

Modifying an existing unit, and putting it ingame.
#1
Posted 25 August 2007 - 17:22
My problem is that there are no helpful tutorials about how to take...say...the Predator Tank, modify it(inrease vision range, lower build time and cost, add new gun onto it), and get it ingame...without it becoming invisible as if its model were missing.
See, what I did is increase the gun's ranges on just about everything, so now units won't attack past their max VisionRage unless I increase it.
Unfortunately, I can't seem to get the unit into the game without its model vanishing.
Does anyone know a way around this? Is there some obvious way to modify normal game units and get them in with no real troubles?
I appreciate any help anyone is able to give.
#2
Posted 25 August 2007 - 23:49
#4
Posted 26 August 2007 - 03:24
#5
Posted 26 August 2007 - 04:18
#6
Posted 26 August 2007 - 04:32
And for future reference: 6 hours is not at all a long time.
#7
Posted 26 August 2007 - 07:41
Does the problem occur with all units or just a select few? It seems that some of the XML included in the SDK are either broken or incompatible with .07; try if you can modify the Mammoth´s buildcost/-time, as this xml is intact.
#9
Posted 26 August 2007 - 17:26
Golan, on 26 Aug 2007, 7:41, said:
Does the problem occur with all units or just a select few? It seems that some of the XML included in the SDK are either broken or incompatible with .07; try if you can modify the Mammoth´s buildcost/-time, as this xml is intact.
I'll try the Mammoth Tank alone, but, from what I've seen, it happens with all units I edit, regardless of whether they're structures or not. I've tried many different ways of editting them and including them in Mod.xml, but none have seemed to work. Last time I tried the Mammoth it didn't show up ingame either, but third time's a charm!
And I just figured, if someone couldn't even edit the base game because their units disappear, they might be causing more of a fuss or be speaking up about it...like I am. There's no reason to stoop to doing the "you're a noob" act, I like to mod games, but this is just a horribly done SDK, and they should've at least provided support or put some effort into it. :sh:
#10
Posted 26 August 2007 - 17:43
Quote
As far is i know, Natalie is female name but anyway
wait 1 or 2 untill we have more info about CnC 3

also, Codecta have some problems with basic mods

Check here
#11
Posted 26 August 2007 - 18:01
#13
Posted 26 August 2007 - 18:48
Could you please attach one of the versions that did not work properly ingame so that we can check if it´s a problem related to your version of the game? Several people have reported that their modifications don´t work for them while running totally fine on other computers.
Also, do you have the French version of the game? There were reports of incompatibilities with that version, too, though it´s not clear if these are based on the above mentioned problems.
#14
Posted 26 August 2007 - 23:37
Bear in mind, my current mod is tiny compared to how I started...when I started, I included GDI.xml, but as you can imagine, all editted units disappeared, and I had an invisible army marching around...
http://files-upload....NataliesMod.rar
There's my mod, I appreciate the help, I just wish they'd have made it easier to deal with.
(Edit:) I have the english version, 1.07.
(Edit2:) What I really don't get, looking back at it, is how empty the Art folder is. The darn "vanilla" units should work, if editted with Notepad, and compiled unmodified into the mod...however, it doesn't read the correct models and skins in the game...and the mod sdk's art folder does not contain all the units. *sigh*
Edited by Natalie73, 27 August 2007 - 04:41.
#15
Posted 27 August 2007 - 09:28
Anyways, I just tried the compiled mod of yours - the three modified units Rifleman-Squad, Predator and Mammoth were all invisible ingame. However, after recompiling the mod with the xmls you provided, it worked fine.

