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Forum: News Posts
 Topic: Discoveries on PathMusic
Discoveries on PathMusic [message #778] Fri, 27 August 2010 04:07
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
This is what I have found out about PathMusic as applied to RA3 and Uprising (C&C4 may be different).
PathMusic consists of the following asset types:
PathMusicMap
PathMusicTrack
PathMusicEvent
PathMusicEventSet
PathMusicGameDynamicState
PathMusicGameDynamicStateSet
PathMusicGameDynamicTransition

PathMusicEventSet, PathMusicGameDynamicState, PathMusicGameDynamicStateSet and PathMusicGameDynamicTransition are used to link PathMusic data into the scripts and are fully editable via the SDK so I wont go into those.

A PathMusicEvent is a single event in the PathMusic system that the game will trigger. Each PathMusicEvent references a unique hash (stored in a file RA3Music.h that we dont have). A PathMusicEvent chunk is designed to link a name to a hash. The hash seems to be used somehow in the rest of the PathMusic system.

A PathMusicMap is basically the data from a file (of type .mpf according to the SDK). Its purpose and format is unknown but it likely matches events to track data in the PathMusicTrack assets.

A PathMusicTrack holds a bunch of pieces of music (of various sizes/lengths). According to the SDK, the PathMusic data is the contents of a .mus file. The data from said .mus file goes into the .cdata file for the PathMusicTrack asset.

http://www.cncmods.net/files/mus.zip contains a tool that will take a .mus file (just take the .cdata file for the PathMusicTrack asset) and will produce information about the track file as well as outputting each individual piece of music into a .cdata file.
It also contains code for that tool as well as a dumped .mpf file from RA3:Uprising.

The .cdata files output by the tool can be converted to something playable by the tool located here
http://bitbucket.org/Zenchreal/ealayer3

If you just want to extract the music pieces from RA3 and dont care about all the technical stuff, do the following:
1.Download mus.zip
2.Download the ealayer3 tool
3.Extract the following files from the RA3 StaticStream.big file:
data\static\cdata\a70bc1d6.9f12cf33.240021e2.dca9eaab.cdata as ra3ram.mus
data\static\cdata\a70bc1d6.9f12cf33.2d97c0ca.6d02956b.cdata as ra3.mus
Or from Uprising StaticStream.big:
data\static\cdata\a70bc1d6.9f12cf33.240021e2.1f7e0ebc.cdata urram.mus
data\static\cdata\a70bc1d6.9f12cf33.2d97c0ca.a01921dd.cdata as ur.mus

Put the .mus files, mus.exe, ealayer3.exe and libmpg123-0.dll into a folder. Drag each of the .mus files into mus.exe in turn. This will create a bunch of files like ra3ram.mus.1.cdata and so on. Then drag each of those .cdata files onto ealayer3.exe. That will create a pile of MP3 files you can listen to. These files range from tiny fragments of music all the way up to full pieces of music.


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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 Topic: New version of my "SDK Extras" C&C3/RA3/C&C4 tools available
New version of my "SDK Extras" C&C3/RA3/C&C4 tools available [message #764] Sat, 20 March 2010 06:27
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have uploaded a new version of my C&C3/RA3/C&C4 tools to this site.
Changes since the last version:
Fixed binview to dump audio from C&C4 correctly (it should now be able to dump all sound effects from C&C4 same as from C&C3 and RA3). As with C&C3 and RA3, music and other audio compressed with EALayer3 codec is not able to be dumped.
Fixed bigextract so it can handle large refpack compressed files (such as static.bin from C&C4 staticstream.big) correctly. All .big files of C&C4 should extract properly with this new version.
binview can also view (and dump) any texture from C&C4.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 Topic: C&C4 data files and info on same
C&C4 data files and info on same [message #763] Fri, 19 March 2010 05:50
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
Based on a preliminary analysis of C&C4 data files, I can state the following as far as my tools goes:
1.The big extractor program works on every .big file except staticstream.big (it crashes on staticstream.big for reasons I have yet to figure out)
2.Binview.exe can read every extracted manifest file just fine and can display (and extract) all texture files
3.Audio files will not extract properly for reasons I have yet to figure out (they extract but play as silence)
4.The format of the APT UI files has changed in C&C4. I dont know anything about the new format yet.
5.The movies (those that I have tested) and the movie audio files are the same format as RA3 and should to play with any video player that can play the RA3 video clips.
6.Unlike C&C3 and RA3, there is no copy protection on the exe file. This means those with assembly skills can disassemble it no problems. Note that I do NOT condone reverse engineering for the purposes of cheating, piracy or other bad things, merely for understanding data file formats.
7.The launcher application and the launcher.support.dll are compiled with .NET and can be reverse engineered with various .NET reverse engineering tools.
8.Loading the exe file (cnc4.game) directly does not seem to work for reasons I am still investigating. (likely you just need to pass the right command line)
9.The gamestrings.csf file, scripts.lua, scriptevents.*, map.xml and overrides.xml all seem to be the same as C&C3 and RA3.
10.Any data formats not mentioned here have not been analyzed or identified yet.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 Topic: some small updates to my art packs
some small updates to my art packs [message #762] Fri, 15 January 2010 20:34
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have 2 updates to my art packs on the downloads page of www.cncmods.net, the first is an update to the Archer Maiden that makes it work. Everything works except for the "Arrow Barrage" power (which I am still working on the coding for), some issues with the unit type icon and unit purchase icon that I cant seem to fix (fixes appreciated) and the fact that the strings are missing (because I dont yet have a way to get the strings out of Uprising). The normal weapon seems to work just fine in my testing.

