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a dumb CC3 modding question


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#1 n5p29

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Posted 20 June 2009 - 11:38

I know we need Mod SDK to mod CC3, but I just want to know..
Is there a way to extract textures, w3x, xml, pictures, etc. from the game data files? like Generals.
I want to start modding CC3 and/or RA3, but that thing bothers me. CC3 and RA3 is not as flexible as Generals/ZH that we can get almost everything by extracting the BIG files.

Anyone?

#2 Sgt. Rho

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Posted 20 June 2009 - 12:01

Look for JonWil's tools for CnC3, you might be able to do something with it.

#3 tank50us

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Posted 21 June 2009 - 05:17

the latest version of the SDK for C&C3 has most/all of the .XMLs that are used in C&C3, as well as the INIs, and, while a separate download all together, Sample Art. You must be patched to the latest version of C&C3 (not really, but it's safer then guessing), and you must have the World Builder. For an easy-to-follow how-to guide for modding C&C3, go here to learn how. There are also links to the other stuff you'll need, however it's a good idea to get Code Cats Buildmod as it is far superior to the EA one. Just follow that tutorial carefully, and you'll be fine.

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#4 Golan

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Posted 21 June 2009 - 09:19

Xmls and Inis are provided with the SDK itself.
W3X are available in the first Art Pack. If you are looking for editable models, the first and second Art Pack will provide some examples of infantry, vehicles and structures. If you want to edit a model that is not includet in the Art Packs, 3D Ripper DX is the best way to go IMO.
Textures can be extracted most easily with JonWil's SDK Extras (binwiever is my favorite). The 3D Ripper DX will extract textures too, but not with their correct name.
Now go out and procreate. IN THE NAME OF DOOM!

#5 n5p29

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Posted 22 June 2009 - 05:04

thanks guys :D
anyway, I have try the SDK Extras, but the BIG directory is a bit confusing. Is there a guide for CnC3 directories, like where the textures located, or else?
I also want to know where the cameos and intels located.

#6 Golan

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Posted 22 June 2009 - 09:15

C&C3 (and RA3) compresses all the data into binary streams, thereby effectively merging all the stuff into one huge folder. Thus, you can't really look for a texture in a specific place, you have to find it by its name (which isn't all that difficult as it sounds, EA has a pretty good naming convention). In return however, this means that you have absolute freedom of organizing your own mod the way you prefer it.
You can find all textures (including cameos and IIRC intel pictures) in the static streams (located in Command & Conquer 3\Core\1.0\StaticStream.big). The cameos are merged in the packedimages.
Now go out and procreate. IN THE NAME OF DOOM!

#7 n5p29

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Posted 23 June 2009 - 11:05

Oh, I see then. Thanks

Edited by n5p29, 10 July 2009 - 08:39.


#8 n5p29

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Posted 10 July 2009 - 08:39

is there any CNC3 XML glossary? (something like ZH Module Listings but for CNC3 and RA3) Because even I'm used to mod ZH I'm confused with some of the XML parts.

Thanks.

#9 Sgt. Rho

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Posted 10 July 2009 - 10:35

yeah, the schema folder in the modSDK directory.

#10 tank50us

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Posted 10 July 2009 - 16:51

This is one example, granted, it relates to the damage types I'm using for my mod, it is still an example. (I added to comments for my own references)

Damage Type

"FORCE"	-[i] Shockwaves [/i]
"CRUSH"   - [i]A tanks tracks[/i]
"SLASH"    - [i]Knives, Swords, and the like[/i]
"PIERCE"   - [i]Tank Rounds, and Heavy AT Missiles[/i]
"SIEGE"     - [i]Heavy Artillery, Gravity Bombs, and Bunker Busters[/i]
"STRUCTURAL"-[i] Unknown[/i]
"FLAME"- [i]Flamethrowers and Napalm[/i]
"HEALING"- [i]Medics[/i]
"UNRESISTABLE"- [i]Unknown[/i]
"WATER"- [i]Some idiot drowning[/i]
"PENALTY"- [i]Unknown[/i]
"FALLING"-[i] Some Idiot who forgot about the rip cord[/i]
"BLAST"-[i] Cluster Munitions, Anti-Personnel Land Mines, Anti Air Missiles[/i]

"REFLECTED" - [i]Unknown[/i]
"PASSENGER" - [i]Unknown[/i]
"MAGIC" - [i]Unknown[/i]
"CHOP" - [i]Same as slash[/i]
"HERO" - [i]Unknown[/i]
"SPECIALIST" - [i]Unknown[/i]
"FLY_INTO" - [i]KAMIKAZEE!!![/i]
"UNDEFINED" - [i]Unknown[/i]
"LOGICAL_FIRE" - [i]Other Incendiary weapons?[/i]
"POISON" - [i]Biological and Chemical Gas Agents[/i]
"LASER" - [i]Lasers[/i]

"PLASMA" - [i]White Phosphorous, Thermite, and very hot incendiaries.[/i]
"FIRE" - [i]Flames[/i]
"ROCKET" - [i]Anti-Tank Rockets, and light ATGMs[/i]
"GUN" - [i]Small Arms[/i]
"CANNON" - [i]20mm to 50mm Automatic Cannons[/i]
"GRENADE" - [i]Hand Grenades, Rifle Grenades, Airburst Rounds, Flak, RPGs[/i]
"SNIPER" - [i]One-Shot, One-Kill[/i]
"MINE" - [i]Anti-Tank Mines[/i]
"TIBERIUM" - [i]Not going be use, no Tiberium[/i]
"STORM_SHIELD" - [i]Unknown[/i]



Hope this helps

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#11 n5p29

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Posted 13 July 2009 - 12:34

yes, like that, but I also need what each modules works. If I see the XML structure is more or less similar with ZH INI file structure.
so I don't need to ask "how to do/change/make this" questions so often.

