute Modifier in it that will affect an area.
My question is: Can the weapon affect units outside of its vision and shroud clearance range?
Thanks
|
|
|
| Topic: Using Defines to calculate values |
|---|
| Using Defines to calculate values [message #693] |
Mon, 20 April 2009 02:57 |
|
Is there a way to limit the decimal places of a calculated value? Beside the obvious problem of calculating integers, many other pre-defined data types (like time) are not valid for the number of decimal places the Define calculations output.
For example this (with the frequency define set to 120)
FireInterval="= (1 / $GDIVehMammothMKIIRailCore_Frequency) +'s'"
will output the value 0.00833333333333333s, which is not valid.
[Updated on: Mon, 20 April 2009 03:01]
|
|
|
| Topic: How to change the grid size for the build tabs in RA3 |
|---|
|
| Topic: How to edit UI in C&C3/RA3 using apt2xml and xml2apt |
|---|
|
| Topic: Unit being dropped in on creation |
|---|
| Unit being dropped in on creation [message #661] |
Sun, 22 March 2009 04:06 |
|
How can you make a units being dropped in on creation.
for example in the MEC2 mod: the IDF vechicle are being dropped on landing pad.
I now have a beacon you place somewhere and then with using OCL a dropships comes down from the sky, but I cant get it that way that it drops the unit.
I want to make it that de dropships come from a conner and then dorp the unit (like the special power).
|
|
|
| Topic: Dozer Blades & Avatar Upgrades? |
|---|
| Dozer Blades & Avatar Upgrades? [message #631] |
Wed, 29 October 2008 04:14 |
Desecrator  Messages: 6 Registered: March 2008 Location: South Africa |
Junior Member |
From: *mweb.co.za
|
|
Hi,
Question 1:
How do I make the Dozer Blades upgarde be able to crush small units?
I added this to the Scorpion Tank file...
{CrusherInfo
CrusherLevel="2"
CrushableLevel="2"
Conditions=" PLAYER_UPGRADE" /}
...but when I compile it, it says that the Conditions have not been declared.
What do I do?
Question 2:
I have put upgrade buttons on the Avatar so you don't have to build a unit then commandeer it.
How do I get it that when you have upgraded the Avatar with an item the buttons greys out?
Thanks,
|
|
|
| Topic: A Question. |
|---|
| A Question. [message #622] |
Tue, 23 September 2008 07:54 |
|
How the heck did people add, the Walls & V350x?
To there mods. 
I tried to add the V350x Transport to the Airfield of the GDI's Buildings.
It would be nice if someone showed what they did. 
To make those things buildable.
I think I got it right for the V350x Transport, but I don't really know.
|
|
|
| Topic: AI is SP maps |
|---|
| AI is SP maps [message #603] |
Fri, 12 September 2008 11:29 |
|
I am trying to make a new campaign so I am mapping again.
but I dont get AI working on custum maps.
how do I get AI working on custum maps?
|
|
|
| Topic: New W3X Importer |
|---|
| New W3X Importer [message #601] |
Mon, 08 September 2008 10:54 |
|
Always wanted to fiddle with those pesky W3X? Now you have the chance to do so without much effort:
Asuka aka Lauren aka Ju-Jin has created a 3DS script to import W3X files directly into 3DSMax. This works for most Sample Art W3x and those extracted by JonWil´s tools. The importer is still WIP but it already supports meshes with UVW which is more than enough to recreate a model (Seriously! Stygs had me do tons of these already...) for further use/editing.
Future releases will probably support importing skeletons as well (i.e. also complete WWSkined models) and pivot importing.
You can get the importer >>>HERE<<<.
If you have any feedback and/or suggestions, please post them here.
|
|
|
| Topic: 3 Questions, Please Help |
|---|
| 3 Questions, Please Help [message #588] |
Tue, 08 July 2008 03:09 |
Desecrator  Messages: 6 Registered: March 2008 Location: South Africa |
Junior Member |
From: *mweb.co.za
|
|
Any help or tutorials will be greatly appreciated.
