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

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Old 03-26-2008, 07:40 PM   #1 (permalink)
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Unhappy New to modding Tiberium Wars

I downloaded the C&C3 Mod SDK program and used Notepad to look at the XML files, but I don't know how to make the game accept my changes.

For example, I am studying the Tiberium Spike code in the C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\CnC3Xml\Neutral\Structures directory. Here is the code for the Tiberium Spike:
Code:
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
  <Tags></Tags>
  <Includes>
    <Include
			type="all"
			source="ART:TBTibSpk_AN.w3x" />
    <Include
			type="all"
			source="ART:TBTibSpk_SK.w3x" />
    <Include
			type="all"
			source="ART:TBTibSpk_SN.w3x" />
    <Include
			type="all"
			source="ART:TBTibSpk_D1.w3x" />
    <Include
			type="all"
			source="ART:TBTibSpk_D2.w3x" />
    <Include
			type="all"
			source="ART:TBTibSpk_D3.w3x" />
    <Include
			type="instance"
			source="DATA:BaseObjects/BaseTechStructure.xml" />
  </Includes>
  <GameObject
		id="TiberiumSpike"
		inheritFrom="BaseTechStructure"
		SelectPortrait="Portrait_NeutralTiberiumSpike"
		ButtonImage="Portrait_NeutralTiberiumSpike"
		Side="Neutral"
		BuildTime="15"
		EditorSorting="STRUCTURE"
		CommandSet="TibSpikeCommandSet"
		KindOf="STRUCTURE SELECTABLE IMMOBILE CAN_CAST_REFLECTIONS FS_TECHNOLOGY NOT_AUTOACQUIRABLE IGNORE_FOR_VICTORY NOT_SELLABLE NEUTRAL_TECH TIBERIUM_BASED"
		RadarPriority="STRUCTURE"
		EditorName="TiberiumSpike"
		Description="Desc:TechBuildingTiberiumSpike">
    <DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:TechBuildingTiberiumSpike</DisplayName>
    <ArmorSet
			Armor="TechStructureArmor"
			DamageFX="GenericStructureDamageFX" />
    <Draws>
      <ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true">
        <ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
          <Model
						Name="TBTibSpk_SN" />
        </ModelConditionState>
        <ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE">
          <Model
						Name="TBTibSpk_D3" />
        </ModelConditionState>
        <ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED">
          <Model
						Name="TBTibSpk_D2" />
        </ModelConditionState>
        <ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="DAMAGED">
          <Model
						Name="TBTibSpk_D1" />
        </ModelConditionState>
        <AnimationState
					ParseCondStateType="PARSE_DEFAULT"
					Flags="RESTART_ANIM_WHEN_COMPLETE DO_NOT_PLAY_WHEN_UNPOWERED"
					StateName="STATE_bored">
          <Animation
						AnimationName="TBTibSpk_AN"
						AnimationMode="ONCE"
						AnimationPriority="10" />
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="RUBBLE"
					StateName="STATE_Rubble"
					Flags="START_FRAME_LAST">
          <Animation
						AnimationName="TBTibSpk_D3"
						AnimationMode="MANUAL" />
          <Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= "STATE_Rubble" and Prev ~= "TRANS_IntoRubble" then
            CurDrawableSetTransitionAnimState("TRANS_IntoRubble")
            end
          </Script>
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="REALLYDAMAGED"
					StateName="STATE_ReallyDamaged"
					Flags="START_FRAME_LAST">
          <Animation
						AnimationName="TBTibSpk_D2"
						AnimationMode="MANUAL" />
          <Script>
            Prev = CurDrawablePrevAnimationState();
            if Prev ~= "STATE_ReallyDamaged" and Prev ~= "TRANS_IntoReallyDamaged" then
            CurDrawableSetTransitionAnimState("TRANS_IntoReallyDamaged")
            end
          </Script>
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoReallyDamaged">
          <Animation
						AnimationName="TBTibSpk_D2"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
        </AnimationState>
        <AnimationState
					ParseCondStateType="PARSE_TRANSITION"
					StateName="TRANS_IntoRubble">
          <Animation
						AnimationName="TBTibSpk_D3"
						AnimationMode="ONCE"
						AnimationBlendTime="0" />
        </AnimationState>
      </ScriptedModelDraw>
    </Draws>
    <Behaviors>
      <CreateObjectDie
				id="ModuleTag_CreateObjectDie"
				CreationList="TiberiumSpikeOCL">
        <DieMuxData
					DeathTypes="ALL"
					DeathTypesForbidden="SUICIDED" />
      </CreateObjectDie>
      <AutoDepositUpdate
				InitialCaptureBonus="750"
				DepositInterval="1s"
				DepositAmount="25"
				GiveNoXP="true"
				Flags="ACTIVE_WHEN_REPAIRING"/>
      <SlowDeath
				id="ModuleTag_Death"
				SinkDelay="4s"
				SinkRate="3.0"
