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Tiberium Wars Editing Discuss any modding related issues to do with Tiberium Wars here.

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Old 03-29-2007, 11:27 PM   #31 (permalink)
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So I pick up my copy of C&C 3, ready to dust off and put on my modding gloves and am greeted with this??

What a joke.
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Old 03-31-2007, 11:30 PM   #32 (permalink)
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Yup, it's a big joke and i wouldnt expect to see a SDK anytime soon.

So henford you plan on making another fallout mod?
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Old 04-03-2007, 08:54 PM   #33 (permalink)
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Of course I am! I have been planning this for years.

I even bought a new rig to assist me.
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Old 04-10-2007, 11:01 PM   #34 (permalink)
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Quote:
Originally Posted by Mishkin";p=&quot View Post
So is this XML anything like INI editing
Yup. Being one of the few out of the studio who actually took a glimpse on those XMLs I can assure you it's not that different from the inis we're used to, just better structured. The modules are still there, etc.

PS.: It's a complete shame EA didn't include some form of extractor (a "mini-perforce" of sorts, perforce is the tool they use internally for this) in the release package. Yup, I've told them that in a live meeting.
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Old 04-11-2007, 05:30 AM   #35 (permalink)
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Perforce is a version control system like CVS or SVN or whatever. So if EA has used Perforce for C&C3, they have been using it to hold all the game data (e.g. the source xml files etc) and not to actually do any compiling or anything else.

All the evidence I have (including debugging strings in the demo of the game) suggests that they have various source xml files (the names of which are visible in the compiled data) which are run through a tool (almost certainly EA specific and which may well connect directly to their Perforce repository to pull down the latest xml files and other data) which produces the .bin,.relo,.imp and .manifest files that we see in the C&C3 BIG files. (other files like textures and audio files are yanked into the build process too no doubt) What we will need is source XML files for C&C3 (including W3X files for 3d models). And then if we want to use the "compiled" form (which makes things load faster IIRC) we need the recompile tool (or rather, a version of it suitable for public use)

It may well be possible to do some deep level reverse engineering and figure out which XML tags and attributes are used for what and basically "reverse engineer" the XML files that way), I intend to play with the 3 uncompiled map.xml files from the 3 pre-order maps in fact. But I don't know how far such work can go and how much we can find out.

But really, in order to do any serious C&C3 modding we need to get more source XML files
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