Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Dec 12, 2007 1:50 am Post subject:
Mod SDK 5.0
Subject description: You can now have custom civilian buildings in your maps.
APOC has recently informed the fans that the mod SDK was updated, as promised in the weekend. You can now compile civilian buildings and use them in your maps and mods. Here's his words on it:
We have upgraded our MOD SDK to version 5.0 to fix a very critical issue which has been hindering the mod community quite a bit, the civilian asset issue. This is now fixed in the latest version of the MOD SDK, available at the link below to our official site. If this is your first time downloading the SDK, be sure to download version 5.0 for all the latest files. We’ve also provided a historic change-list to the MOD SDK since we first released it, so you can see the varying updates.
There is only one major new feature and that is a fix to the Civilian Asset issue. This fixes up references to assets that are only located in our World Builder stream. This issue prevented modders from being able to use these assets in their own maps. You can now use these assets in your own maps after they are compiled using the new "BuildModCivAsset.bat" program included in the new version of the MOD SDK. You can also modify existing civilian assets or use the existing art assets to create new things for your mod. None of this was possible before.
HOW TO USE BuildModCivAsset.bat
BuildModCivAsset is used in the same way as Buildmod.bat, it takes the name of the mod to build as an argument. It should only be used to build mods that depend on assets that are in the worldbuilder stream. These assets are referenced from the worldbuilder.xml file in the cnc3xml folder. If you are creating civilian assets which use the art from existing civilian assets, you will need to use BuildModCivAsset rather than the normal BuildMod.
Huge thanks to Mastermind and JonWil for the continued community modding support and helping us assess the critical needs of the C&C modding community. We will keep supporting strongly, and look forward to recognizing and promoting the top mods created by the community at large, we’re certainly excited what this new doors this fix to the MOD SDK opens up.
It's nice they're keeping these updates coming.
With the support C&C3 is getting and the comments by execs recently I think we might be seeing a very different EA. _________________ QUICK_EDIT
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