"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)
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:
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.
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...
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.