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Where is the Control Center?


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#1 Umbrella Secrets

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Posted 12 September 2010 - 17:51

Well I have not a single clue how to get to my control center for C&C 3 and I don't have a cd to go with this game, how can I get to the control center?

btw: can't I use Crosus to launch mods without a control center, I tried launching my mod from there but nothing happened.
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#2 Sgt. Rho

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Posted 12 September 2010 - 18:38

create a shortcut to the CnC3.exe, then open properties -> target, and add -ui.

like this:

"C:\Program Files\Electronic Arts\Command & Conquer 3\CNC3.exe" -ui

Edited by Sargeant Rho, 12 September 2010 - 18:38.


#3 Umbrella Secrets

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Posted 12 September 2010 - 18:53

Oh okay I kept doing it like this ""C:\Program Files\Electronic Arts\Command & Conquer 3\CNC3.exe-ui"

thank you

I forgot to ask how do you get your mod to show up in worldbuilder?

I have for my mod files: Art/AS/all of the model information
Mods/tiberiumsecrets/data/mod.xml and ASHunter.xml I just want to see what the specular map will look like using worldbuilder.

Edited by Umbrella Secrets, 12 September 2010 - 19:52.

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#4 Sgt. Rho

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Posted 12 September 2010 - 19:54

Vista: try-add-config C:\Users\*your username*\Documents\Command & Conquer 3 Tiberium Wars\mods\TibApo\TibApo_1.0.SkuDef

WinXP: try-add-config C:\Documents and Settings\*your username*\My Documents\Command & Conquer 3 Tiberium Wars\mods\TibApo\TibApo_1.0.SkuDef

#5 Umbrella Secrets

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Posted 12 September 2010 - 19:58

I have my skudef file it is tiberiumsecrets_1.0.skudef
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#6 Sgt. Rho

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Posted 12 September 2010 - 20:01

Not in the skudef, in the CNC3_WB_1.0.cfg, it is in the CnC3 installation folder.

#7 Umbrella Secrets

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Posted 12 September 2010 - 20:53

It still won't show it might be my unit's xml file here it is:
My art folder is in the same directory as the data in the mod folder at SDK folder

<?xml version="1.0" encoding="us-ascii"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<Include
type="all"
source="ART:AST_Hunter.w3x" />
</Includes>
<GameObject
id="Hunter"
Side="Civilian"
EditorSorting="MISC_MAN_MADE"
CommandSet="EmptyCommandSet"
KindOf="CAN_CAST_REFLECTIONS"
RadarPriority="STRUCTURE"
EditorName="Hunter"
Browser="REGION WASHINGTON_DC_DC MISC_MAN_MADE">
<DisplayName>Train</DisplayName>
<ArmorSet
Armor="NoArmor" />
<LocomotorSet
Locomotor="MagLevTrainLocomotor"
Condition="NORMAL"
Speed="75.0" />
<Draws>
<scriptedModelDraw
id="ModuleTag_Draw">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="Hunter" />
</ModelConditionState>
</ScriptedModelDraw>
</Draws>
<Behaviors>
<Physics
id="ModuleTag_Physics" />
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="NO"/>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="3000.0" />
</Body>
<Geometry
IsSmall="false">
<Shape
Type="BOX"
MajorRadius="10.0"
MinorRadius="5.0"
Height="10.0"/>
</Geometry>
<ShadowInfo
Type="VOLUME" />
<VisionInfo
VisionRange="100"
ShroudClearingRange="200" />
</GameObject>
</AssetDeclaration>
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#8 Sgt. Rho

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Posted 12 September 2010 - 20:58

The name of the model you've included doesn't match the name you set in "Model=", they have to be identical.

#9 Umbrella Secrets

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Posted 12 September 2010 - 21:12

It's still not showing :D
here is my mod.xml I don't think that is it though.