				DestructionDelay="8.0s">
			<Sound Type="INITIAL" List="HumanFaction_MediumBuilding_DieMS" /> 
        <DieMuxData
					DeathTypes="ALL" />
      </SlowDeath>
      <xi:include
				href="DATA:Includes/GenericEngineerContain.xml" />
      <xi:include
				href="DATA:Includes/GenericBuildingRepair.xml" />
    </Behaviors>
    <AI>
      <AIUpdate
				id="ModuleTag_AI"
				AutoAcquireEnemiesWhenIdle="NO"
				AILuaEventsList="BuildingPowerFunctions">
      </AIUpdate>
    </AI>
    <Body>
      <ActiveBody
				id="ModuleTag_Body"
				MaxHealth="10000.0" />
    </Body>
    <Geometry
			IsSmall="false">
      <Shape
				Type="CYLINDER"
				MajorRadius="10.3081"
				MinorRadius="10.3081"
				Height="124.951">
        <Offset
					x="-0.102257"
					y="0.291839"
					z="0.0" />
      </Shape>
      <Shape
				Type="CYLINDER"
				MajorRadius="25.7703"
				MinorRadius="25.7703"
				Height="20.2843">
        <Offset
					x="-0.102257"
					y="0.29184"
					z="0.0" />
      </Shape>
      <ContactPoint>
        <Pos
					x="-5.92092"
					y="-6.06962"
					z="0.0" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="4.93066"
					y="-6.06961"
					z="119.205" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="4.93066"
					y="4.78196"
					z="0.0" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="-5.92092"
					y="4.78197"
					z="119.205" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="-5.92092"
					y="-6.06961"
					z="119.205" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="4.93066"
					y="-6.06962"
					z="0.0" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="4.93066"
					y="4.78197"
					z="119.205" />
      </ContactPoint>
      <ContactPoint>
        <Pos
					x="-5.92092"
					y="4.78196"
					z="0.0" />
      </ContactPoint>
    </Geometry>
		<AudioArrayVoice>
			<AudioEntry
				Sound="TiberiumSpike_Select"
				AudioType="voiceSelect" />
		</AudioArrayVoice>
		<AudioArraySound>
			<AudioEntry Sound="HumanFaction_MediumBuilding_LightDamageMS" AudioType="soundOnDamaged" />
			<AudioEntry Sound="HumanFaction_MediumBuilding_HeavyDamageMS" AudioType="soundOnReallyDamaged" />
		</AudioArraySound> 
    <ShadowInfo
			Type="VOLUME" />
    <VisionInfo
			VisionRange="100"
			ShroudClearingRange="200" />
    <ProjectedBuildabilityInfo
			Radius="0.0"
			BuildPlacementTypes="MAIN_STRUCTURE OTHER_STRUCTURE" />
  </GameObject>
</AssetDeclaration>
I want the game to accept a change I am making to the autodeposit module from this:
Code:
      <AutoDepositUpdate
				InitialCaptureBonus="750"
				DepositInterval="1s"
				DepositAmount="25"
				GiveNoXP="true"
				Flags="ACTIVE_WHEN_REPAIRING"/>
to this:
Code:
      <AutoDepositUpdate
				InitialCaptureBonus="10000"
				DepositInterval="0.5s"
				DepositAmount="500"
				GiveNoXP="true"
				Flags="ACTIVE_WHEN_REPAIRING"/>
How to I get the game to accept these changes? Otherwise it will use the first AutoDepositUpdate I posted above (InitialCaptureBonus="75", DepositInterval="1s", DepositAmount="25").
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Old 03-27-2008, 12:05 AM   #2 (permalink)
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First of all, you shouldn't be modifying the files within the CnC3Xml folder. Those are for reference and template purposes only. Instead, create a new mod project (the documentation that comes with the Mod SDK shows you how to do this).
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Old 03-28-2008, 09:08 PM   #3 (permalink)
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Hmm...do you have the Model Detail graphical setting set to "Low"?
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Old 03-29-2008, 08:54 PM   #4 (permalink)
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That may be your problem. Some versions of the game and MOD SDK won't compile or read the low LED version of a mod. Try setting the Model Detail value to High.

If that doesn't work, post the contents of your sample mod's SKUDEF file.

Last edited by CommieDog; 03-29-2008 at 08:56 PM.
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Old 03-30-2008, 06:27 AM   #5 (permalink)
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Quote:
Originally Posted by BlueLightning2K6 View Post
Yes I do. The only setting that isn't set to low is the Shader Detail. It is set to medium because the game will frequently crash if it is set to low.
To change the graphic settings, its better to launch CnC3 in "normal mode". After changing, exit CnC3 and launch your mod. Changing graphical settings in "mod-mode" can cause crashes.

Greetz
G.S.
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