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C&C3 MOD SDK


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#76 Vengence

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Posted 24 August 2007 - 13:21

View PostJerKinXx, on 24 Aug 2007, 2:31, said:

Oh oh nice one!
Time to code it xD


Nope, still need to make the numerous animations.


View PostGolan, on 24 Aug 2007, 3:05, said:

@Vengance
How did you export that model?


What do you mean? I have 3ds so I can export.

About the expansion pack... I have better ideas for that one later.
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#77 ☆FreedoM_FighteR☆

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Posted 24 August 2007 - 13:23

is there allredy some one that puted ingame unit?

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#78 CodeCat

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Posted 24 August 2007 - 13:23

Does anyone know if there is a way to export W3X models with Blender? I'm thinking of trying it out and I need to know.
CodeCat

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#79 ☆FreedoM_FighteR☆

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Posted 24 August 2007 - 13:54

pimped mamm
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#80 TankMaster

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Posted 24 August 2007 - 13:58

Nice ^_^. Now does anyone know the proper file that contains upgrades, I tried the upgrade.xml in the globaldata folder but when i include it it just gives me errors. If it is the correct file, then maybe I am doing something wrong lol.

Edit:

On further inspection, it apparently is upgrade.xml. They had me confused when they called the GDI Tech Center the armory in the ID tags..Sheesh...

Anywho, back to coding...

Edited by TankMaster, 24 August 2007 - 14:18.

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#81 ☆FreedoM_FighteR☆

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Posted 24 August 2007 - 14:22

now that shit is crazy
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#82 TankMaster

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Posted 24 August 2007 - 14:23

Holy shit, I wouldn't want to come across that!
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#83 Waris

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Posted 24 August 2007 - 14:28

Holy fuck.

#84 Golan

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Posted 24 August 2007 - 14:42

View PostVengence, on 24 Aug 2007, 13:21, said:

View PostGolan, on 24 Aug 2007, 3:05, said:

@Vengance
How did you export that model?


What do you mean? I have 3ds so I can export.
The 3DS exporter uses a comma as decimal separator (at least for me and some others) while the w3x actually requires it to be full stops. It can be manually changed after exporting, but it would be usefull to know how to make 3DS do so itself.
Now go out and procreate. IN THE NAME OF DOOM!

#85 Vengence

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Posted 24 August 2007 - 16:31

? I have the exporter for W3X and all. It all works for me so I have no idea what you are saying.
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#86 Golan

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Posted 24 August 2007 - 16:42

3DS exports the coordinates like this:

Quote

[...]
<Pivot name="OBJECT05" Parent="2"> <Translation X="4,000000" Y="-2,750000" Z="2,875000"/> <Rotation X="-0,000000" Y="-0,000000" Z="-0,000000" W="1,000000"/>

while it should actually be like this:

Quote

[...]
<Pivot name="OBJECT05" Parent="2"> <Translation X="4.000000" Y="-2.750000" Z="2.875000"/> <Rotation X="-0.000000" Y="-0.000000" Z="-0.000000" W="1.000000"/>

This will corrupt the w3x which will then require to be fixed separately.

Thinking about it, only non-US users have reported this problem so far... *rushes to his secret lab*

Edited by Golan, 24 August 2007 - 16:42.

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#87 Slye_Fox

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Posted 24 August 2007 - 16:48

Which 3ds you useing?
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#88 MR.Kim

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Posted 24 August 2007 - 16:49

View Postfreedom_fighter, on 24 Aug 2007, 10:22, said:

now that shit is crazy
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:sheep: :wahhhhhaa:

#89 TankMaster

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Posted 24 August 2007 - 17:53

So anyone figured out how to make walls do what they did in the Walls mod for previous versions? I have them enabled to where you can build them (the hub and segment) but I am just wondering if anyone has done that yet and wouldn't mind sharing?
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#90 Sgt. Rho

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Posted 24 August 2007 - 18:00

What did they do in the wall mod that is different from normal walls?

Edited by Master_Chief, 24 August 2007 - 18:05.


#91 TankMaster

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Posted 24 August 2007 - 18:12

Well, think of it like RA1 & RA2. Right now it only does what walls did in RA1, you have to build the wall 1 segment at a time, in the walls mod, it was more like RA2, where you could build several segments at a time + the hub. Unless it is a simple setting I have yet to find and enable...
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#92 Sgt. Rho

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Posted 24 August 2007 - 19:14

maybe you ask the creator of the wall mod how he made it?

#93 Ascendancy

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Posted 25 August 2007 - 04:51

Well with some looking through codes and the help of TankMaster, my Enhanced Veterancy Mod now lives (and any level 3 unit becomes a problem now).
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#94 Alie

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Posted 25 August 2007 - 06:22

looks like jordan has some compitition
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#95 Golan

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Posted 25 August 2007 - 07:23

View PostSlye_Fox, on 24 Aug 2007, 16:48, said:

Which 3ds you useing?
3DS 9
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#96 Sgt. Rho

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Posted 25 August 2007 - 07:40

Try 7, the devs where working with it...

#97 Prophet of the Pimps

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Posted 25 August 2007 - 12:47

Pinning this for a while because there is a lot of new shit to learn. keep posting guys, we need to share as much info as possible.
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#98 Ascendancy

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Posted 25 August 2007 - 20:24

The SDK's BuildMod.bat seems to have a problem with the Raider Buggy's XML file. Even if left alone and included in the Mod.XML file, it gives me an XML error at line 0, position 0. I haven't been able to figure it out why and I've already reinstalled the SDK.
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#99 Soul

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Posted 25 August 2007 - 20:26

If it's not to much trouble could someone plz check to see if dozer logic(Like in Generals/Zero Hour) is possible in C&C3?
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 Insomniac!, 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.

#100 Sgt. Rho

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Posted 25 August 2007 - 22:58

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



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