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DeeZire Online > Editing Community > Command and Conquer Editing > Tiberium Wars Editing » "mods dont work unless you set model detail to high&quo

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

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Old 08-28-2007, 08:20 AM   #1 (permalink)
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Default "mods dont work unless you set model detail to high&quo

Basically what is happening is that when the model detail is set to low, the game reads mod_l.manifest instead of mod.manifest
There are 2 possible fixes:
1.Add something to buildmod.bat to duplicate mod.* as mod_l.* before it compiles the .big file
2.Add something to buildmod.bat to compile a seperate mod_l.xml (which would allow you to have seperate low-detail models in your mod if you wanted to)
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Old 08-28-2007, 12:56 PM   #2 (permalink)
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Good advice. Ive been doing this since that first walls mod anyways and realised the mod sdk doesnt insert the _l files either.
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Old 08-28-2007, 09:17 PM   #3 (permalink)
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So this is what was causing my modding anguish! That means I reinstalled C&C 3 all for nothing! And now I can't get a patch that will work with mods because the auto-updater won't work and the FTP is still carrying patch 1.06. :cry:
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Old 09-01-2007, 08:49 AM   #4 (permalink)
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Can you be a bit more clear on that? Because I'm just beginning and followed the little tutorial to add walls. What I did was:

-copied the LogicCommandset.xml from globel data to :/MOD SDK/mod/"modname"
-added the the walls to their corresponding faction
-Compiled by using Buildmod.bat ("Buildmod.bat modname")
-Made a SkuDef file: mod-game 1.8
add-big modname.big

The Gamebrowser sees the mod and I can start with the mod but in the game nothing happens.
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Old 09-02-2007, 06:36 AM   #5 (permalink)
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Solution from the devs;-

Code:
Yes, getting this posted officially soon, but here is the
workaround explanation:

Basically we need to get the modders to build their assets twice like we
do when building in high and low lod.  They can do this by adding
another line to their buildmod.bat files that basically executes the
build a second time with and updated commandline.  Here is what that
would look like:

Original:

 

@echo Building Mod Data...

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"
/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false
/UsePrecompiled:true /LinkedStreams:true

 

Updated:

 

@echo Building Mod Data...

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"
/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false
/UsePrecompiled:true /LinkedStreams:true

 

@echo Building Mod Data in LOW LOD...

tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml"
/od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false
/UsePrecompiled:true /LinkedStreams:true  /BuildConfigurationName:LowLOD
/BasePatchStream:"%cd%\builtmods\mods\%1\data\mod.manifest

 

They can add some kind of optional parameter to make this optional but
for now just adding that second section to buildmod.bat would suffice.
Then they will need to add the following which will fix the crash that
will follow if it's not there:

 

del "%cd%\Builtmods\mods\%1\data\mod_l.version

 

This needs to be placed before the line:

 

@echo Creating MOD Big File...
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Old 09-02-2007, 07:33 AM   #6 (permalink)
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Great to see an official solution to this
Now if only we can get some kind of official solution to the buildmap.bat problem :P
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Old 09-02-2007, 03:29 PM   #7 (permalink)
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Theyre working on it. Ive also asked them if they can publish more working examples of things that people are having trouble with, hopefully this wont be too long.
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Old 09-02-2007, 07:20 PM   #8 (permalink)
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There is still the error that the game crashes when you switch the options from high to low or low to high!

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Old 09-02-2007, 11:20 PM   #9 (permalink)
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I think you have to switch the model detail option while the mod is not running.
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Old 09-03-2007, 02:13 AM   #10 (permalink)
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What things have you noticed people having trouble with (and want EA to release examples of)?
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