The second update is a new defaultscript.cs file for the mod studio. Put assetmerge.exe and cc3tools.dll in the "tools" folder of the SDK (next to the other tools) and put the defaultscript.cs in the root folder of the SDK. This will add 3 new options to run assetmerge.exe automatically (no need to mess around with the command line now)

Also note that I will be away for 2 weeks as of Sunday so dont expect any posts or info from me during that time.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: Archer Maiden art/audio pack now available, help wanted with the XML
Archer Maiden art/audio pack now available, help wanted with the XML [message #761] Fri, 15 January 2010 05:07
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have just added an art/audio pack for the Archer Maiden.
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 archer maiden art pack from this site

3.Put the JapanArcherInfantry.xml and JapanArcherInfantryEnergyArrowProjectile.xml into your mods data folder. Put the Assets folder into your mods folder.

4.Put the art into the art folder

5.Put assetmerge.exe and cc3tools.dll into a folder, for the
example lets put them in C:\RA3 MOD SDK

6.Edit your mod.xml to reference JapanArcherInfantry.xml, JapanArcherInfantryEnergyArrowProjectile.xml and packedimages.xml. See the mod.xml I included for some example lines.

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.

You will need to re-run step 8 each time you recompile your mod.

Note that this doesn't have the code/art/etc for the archer maiden arrow barrage power as I am still working on the coding for that.

These steps work fine and I can see the Archer Maiden in WorldBuilder and can place it no problems. But I cannot build it in game even though I set up the Japanese barracks to be able to build one. Can someone who knows more about XML please help me figure out whats missing or incorrect with this pack and these steps and these XMLs? The only compile errors I see relate to missing art and audio and those missing assets get added in step 8.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
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 Topic: Uprising XML and Northern Russia pack updated
Uprising XML and Northern Russia pack updated [message #760] Thu, 14 January 2010 19:10
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
Thanks to Apoc, we now have a complete set of Uprising XML including the defines, changes made to the stock faction units and everything else used for Uprising. This is basically the same set of XML as included in the RA3 SDK but for Uprising.
Also, he has given us an example of a volume map texture (LUSaturateColors_VOL) and an example of a cube map texture (EVDefault)
Download the new version from my downloads page at www.cncmods.net

I have also slightly updated the Northern Russia art pack (specifically I fixed some of the AudioEvent assets). Again, download from my downloads page.

Coming up next, more "art/audio packs", starting with the Archer Maiden assuming I can make that work.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 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
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
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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 Topic: Dummy WorldBuilder art posted on my downloads page
Dummy WorldBuilder art posted on my downloads page [message #701] Thu, 30 April 2009 04:24
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have posted some dummy WorldBuilder art on my downloads page. Unzip it into the RA3 data folder and now WorldBuilder can correctly find the art for cloud texture, macro texture, lookuptable postfx, ocean/lake tool etc.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 Topic: Updated 4-rows-per-build-page UI
Updated 4-rows-per-build-page UI [message #700] Mon, 27 April 2009 02:12
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have uploaded an updated 4-rows-per-build-page UI which changes the dds textures into tga textures. Thanks to TechN9ne for finding the problem.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 Topic: working "civilian asset reuse" tools
working "civilian asset reuse" tools [message #694] Mon, 20 April 2009 04:51
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have now managed to get the "civilian asset reuse" tools (the ones that do the same as buildmodcivasset.bat from C&C3) to work. I compiled the samplemod and applied this and it worked.
Download the new pack from the download page on www.cncmods.net
Post if you have any problems with this new version.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: About my civilian art reuse stuff for RA3
About my civilian art reuse stuff for RA3 [message #692] Sun, 19 April 2009 19:31
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
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owner of CNCMods.net

From: *murdoch.edu.au
I released a download on my downloads page at www.cncmods.net titled Files for compiling mods in RA3 that use civilian assets, has anyone been able to get this to work? Has anyone tried?

