Current news:
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15.January.2010 :: some small updates to my art packs |
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I have 2 updates to my art packs on the downloads page of www.cncmods.net, the first is an update to the Archer Maiden that makes it work. Everything works except for the "Arrow Barrage" power (which I am still working on the coding for), some issues with the unit type icon and unit purchase icon that I cant seem to fix (fixes appreciated) and the fact that the strings are missing (because I dont yet have a way to get the strings out of Uprising). The normal weapon seems to work just fine in my testing.
The second update is a new defaultscript.cs file for the mod studio. Put assetmerge.exe and cc3tools.dll in the "tools" folder of the SDK (next to the other tools) and put the defaultscript.cs in the root folder of the SDK. This will add 3 new options to run assetmerge.exe automatically (no need to mess around with the command line now)
Also note that I will be away for 2 weeks as of Sunday so dont expect any posts or info from me during that time.
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15.January.2010 :: Archer Maiden art/audio pack now available, help wanted with the XML |
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I have just added an art/audio pack for the Archer Maiden.
Here is how to use it: (This example assumes the RA3 SDK is in the default location of C:\RA3 MOD SDK, that your mod is called samplemod2 and that you have not modified the mod build studio defaultmod.cs. It also assumes that your mod compiles correctly before you bring in the Northern Russia pack)
1.Download the latest version of cc3tools from this site
2.Download the archer maiden art pack from this site
3.Put the JapanArcherInfantry.xml and JapanArcherInfantryEnergyArrowProjectile.xml into your mods data folder. Put the Assets folder into your mods folder.
4.Put the art into the art folder
5.Put assetmerge.exe and cc3tools.dll into a folder, for the
example lets put them in C:\RA3 MOD SDK
6.Edit your mod.xml to reference JapanArcherInfantry.xml, JapanArcherInfantryEnergyArrowProjectile.xml and packedimages.xml. See the mod.xml I included for some example lines.
7.Run the "build data", "build medium LOD" and "build low LOD" steps in the mod build studio. Do not run the other steps yet. You will see errors and warnings related to AudioFile, BaseRenderAssetType and W3DAnimation. These are expected when using this pack.
8.Open up a command prompt and go to the folder with assetmerge.exe in it. Then type assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod" "C:\RA3 MOD SDK\mods\samplemod2\assets" followed by assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod_m" "C:\RA3 MOD SDK\mods\samplemod2\assets" and assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod_l" "C:\RA3 MOD SDK\mods\samplemod2\assets" replacing the name of your mod and the SDK install path as appropriate.
9.Run the remaining build steps in mod build studio.
You will need to re-run step 8 each time you recompile your mod.
Note that this doesn't have the code/art/etc for the archer maiden arrow barrage power as I am still working on the coding for that.
These steps work fine and I can see the Archer Maiden in WorldBuilder and can place it no problems. But I cannot build it in game even though I set up the Japanese barracks to be able to build one. Can someone who knows more about XML please help me figure out whats missing or incorrect with this pack and these steps and these XMLs? The only compile errors I see relate to missing art and audio and those missing assets get added in step 8.
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14.January.2010 :: Uprising XML and Northern Russia pack updated |
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Thanks to Apoc, we now have a complete set of Uprising XML including the defines, changes made to the stock faction units and everything else used for Uprising. This is basically the same set of XML as included in the RA3 SDK but for Uprising.
Also, he has given us an example of a volume map texture (LUSaturateColors_VOL) and an example of a cube map texture (EVDefault)
Download the new version from my downloads page at www.cncmods.net
I have also slightly updated the Northern Russia art pack (specifically I fixed some of the AudioEvent assets). Again, download from my downloads page.
Coming up next, more "art/audio packs", starting with the Archer Maiden assuming I can make that work.
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7.January.2010 :: Uprising XMLs/XSDs and Northern Russia art pack now available |
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I have uploaded 2 items to my downloads page.
The first is a set of Uprising XMLs, XSDs and some example single player maps thanks to Apoc. Its not 100% of the XML data for uprising but it should still be useful. Note that Uprising XML for civilian buildings/map objects can be found in the latest SDK in folders like SageXml\Civilian\Northern_Russia_NR
The second is an art/audio pack for the Northern Russia objects from Uprising (these are the objects like the collider ring, sigma harmonizer and other objects from that one map). This will allow you to use the objects from this object set in your mod (including placing them on a map for your mod to use)
Here is how to use it: (This example assumes the RA3 SDK is in the default location of C:\RA3 MOD SDK, that your mod is called samplemod2 and that you have not modified the mod build studio defaultmod.cs. It also assumes that your mod compiles correctly before you bring in the Northern Russia pack)
1.Download the latest version of cc3tools from this site
2.Download the Northern Russia pack from this site
3.Put the Northern_Russia_NR folder and Northern_Russia.xml in your mod data folder, C:\RA3 MOD SDK\mods\samplemod2\data for the example.
4.Put the .asset and .cdata files in a folder underneath your mod folder called assets, so C:\RA3 MOD SDK\mods\samplemod2\assets would be the location for the example
5.Put assetmerge.exe and cc3tools.dll into a folder, for the example lets put them in C:\RA3 MOD SDK
6.Edit mod.xml to reference Northern_Russia.xml
7.Run the "build data", "build medium LOD" and "build low LOD" steps in the mod build studio. Do not run the other steps yet. You will see errors and warnings related to AudioFile, BaseRenderAssetType and W3DAnimation. These are expected when using this http://www.slotmachineschweiz.ch/ games pack.
8.Open up a command prompt and go to the folder with assetmerge.exe in it. Then type assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod" "C:\RA3 MOD SDK\mods\samplemod2\assets" followed by assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod_m" "C:\RA3 MOD SDK\mods\samplemod2\assets" and assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod2\data\mod_l" "C:\RA3 MOD SDK\mods\samplemod2\assets" replacing the name of your mod and the SDK install path as appropriate.
9.Run the remaining build steps in mod build studio.
10.Use your mod as normal, including loading it into WorldBuilder.
You will need to re-run step 8 each time you recompile your mod.
More art/audio packs (both civilian and faction units) will appear in the future, if you want anything specific let me know and I will see what I can do.
If there is someone out there who understands defaultscript.cs and can help me add a checkbox to handle step 8 automatically, that would be great.
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5.August.2009 :: Updates to the download page + SDK Worldbuilder terrain fix |
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I have updated the downloads page with a new RA3 dummy art zip file (that is more complete and is correct for 1.12) and links to the 1.12 SDK and SDK WorldBuilder
I have also uploaded a fix for the 1.12 SDK WorldBuilder to fix the "missing terrain" errors.
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