<?xml version="1.0" encoding="UTF-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
<Tags></Tags>
<Includes>
<!--
mod.xml is the central include for mod setup data.
-->
<Include type="reference" source="DATA:static.xml" />
<Include type="reference" source="DATA:global.xml" />
<Include type="all" source="DATA:TiberiumSecrets/data/ASHunter.xml"/>

</Includes>

</AssetDeclaration>
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#10 Golan

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Posted 13 September 2010 - 08:20

Are you sure that your mod compiled properly?

Note that you will require the newest Worldbuilder. The first release WB isn't capable of loading mods.
Now go out and procreate. IN THE NAME OF DOOM!

#11 Umbrella Secrets

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Posted 13 September 2010 - 11:15

hmmm...what is the new version?
I'm not sure what mine is.

Also is there something that is supposed to be in the .big file because all there is a shaderwritingexample.fx file.

Edited by Umbrella Secrets, 13 September 2010 - 12:10.

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#12 Golan

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Posted 13 September 2010 - 13:05

View PostUmbrella Secrets, on 13 Sep 2010, 11:15, said:

hmmm...what is the new version?
I'm not sure what mine is.

You can download the latest Worldbuilder here.

View PostUmbrella Secrets, on 13 Sep 2010, 11:15, said:

Also is there something that is supposed to be in the .big file because all there is a shaderwritingexample.fx file.

If there's only shaderwritingexample.fx or any other file that is merely copied but not compiled that means your mod didn't compile properly, most likely due to a syntax error.
If you can't find the error, edit your BuildMod batch and change the first occurrence of /gui:false to /gui:true. This will give you an error report if the compiler finds any invalid code in your mod.

Edited by Golan, 13 September 2010 - 13:05.

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#13 Umbrella Secrets

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Posted 13 September 2010 - 15:11

Okay here is the Buildmod.bat error log it did find a lot of errors

Command Line: C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\Mods\tiberiumsecrets\data\mod.xml /od:C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\BuiltMods /iod:C:\Program Files\Electronic Arts\Command & Conquer 3\MOD SDK\BuiltMods /ls:false /gui:true /UsePrecompiled:true /vf:true /LinkedStreams:true
BinaryAssetBuilder started
Cached session data not available.
Session cache age is 0 days, 0 hours, 0 minutes.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\tiberiumsecrets\data\mod.xml'.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\mods\tiberiumsecrets\data\ashunter.xml'.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter.w3x'.
Error: Input file 'art:ast_hunter_r.xml' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter.w3x). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter_r.xml'.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter_d.xml'.
Error: Input file 'art:ast_hunter_n.xml' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter.w3x). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter_n.xml'.
Error: Input file 'art:ast_hunter_s.xml' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter.w3x). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter_s.xml'.
Error: Input file 'art:ast_hunter_h.xml' not found (referenced from file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter.w3x). Treating it as empty.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\art\as\ast_hunter_h.xml'.
Resolving references: mods\tiberiumsecrets\data\mod
Generating stream: mods\tiberiumsecrets\data\mod
Old manifest is up to date.
Slow asset clean-up (expected: 9, actual: 9, old: 0, current: 9)
mods\tiberiumsecrets\data\mod Linked binary data up to date
mods\tiberiumsecrets\data\mod Linked import data up to date
mods\tiberiumsecrets\data\mod Linked relocation data up to date
mods\tiberiumsecrets\data\mod Stream complete
Cached session data not available.
Session cache age is 0 days, 0 hours, 0 minutes.
Loading 'file://c:\program files\electronic arts\command & conquer 3\mod sdk\builtmods\stringhashes.xml'.
Resolving references: builtmods\stringhashes
Generating stream: builtmods\stringhashes
Old manifest is up to date.
Slow asset clean-up (expected: 1, actual: 1, old: 0, current: 1)
builtmods\stringhashes Linked binary data up to date
builtmods\stringhashes Linked import data up to date
builtmods\stringhashes Linked relocation data up to date
builtmods\stringhashes Stream complete
BinaryAssetBuilder complete

*Problem fixed* I had to put a xml file for each texture.

Thank you for all your help guys :duh:

Edited by Umbrella Secrets, 13 September 2010 - 16:38.

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