I tried it on the sample mod and the game crashed when I loaded (but if I didn't apply the civilian art reuse tool, it worked just fine)


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: new version of my tools are out
new version of my tools are out [message #690] Fri, 17 April 2009 03:22
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I have released a new version of my tools.
Only changes are to support the new special ActionScript byte code EA_PUSHREGISTER (value B9) in eaf2swf.exe and in aptdump.exe and to correct a small issue with the format of .bin/.relo/.imp data in RA3/Uprising


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: Port of the 4 rows per build page UI from Uprising
Port of the 4 rows per build page UI from Uprising [message #689] Fri, 17 April 2009 00:04
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
On my downloads page, there is some hacked UI files that port across the UI from Uprising giving you 4 rows of build items per structure (i.e. 3 across by 4 down instead of 3 by 3 as in vanilla RA3)

Hopefully these files will help out modders. Oh and boy did it take a while to get the math right for some things (especially the yellow border around the edge)


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: 2 new UI editing tutorials posted
2 new UI editing tutorials posted [message #688] Wed, 15 April 2009 20:06
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *murdoch.edu.au
I have just posted a basic tutorial on how to edit UI here:
http://www.cncmods.net/forums/index.php?t=msg&th=169& ;start=0&S=1845216b7a2b6d5e8101078631d4a98f
and a tutorial following on from that showing how to edit the number of rows and columns on the unit/structure build grid in RA3 here:
http://www.cncmods.net/forums/index.php?t=msg&th=170& ;start=0&S=1845216b7a2b6d5e8101078631d4a98f

More tutorials to follow including one on how to use the larger 4-row build-grid art from Uprising to go along with the larger build grid.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: 3DS Max shaders for RA3 are now out
3DS Max shaders for RA3 are now out [message #685] Tue, 14 April 2009 17:28
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
For those wanting to add new 3d models to RA3, EA have released the 3DS Max shaders you need here:
http://forums.commandandconquer.com/jforum/posts/list/13120. page


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 Topic: Going away for a while
Going away for a while [message #641] Fri, 12 December 2008 17:19
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
I will be going away until the 1st of January and will not be updating my tools or site until then.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: RA3 patch 1.5
RA3 patch 1.5 [message #640] Sat, 06 December 2008 06:24
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
If you wish to play with the new sounds and such in RA3 1.5 (i.e. view/extract them with my tools), open the core5.big and lang-english5.big (or appropriate for your language) and extract the contents (as per the existing info posted earlier). The manifest files you want to play with in binview.exe are:
audio.5.manifest
static.5.manifest
worldbuilder.5.manifest


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
 Topic: Support the campaign for a Mod SDK for Kane's Wrath
Support the campaign for a Mod SDK for Kane's Wrath [message #589] Wed, 23 July 2008 23:06
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *wa.bigpond.net.au
A campaign is underway (with support from many of the top C&C sites including this one) to show community support for a Mod SDK for Kane's Wrath. If you support a SDK for Kane's Wrath, go post in this post on the EA forums and show your support.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 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
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: 58.170.129*
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™
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 Topic: Mod SDK updated to 5.0
Mod SDK updated to 5.0 [message #207] Tue, 11 December 2007 18:14
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
There is a new Mod SDK version available which fixes the infamous "buildmap.bat issue" (i. e. you should now be able to build stuff that pulls civilian buildings, props, roads etc and have it work)
The download page has been updated with a link to the new version.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
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 Topic: Welcome
Welcome [message #3] Fri, 16 November 2007 16:34
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *tpgi.com.au
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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
http://img160.imageshack.us/img160/7033/userbar541074li6.gif
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 Smile ). 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
Mighty BOB!  is currently offline Mighty BOB!  
Messages: 80
Registered: November 2007
Location: California, USA
Member
From: *hsd1.ca.comcast.net
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:

http://media.moddb.com/cache/images/mods/1/14/13916/thumb_300x150/SimpleLCChange.jpg
(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  is currently offline 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  is currently offline 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  is currently offline 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

