Where is the Control Center?
#1
Posted 12 September 2010 - 17:51
btw: can't I use Crosus to launch mods without a control center, I tried launching my mod from there but nothing happened.
#2
Posted 12 September 2010 - 18:38
like this:
"C:\Program Files\Electronic Arts\Command & Conquer 3\CNC3.exe" -ui
Edited by Sargeant Rho, 12 September 2010 - 18:38.
#3
Posted 12 September 2010 - 18:53
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.
#4
Posted 12 September 2010 - 19:54
WinXP: try-add-config C:\Documents and Settings\*your username*\My Documents\Command & Conquer 3 Tiberium Wars\mods\TibApo\TibApo_1.0.SkuDef
#6
Posted 12 September 2010 - 20:01
#7
Posted 12 September 2010 - 20:53
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>
#8
Posted 12 September 2010 - 20:58
#9
Posted 12 September 2010 - 21:12
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>
#10
Posted 13 September 2010 - 08:20
Note that you will require the newest Worldbuilder. The first release WB isn't capable of loading mods.
#12
Posted 13 September 2010 - 13:05
Umbrella Secrets, on 13 Sep 2010, 11:15, said:
I'm not sure what mine is.
You can download the latest Worldbuilder here.
Umbrella Secrets, on 13 Sep 2010, 11:15, said:
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.
#13
Posted 13 September 2010 - 15:11
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
Edited by Umbrella Secrets, 13 September 2010 - 16:38.
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