1. How do I make the Avatars have the upgrades for the attachments?
What I am wanting is to have 4 buttons in the bottom right window, when you select the Avatar, then click on the Attack Bike or Beam Cannon or which ever to upgrade the Avatar with that ability.
2. How do I make the Surveyor/Emissary/Explorer have the "deploy at location" button?
What I am wanting is to have a button in the bottom right window, when you select your MCVs or Surveyors etc, then click and select the location you wish to deploy at. Also if possible be able to select locations under fog. If not then just have the normal button and the "deploy at location"
3. How do I make the main menu CNC3 picture (top right) have my mod name?
Thanks,
|
|
|
| Topic: How can you select a group of units without selecting the special units? |
|---|
| How can you select a group of units without selecting the special units? [message #586] |
Tue, 01 July 2008 20:19 |
 |
purplescrin  Messages: 87 Registered: November 2007 |
Member |
From: *lsanca.dsl-w.verizon.net
|
|
|
In C&C3 every time I select a group of units or select all units on a map, the engineers, surveyors, emissaries and explorers are included. In KW, they are excluded including harvesters. How can this be done by coding?
[Updated on: Tue, 01 July 2008 20:23]
|
|
|
| Topic: How I make some infantry immune to suppression? |
|---|
How I make some infantry immune to suppression? [message #574] |
Sun, 25 May 2008 16:36 |
 |
purplescrin  Messages: 87 Registered: November 2007 |
Member |
From: *lsanca.dsl-w.verizon.net
|
|
|
How I make some infantry immune to suppression such as the Confessor Squad and the Mutant Marauders? In KW, only The Enlightened from the Marked of Kane are immune to suppression. But I doubt where in the parameter codes in a xml file can make any unit immune to suppression. After all, this only applies to infantry.
[Updated on: Sun, 25 May 2008 16:42]
|
|
|
| Topic: Is it impossible to open GOB files and see them? (a must answer!) |
|---|
| Is it impossible to open GOB files and see them? (a must answer!) [message #510] |
Mon, 21 April 2008 14:08 |
 |
purplescrin  Messages: 87 Registered: November 2007 |
Member |
From: *lsanca.dsl-w.verizon.net
|
|
GOB files are game object files.
Similar to the other w3dm thread but this really defines how the xml codes converted into GOB files (using the MOD SDK) which are put inside the bin/manifest files and they are put into a BIG file:
If you used OS BIG editor and BinOpener, I opened the StaticStreamL.big in the folder directory "Core\1.0" in both C&C3 and KW and extracted the the files starting with static_l_common. When I opened the static_l_common. manifest using BinOpener, I found that most of the game info were taken from here except the audio. But when I extracted the stream files, what's inside of that manifest file came up to be over 21,000 files with mostly 0 bytes mostly on GOB and DDS files. Unfortunately both DDS and W3DM files are textures files.
1) How come the GOB files are 0 bytes? The BinOpener fails to extract the full data of GOB files. The GOB is openable using notepad but no source code. The source codes for KW are coming from the GOB files. Sense code to the GOB files?
2) What really opens GOB files? A program called Dragon UnPACKer even cannot open GOB files.
3) The link provides info and clues for GOB though some people think that GOB files are BIG files:
http://www.planetcricket.net/forums/showpost.php?p=146940pos tcount=2
http://www.planetcricket.net/forums/archive/index.php/t-1316 6.html
http://5z.com/jirka/gob.1.html
http://filext.com/file-extension/GOB
No wonder why source codes cannot be extracted from the game(s) itself and no wonder why you cannot modify KW game. Only ini files can be edited and so does the maps.
Note: This was proven when I opened my EpicMod.big and then the mod.manifest and mod_l. manifest files and discovered the full sizes of GOB files after extraction.
Edit: Still no answer from you users for 1 month, eh?
[Updated on: Tue, 20 May 2008 20:15]
|
|
|