 Topic: Binview crashes.
Binview crashes. [message #712] Wed, 01 July 2009 11:24
ferkhat  is currently offline 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  is currently offline 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
Golan  is currently offline Golan  
Messages: 70
Registered: November 2007
Member

From: *dynamic.qsc.de
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]


http://i99.photobucket.com/albums/l307/GolanV/Second%20Dawn/Signatures/TMShepSig002.png
 Topic: How to change the grid size for the build tabs in RA3
How to change the grid size for the build tabs in RA3 [message #687] Wed, 15 April 2009 20:02
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *murdoch.edu.au
This follows on from my APT editing tutorial and assumes you know all the stuff in that.
To change the size of the build tabs in RA3, edit the TacticalHUDCommandListBox. Follow the APT editing tutorial to see how to do that. What you want to do when editing the XML is:
look for the line
<byte action="162" val="26" /> then the line <byte action="181" val="3" /> then the line <noarg action="29" /> The 3 is the number of columns
Then find this line
<byte action="162" val="42" /> then the line <byte action="181" val="3" /> then the line <noarg action="29" /> The 3 in this case is the number of rows.
After you edit these, rebuild the UI as per the APT editing tutorial.
I have confirmed that if you change the number of columns from 3 to 4, it does work and you do get 4 columns (with the last column being partially off-screen for obvious reasons). Also, I confirmed that if you edit the number of rows from 3 to 2, you cant see or build the items in row 3 (say, the allied defense bureau).


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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 Topic: How to edit UI in C&C3/RA3 using apt2xml and xml2apt
How to edit UI in C&C3/RA3 using apt2xml and xml2apt [message #686] Wed, 15 April 2009 19:56
jonwil  is currently offline jonwil  
Messages: 79
Registered: November 2007
Location: Australia
Member
owner of CNCMods.net

From: *murdoch.edu.au
Steps:
1.Download the relevant UI pack for the game you are editing (links are on the downloads page of this site)
2.Find the UI file you want to edit and extract its folder into your mod (the sample mods of both SDKs have examples of how to do this)
3.Edit the texture files where desired.
4.Download the "SDK extras" pack from this site
5.Copy the apt2xml.exe, xml2apt.exe and cc3tools.dll files into a folder.
6.Copy the .apt, .dat and .const files from the UI folder you are editing into the folder with the exe files in it.
7.Open a command prompt and navigate to the folder containing the files.
8.Type apt2xml <name> where <name> is the name of the UI folder (e.g. "TacticalHUDCommandListBox"). Do not include any extension.
9.An XML file should appear. Edit this XML (details of specific changes you can make will appear in future tutorials)
10.Delete the .apt file
11.Type xml2apt <name> where <name> is the name of the UI folder (e.g. "TacticalHUDCommandListBox"). Do not include any extension.
12.Copy the new apt file that is created back to the UI folder in your mod.
13.Build the mod. Your new APT file should get picked up and used.


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™
http://img218.imageshack.us/img218/6456/userbar541068io9.gif
http://img161.imageshack.us/img161/9982/userbar541070lo5.gif
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 Topic: Unit being dropped in on creation
Unit being dropped in on creation [message #661] Sun, 22 March 2009 04:06
noek1993  is currently offline noek1993  
Messages: 30
Registered: November 2007
Location: Netherlands
Member

From: *almel1.ov.home.nl
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  is currently offline 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
ArmageddonEvil  is currently offline ArmageddonEvil  
Messages: 10
Registered: September 2008
Junior Member

From: *42.88.75.dynamic.ip.windstream.net
How the heck did people add, the Walls & V350x?

To there mods. Surprised

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. Razz
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
noek1993  is currently offline noek1993  
Messages: 30
Registered: November 2007
Location: Netherlands
Member

From: *almel1.ov.home.nl
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
Golan  is currently offline Golan  
Messages: 70
Registered: November 2007
Member

From: *dynamic.qsc.de
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.


http://i99.photobucket.com/albums/l307/GolanV/Second%20Dawn/Signatures/TMShepSig002.png
 Topic: 3 Questions, Please Help
3 Questions, Please Help [message #588] Tue, 08 July 2008 03:09
Desecrator  is currently offline 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?
icon5.gif  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]

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