

a dumb CC3 modding question
#1
Posted 20 June 2009 - 11:38
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?

NProject Mod -- Recolonize -- Tidal Wars
#2
Posted 20 June 2009 - 12:01
#3
Posted 21 June 2009 - 05:17
#4
Posted 21 June 2009 - 09:19
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.
#5
Posted 22 June 2009 - 05:04

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.

NProject Mod -- Recolonize -- Tidal Wars
#6
Posted 22 June 2009 - 09:15
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.
#7
Posted 23 June 2009 - 11:05
Edited by n5p29, 10 July 2009 - 08:39.

NProject Mod -- Recolonize -- Tidal Wars
#8
Posted 10 July 2009 - 08:39
Thanks.

NProject Mod -- Recolonize -- Tidal Wars
#9
Posted 10 July 2009 - 10:35
#10
Posted 10 July 2009 - 16:51
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
#11
Posted 13 July 2009 - 12:34
so I don't need to ask "how to do/change/make this" questions so often.
Edited by n5p29, 13 July 2009 - 12:35.

NProject Mod -- Recolonize -- Tidal Wars
#12
Posted 21 July 2009 - 04:18

NProject Mod -- Recolonize -- Tidal Wars
#13
Posted 21 July 2009 - 08:35

Wesforce said:
#14
Posted 11 August 2009 - 13:23
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?

NProject Mod -- Recolonize -- Tidal Wars
#16
Posted 11 August 2009 - 14:36
where I can get codecat's compiler?

NProject Mod -- Recolonize -- Tidal Wars
#17
Posted 11 August 2009 - 14:50
#18
Posted 11 August 2009 - 15:07

NProject Mod -- Recolonize -- Tidal Wars
#19
Posted 12 August 2009 - 09:54
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?

NProject Mod -- Recolonize -- Tidal Wars
#20
Posted 12 August 2009 - 10:26
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.
#21
Posted 12 August 2009 - 11:05
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.

NProject Mod -- Recolonize -- Tidal Wars
#22
Posted 12 August 2009 - 11:09
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.
#23
Posted 13 August 2009 - 21:47
#24
Posted 15 August 2009 - 06:00
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?

NProject Mod -- Recolonize -- Tidal Wars
#25
Posted 15 August 2009 - 07:21
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