Try if it works for you too: http://files-upload..../LongRange3.rar
In all honesty, I´ve got no clue what the difference is though. Could you please check the command window for errors while it´s compiling your mod?
Also, you might want to delete all the unnecessary files in your "MOD SDK\Mods\LongRange3"-folder. There is no need for including unmodified files in there, especially if you haven´t even included them in the Mod.xml or another included file. This might make it easier to spot errors in the modified files.
Edited by Golan, 27 August 2007 - 09:29.
#16
Posted 27 August 2007 - 18:08
Most of the other files I have in that mod's folder are things I haven't gotten to editting yet...because everything else turns invisible. I'll clean it up, however, and see what happens, thank you!
Edit: On my end, if I recompile that mod, all the units disappear once again for me, even if I recompile it several times, clear the BuildMods folder, delete the big files and restart...etc.
It must be a problem on my end, but I have all the required SDK DLLs and I didn't change the base SDK one bit.
Edited by Natalie73, 27 August 2007 - 19:05.
#17
Posted 29 August 2007 - 13:17
Natalie73, on 26 Aug 2007, 3:22, said:
My problem is that there are no helpful tutorials about how to take...say...the Predator Tank, modify it(inrease vision range, lower build time and cost, add new gun onto it), and get it ingame...without it becoming invisible as if its model were missing.
See, what I did is increase the gun's ranges on just about everything, so now units won't attack past their max VisionRage unless I increase it.
Unfortunately, I can't seem to get the unit into the game without its model vanishing.
Does anyone know a way around this? Is there some obvious way to modify normal game units and get them in with no real troubles?
I appreciate any help anyone is able to give.
I cannot change the health, cost or build rate of any unit or structure.. they go invisible too.. However, I can do whatever I want with armor & weapons an the like.. what are we missing??
#18
Posted 29 August 2007 - 14:15
#19
Posted 30 August 2007 - 02:20
Golan, on 30 Aug 2007, 0:15, said:
Golan, on 30 Aug 2007, 0:15, said:
Well, i'm just doing the same thing that I did with armor.xml.. Then change the name of the .xml in mod_l.xml. I adapted the _l function as i can only run the game in low settings. Another suggested that maybe /builtmods/c&c3xml folder might be missing, but its there..
I'm also adapting to the addwalls feature which is kinda working. just need to get the rest of the cmd lines in
i attached my xmls if it will upload..
I will try re-install sdk then..
thanks
#21
Posted 31 August 2007 - 17:41
http://forums.ea.com...t...3&tstart=45
Incase the link isn't working:
Quote
Delete everything in builtmods\cnc3xml and replace it with the 2 files in http://users.tpg.com.au/jfwfreo/CnC3Xml.rar and only those 2 files. Also, make sure you NEVER delete builtmods\cnc3xml or these 2 files otherwise things WILL break.
Edited by Slye_Fox, 02 September 2007 - 17:03.
#22
Posted 02 September 2007 - 07:39
Slye_Fox, on 1 Sep 2007, 3:41, said:
http://forums.ea.com...t...3&tstart=45
Incase the link isn't working:
Quote
Delete everything in builtmods\cnc3xml and replace it with the 2 files in http://users.tpg.com. au/jfwfreo/CnC3Xml.rar and only those 2 files. Also, make sure you NEVER delete builtmods\cnc3xml or these 2 files otherwise things WILL break.
Yeah, I've got those in there. I havent even touched that folder!
However, I managed to get a few things to appear by linking the xml to their retrospective sample art data.. unfortunately, ea has only included a few sample units to use..
But good news for me, I wont have to worry about mod sdk soon because the good folks over at Tibed are making a new Tibed for c&c 3 which looks promosing so far with screenshots supplied..
#23
Posted 02 September 2007 - 07:59
Henners, on 2 Sep 2007, 7:39, said:
Wait a minute... seeing that you speak about including the art files again - did you delete the includes at the beginning of the units´ xmls?
Every unit should have some sort of header like this:
Quote
<Tags/>
<Includes>
<Include type="all" source="ART:GUMamm_SKN.w3x"/>
<Include type="all" source="ART:GUMamm_SKL.w3x"/>
<Include type="all" source="ART:GUMamm_FX.w3x"/>
<Include type="all" source="ART:GUMamm_CRSH1.w3x"/>
<Include type="all" source="ART:GUMamm_R.w3x"/>
<Include type="all" source="ART:GUMamm_FP.w3x"/>
<Include type="all" source="ART:GUMamm_K.xml"/>
<Include type="all" source="ART:GUMammD_K.xml"/>
<Include type="all" source="ART:FXRailGunCoreMask.xml"/>
<Include type="all" source="ART:FXRailGunCoreDistortion.xml"/>
<Include type="instance" source="ART:EXTnkTrack.xml"/>
<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml"/>
</Includes>
#25
Posted 02 September 2007 - 10:33
Golan, on 2 Sep 2007, 17:59, said:
Henners, on 2 Sep 2007, 7:39, said:
Wait a minute... seeing that you speak about including the art files again - did you delete the includes at the beginning of the units´ xmls?
Every unit should have some sort of header like this:
Quote
<Tags/>
<Includes>
<Include type="all" source="ART:GUMamm_SKN.w3x"/>
<Include type="all" source="ART:GUMamm_SKL.w3x"/>
<Include type="all" source="ART:GUMamm_FX.w3x"/>
<Include type="all" source="ART:GUMamm_CRSH1.w3x"/>
<Include type="all" source="ART:GUMamm_R.w3x"/>
<Include type="all" source="ART:GUMamm_FP.w3x"/>
<Include type="all" source="ART:GUMamm_K.xml"/>
<Include type="all" source="ART:GUMammD_K.xml"/>
<Include type="all" source="ART:FXRailGunCoreMask.xml"/>
<Include type="all" source="ART:FXRailGunCoreDistortion.xml"/>
<Include type="instance" source="ART:EXTnkTrack.xml"/>
<Include type="instance" source="DATA:BaseObjects/BaseVehicle.xml"/>
</Includes>
I tried deleting the includes- but then i get critical errors about the xmls like incorrect formatting!
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