Jump to content


C&C3 MOD SDK


133 replies to this topic

#101 Soul

    Divine Chaos

  • Project Team
  • 6796 posts
  • Projects: Sigma Invasion

Posted 25 August 2007 - 23:07

View PostMaster_Chief, on 25 Aug 2007, 18:58, said:

To an extent....think GDI SOldier Foxholes...

Yes but can it be used to like build a base, like a pp, wf and such?

Just want to be sure.

Edited by Soul, 25 August 2007 - 23:08.

Posted ImagePosted Image

View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#102 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 26 August 2007 - 00:02

Not sure, youll have to try...

#103 Soul

    Divine Chaos

  • Project Team
  • 6796 posts
  • Projects: Sigma Invasion

Posted 26 August 2007 - 00:06

View PostMaster_Chief, on 25 Aug 2007, 20:02, said:

Not sure, youll have to try...

Two problems, 1. my PC can't run it and 2. I don't have the game -_- .
Posted ImagePosted Image

View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#104 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 26 August 2007 - 00:28

hmm...same thing here :lol:

TankMaster, could you try it? :read:

#105 namman2

    Amateur

  • Member
  • 108 posts

Posted 26 August 2007 - 08:19

i keep getting this errors when i try to open 3ds max 7 after installing the plug ins
nvm porblem solved if you have installed bfme2 sdk then uninstall it

Attached File(s)


Edited by namman2, 26 August 2007 - 08:22.


#106 ☆FreedoM_FighteR☆

    ☆I FighT For FreeDoM☆

  • Member
  • 1887 posts
  • Projects: C&C Renovatio

Posted 26 August 2007 - 11:06

found that one in sample art. a flying version of nod mech?
Posted Image

Posted Image
Posted Image

Dauth edit: One on top of the other or it breaks sig rules

#107 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 26 August 2007 - 12:16

No, but that is more accurate to the first concept of it...

#108 TankMaster

    Amateur

  • Project Team
  • 111 posts
  • Projects: ShockWave [Launcher]

Posted 26 August 2007 - 14:39

What did you want me to do again Master Chief? And I will see if I can do it. :lol:
Posted Image

#109 Soul

    Divine Chaos

  • Project Team
  • 6796 posts
  • Projects: Sigma Invasion

Posted 26 August 2007 - 16:32

View PostTankMaster, on 26 Aug 2007, 10:39, said:

What did you want me to do again Master Chief? And I will see if I can do it. :lol:

I wanted to know if Dozer logic(Generals/Zero Hour) is possible in C&C3, mainly if you can build the whole base using dozer logic and then Chief asked if you could check.
Posted ImagePosted Image

View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#110 Jazzie Spurs

    [Pantsu-Dan]

  • Project Team
  • 4073 posts
  • Projects: Commanding the ECA 33rd Ground Assault Team.

Posted 26 August 2007 - 16:36

View Postfreedom_fighter, on 26 Aug 2007, 13:06, said:

found that one in sample art. a flying version of nod mech?
Posted Image

Looks like a heavy antitank missile launcher :lol:

Posted Image
Posted Image
Posted ImageBlack Lagoon OST
Posted Image

#111 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 27 August 2007 - 01:40

Don't be silly, that is the original concept of the Avatar Warmech.
Posted Image
Posted Image
Posted Image
Friends look out for one another

#112 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 27 August 2007 - 06:14

Nope, this is the orginal one...

#113 Jerinx

    Your awesome taxi driver

  • Member
  • 738 posts
  • Projects: Lurking...

Posted 27 August 2007 - 06:32

View PostMaster_Chief, on 27 Aug 2007, 14:14, said:


I think it's the current Avatar...
Posted Image

#114 Sgt. Rho

    Kerbal Rocket Scientist

  • Project Leader
  • 6870 posts
  • Projects: Scaring Jebediah.

Posted 27 August 2007 - 07:58

I know that it is.

#115 namman2

    Amateur

  • Member
  • 108 posts

Posted 27 August 2007 - 08:48

every time i try to apply a cnc3 shader 3ds max crashes any help?

#116 Shirou

    Humble darkspawn

  • Member
  • 3328 posts

Posted 27 August 2007 - 14:55

View PostMaster_Chief, on 27 Aug 2007, 9:58, said:

I know that it is.

