Editing FAQ
From CNCMods Wiki
This FAQ is intended to answer the most common questions related to C&C3 editing and modding.
Why cant I find certain buildings/units?
Certain buildings were renamed at some point in the development cycle and the XML files have different names, as follows:
| XML file | In-game name |
|---|---|
| GDIArmory.xml | GDI Tech Center |
| GDIMedicalBay.xml | GDI Armory |
| GDITerraformingStation.xml | GDI Sonic Emitter |
| GDIAirTower.xml | GDI Airfield |
| GDIGolumCannon.xml | GDI Guardian Cannon |
| NODDropZone.xml | Nod War Factory |
| NODHangar.xml | Nod Air Tower |
| NODRocketBunker.xml | Nod Sam Turret |
| NODTechAssemblyPlant.xml | Nod Tech Lab |
| NODTiberiumLiquidationFacility.xml | Nod Tiberium Chemical Plant |
| NODRaiderTank.xml | Nod Scorpion Tank |
| NODScorpionBuggy.xml | Nod Raider Buggy |
| AlienControlCenter.xml | Alien Nerve Center |
| AlienGateway.xml | Alien Warp Sphere |
| AlienPowerProjector.xml | Alien Reactor |
| AlienReactor.xml | Alien Tech Assembler |
| AlienSporePod.xml | Alien Growth Accelerator |
| AlienTiberiumTower.xml | Alien Extractor |
| AlienWarpBeacon.xml | Alien Gravity Stabilizer |
| AlienRazorDrones.xml | Alien Disintegrator |
I get a crash or failure when building my mod
If you see any of the following Windows Error Report dialogs:
- "Error: Could not load XIncludingReader from Mvp.Xml. Dll"
- "Critical: System.IO. FileNotFoundException: Could not load file or assembly 'antlr.runtime'"
- "The application has failed to start because its side-by-side configuration is incorrect."
Then you do not have the correct prerequisites for the MOD SDK installed. The prerequisites are available from the downloads page of www.cncmods.net
I get an error "Error: GameObject <blah> has an unnamed module <blah>", how do I fix it?
This error is harmless and can be ignored as long as it only appears once for a given GameObject. If you want to get rid of this error, just use some fake id like id="fakeid1".
I get an error "Error: Input file '<blah>' not found", how do I fix it?
If the error refers to a file belonging to one of the standard objects (e.g. a faction unit or building), it can be ignored as the SDK will pick up these assets from the static.manifest file If it refers to a file belonging to a map specific asset such as a road, prop, tree, car, single-player-only faction building or civilian building, there is nothing you can do about it as we do not have the files for those assets. If it refers to something from your mod, check the location of the file and look for typos.
I get an error "Warning: Unknown asset '<blah>' referenced from '< blah>', what do I do?
The first possibility is that you made a typo somewhere in your XML, go back and check it. Also, it can indicate that your SDK is corrupt, check the builtmods\cnc3xml folder. It should contain a file global. manifest that is 1,031,457 bytes in size and a file static. manifest that is 1,466,100 bytes in size. If it does not contain those files, contains the files but they are the wrong size or contains any other files, you may need to run the SDK installer and select "repair" to correct the problem.
The SDK does not work and produces no .big file (or a .big file that is really small and contains just shaderwritingexample.fx), how do I fix it?
The main cause of this problem is errors output by BinaryAssetBuilder.exe when you run buildmod.bat. Go back and check the output from buildmod.bat for errors.
I get an error "Critical: System. FormatException:", how do I fix it?
You need to go into control panel then regional and language options then press "customize". Make sure that your decimal separator is set to a full stop and not a comma or anything else. This will make the errors go away.
How can I create seperate low- detail models for my mod?
You create art that is the same as the normal art but low-detail. The objects (meshes, skeletons, bones, animations etc) have the same name as the normal art. The only difference is that you append _l to the end of the filename. So if the normal art is test.w3x, the low-detail art is test_l.w3x. The SDK will then take care of the rest and compile your low-detail art correctly.
I created a new Player Power Button Template or Unit Ability Button Template but it did not work in-game. How do I make it work?
Copy either PlayerPowerButtonTemplates. xml or UnitAbilityButtonTemplates.xml to your mod (and add the relavent <include> tag in the relavent place). Then open the file and change where it says id=" PlayerPowerButtonTemplateStore" or id=" UnitAbilityButtonTemplateStore" to some other name. What you call it does not matter. Then you add your new buttons to these files and everything should work.
How do I load my mod into worldbuilder?
Edit the file CNC3_wb_1.0.cfg and add the line try-add-config < blah> where <blah> is the full path to the .skudef file of your mod. Worldbuilder will read your mod and allow you to place new units etc on maps.
How do I extract 3d models from the game and load them into 3d studio max?
You cannot extract complete 3d models from the game in a format that 3d studio max can use. If you wish to see examples of game art, download the sample art packages from the EA mod web site or from www.cncmods.net
How do I extract audio from the game?
You can extract sound effects with the Audio Extraction tool from my "SDK Extras" tools. Extracting music and other EALayer3 compressed audio is not possible at this time.
I compiled a map with buildmap.bat and now all the buildings and roads are invisible, what do I do?
Unfortunatly, buildmap.bat is broken and cannot correctly compile maps that feature civilian buildings, roads, bridges, props, single-player-specific buildings and units or other "per-map" objects at this time.
How do I create a new (or modified) object that uses art from a prop, tree, rock, civilian building, civilian unit, bridge or single player-only faction building?
You cannot do that as we do not have the required art files from the worldbuilder stream to make this possible (because of how the SDK and game work with respect to the loading and using of the worldbuilder stream it is also not possible for the SDK to read this art from the existing worldbuilder stream files)
How do I edit LUA scripts?
Open scripts.lua from the SDK and edit it. Make sure that it ends up as data\scripts.lua in your .big file. You may also wish to edit data\scriptevents.xml (extract that from the core\1.8\patch8.big file). Together both files give some potentially nice options for modders. For example you can trigger an event based on a given model condition or set of conditions (via the ModelConditionEvent tag) and based on a given object status (via the ObjectStatusEvent tag). It is not known what functions can be used inside these LUA scripts.
How do I edit the XBOX 360 version of the game?
You cannot edit the XBOX 360 version of the game as all of the game data files are digitally signed and verified using a key we do not have.
How do I extract textures from the game?
You can extract textures with the texture extraction tool from my "SDK Extras" tools.
How do I edit the standard maps of the game?
You can use the map extraction tool from my "SDK Extras" tools to extract any standard map for editing with the WorldBuilder map editor.
How do I edit the UI of C&C3?
Currently it is not possible to edit the UI other than by changing the textures.
How do I make the "unused" modules work?
Although the MOD SDK and game reference a number of "unused" modules such as DozerAIUpdate and many others, these modules do not work and cannot be made to work. It is likely that they existed in the code that was taken from C&C Generals and in Lord Of The Rings Battle For Middle Earth to build C&C3 and were converted over to XML along with all the other modules but never had any actual code written to support them. Unless EA implements the missing code, these modules will never be usable in C&C3.