Edited by n5p29, 13 July 2009 - 12:35.


#12 n5p29

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Posted 21 July 2009 - 04:18

Where I can get CNC3 sounds like unit voices and musics?

#13 Mighty BOB!

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Posted 21 July 2009 - 08:35

jonwil to the rescue again! :P The SDK extras come with an audio extractor. It can get most of the unit voices and sounds, but it is impossible to extract the music.
WOL nick: migtybob

Wesforce said:

We are living in a post-common sense society.

#14 n5p29

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Posted 11 August 2009 - 13:23

Okay, I think there's something wrong.

I've followed some SDK guides, first from EA's own SDK documentation, and second from hookedoncnc site.
I've followed them exactly, and try to compile the mod. But what I've got? nothing!

I've tried to change GDI Predator speed, build cost and time. but the changes I made not appeared on the game. And when I tried to compile the EA's SampleMod the elven warrior didn't appeared on GDI barracks, but strangely, the main menu UI changed. D:

Anyone can help me?

#15 tank50us

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Posted 11 August 2009 - 14:12

you using codecats compiler? or EAs? cause the EA compiler is buged beyond recognition. Also, go here for a tutorial that's a bit more helpful.

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#16 n5p29

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Posted 11 August 2009 - 14:36

I use EA compiler. :(
where I can get codecat's compiler?

#17 Sgt. Rho

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Posted 11 August 2009 - 14:50

http://forum.fallout...showtopic=17506

The 4th pinned topic.

#18 n5p29

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Posted 11 August 2009 - 15:07

thanks. I will back if I have some difficulties.

#19 n5p29

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Posted 12 August 2009 - 09:54

Okay, I've tried compiling using codecat's buildmod.bat

Same thing happen! I want to know, are we must run mod in patch 1.7? because I make it run on patch 1.9.
Am I doing it wrong?

#20 Golan

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Posted 12 August 2009 - 10:26

CodeCat's bat isn't a new compiler, it only simplifies and automatizes some minor processes (mainly copying files and creating the skudef). If your mod data is invalid, using another bat won't change a thing.
Note that for low-level editing, the game version must be chosen depending to the SDK version. If you are using the newest SDK (version 5) you should run your mod on the gameversion 1.9 to avoid compatibility issues.

Seeing that none of your changes have any effect, the most likely cause for this is that isn't completely compiled due to invalid mod data. This can be anything from a simple typo to a missing include up to an outright invalid XML file.
Your best bet to track down such an error (seeing that we simply can't help you directly) is to check the compiler output. At the end of the build process, binaryassetbuilder will output an error report listing any invalid code found in the build process. Seeing that the regular compiler window closes quickly after compiling, you can either change the buildbat to
(a) pause after compiling by adding the PAUSE command (CodeCat's has this by default)
or
(b) set the binarryassetbuilder to use the GUI mode by changing /gui:false to /gui:true the first time it's called. This will automatically output the compiler log if a critical error occurs during compiling.
Now go out and procreate. IN THE NAME OF DOOM!

#21 n5p29

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Posted 12 August 2009 - 11:05

the BIG file created normally, and no error founded. and I want to know, can the old version SDK run their mods on higher patch version?
because my latest problem when i try to compile the SampleMod the UI changed but the elven warrior didn't come out.

Edited by n5p29, 12 August 2009 - 11:09.


#22 Golan

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Posted 12 August 2009 - 11:09

No.

By the way, note that the big file is always created as this is a separate process from compiling. Having the big does not mean that the mod was compiled correctly.
Now go out and procreate. IN THE NAME OF DOOM!

#23 tank50us

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Posted 13 August 2009 - 21:47

could have also gone to the wrong spot as well, and C&C3 isn't recognizing it (make sure you bring up the C&C3 Launcher [which pops up when you insert the disk] and click on the game chooser [or something to that note], if you see the mod, then everything is good.) One option to make sure you have the right file, is to download and install MEC2, they use an installer, and everything will be placed in the correct location. Then, find the MEC2 .big file, and place your mods .big file in the same folder. This isn't Gen/ZH, the mod will not start automatically when the game starts, you'll have to use the Game Chooser to locate the mod you want to play.

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#24 n5p29

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Posted 15 August 2009 - 06:00

the mod that I made exist in the game launcher list.

now I've tried compiled SampleMod again, and it's a success! the elven warrior appeared.
but when I tried compiling the GDI Predator simple modification the launcher give me an error. it said the predator arts didn't exist. of course it didn't exist right? must I find any dummy arts to make the mod compiled?

#25 Golan

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Posted 15 August 2009 - 07:21

No, the error simply means that the compiler can't find it. The game however has access to all art assets (barring the civilian assets unless you use the civassetbuilder).
Now go out and procreate. IN THE NAME OF DOOM!



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