That is the concept of the current avatar, but as you've probably seen in the 'how we create the Annhilator Tripod' video there were a lot of concepts for many units to go before the final version, and that art is probably one of the first concepts.
Posted Image

#117 Vengence

    Professional

  • Project Team
  • 341 posts
  • Projects: Silent Dawn VI: The Dark Return, Sigma Invasion

Posted 27 August 2007 - 15:21

View PostMaster_Chief, on 27 Aug 2007, 3:58, said:

I know that it is.


Don't you know that a unit might have dozens of redesigns? This unit looks very similar to the avatar. I know this process and I definitely know that this is an old concept..
Posted Image
Posted Image
Posted Image
Friends look out for one another

#118 Kyouko

    Formally Iron_Golem

  • Member Test
  • 721 posts
  • Projects: To kill any and all conversations

Posted 29 August 2007 - 06:41

I am a noob when it comes to SDK, so a question is to be asked.

Does it edit the values if units and structures. What I mean is, does it do all the things like in Final-big, just editing and things like that.

#119 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 29 August 2007 - 08:41

The SDK isn't a program, it's a bunch of documents.
The only program that comes with it, is the mod builder thing and the w3x veiwer.

You use notpad (or something simaler) to edit the .xml files.
Posted Image

#120 Kyouko

    Formally Iron_Golem

  • Member Test
  • 721 posts
  • Projects: To kill any and all conversations

Posted 29 August 2007 - 09:16

Oh.

So if i wanted to edit, say the Mammoth Tanks attributes (Weapon, Speed, Abilitys) then I have to find the XML and edit it?

#121 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 29 August 2007 - 11:27

yeah
Posted Image

#122 Kyouko

    Formally Iron_Golem

  • Member Test
  • 721 posts
  • Projects: To kill any and all conversations

Posted 29 August 2007 - 11:36

And it will work ingame after you edit it? Or do you move it some where to get it to work

#123 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 29 August 2007 - 12:53

you have to add it to mod.xml/mod_l.xml then run the ModBuild.exe (refer to documentatio to do this), then you has to add a .skudef file (see documentation). Then it should work.
Posted Image

#124 Kyouko

    Formally Iron_Golem

  • Member Test
  • 721 posts
  • Projects: To kill any and all conversations

Posted 29 August 2007 - 13:09

Right now the only thing i can do is make a .skudef. The Modbuild,exe crashes and i cant make heads or tails of the Documentation. Sorry

#125 Slye_Fox

    FOXTec Leader

  • Project Leader
  • 2351 posts
  • Projects: CnC: Condition Red, Sigma Invasion, Armoured Sky: Ethereal Dawn

Posted 29 August 2007 - 13:11

you need to run the ModBuild.exe via CommandPromt (Dos)

Quote

Using BuildMod.bat

To use BuildMod.bat, you will need to open a command prompt window and navigate to your C&C 3 Mod SDK installation directory. You can most easily start command prompt by using the Run option on the Start menu. Type in cmd, and hit enter. From there, use the cd (change directory) tool to get to your mod directory. Once you are there, type in the following command line:

Installation Folder:\> BuildMOD.bat SampleMOD

This will build the SampleMod. If you want to build your own mod, replace SampleMod in the above with the name of your mod (the name of the folder it is located in). Once you have built your mod, you are almost ready to run it. Before you can run it, you will need to create a SKUDef file.


In your 'MOD SDK/BuiltMods/mods' folder is where you want to put your mod files, in a custom folder name;
eg: 'MOD SDK/BuiltMods/mods/ConRed'

in there, you want your files, like Data/mod.xml

once you got that done, open the 'MOD SDK' folder in Command Prompt, then type "BuildMod.exe ConRed" (no quotes, and instead of ConRed you type your mod name, mod names have a 15 char limit)
It will then build a .big file in there AND in your C&C3 my documents folder (eg: \My Documents\Command & Conquer 3 Tiberium Wars) will be a mods folder, go through all the folders there till you get to your .big, that's the folder you make your .skudef file.

Edited by Slye_Fox, 29 August 2007 - 13:20.

Posted Image



5 user(s) are reading this topic

0 members, 5 guests, 0 anonymous users