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New version of SDK Extras from Jonwil!
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 14, 2008 7:47 pm    Post subject:  New version of SDK Extras from Jonwil!
Subject description: CnCMods.net will return soon.
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Red Alert 3 has been released and PPM still have no modding forums for it. Why? Because people will only use to ask where we can download the mod SDK, which wasn't released yet. And we don't have a world builder for it either. But I've seen something today that may help me to change my mind about it and make these modding forums for RA3 get online faster.

Jonwil has released a new version of his tool that allows you to extract textures from TW, Kane's Wrath and even Red Alert 3. Here's the details:


Quote:
I have released a new version of my C&C3 tools. Grab the binaries from here: (once www.cncmods.net comes back, they will be uploaded there too)
http://users.tpg.com.au/jfwfreo/cc3tools.zip
Grab the source from here:
http://users.tpg.com.au/jfwfreo/cc3toolssrc.zip

The new feature is a tool called binview. This can view (and extract) any texture from TW, KW and RA3.
How to use:
1.Open bigextract.exe.
2.Open the .big file from the game you want to work on and extract the .manifest file and matching .bin, .imp and .relo files, as follows:
TW/KW:
Core\1.0\StaticStream.big static_common.manifest (main game art)
Core\1.0\WBData.big worldbuilder.manifest (all civilian art, single player faction specific art etc)
RA3:
Data\StaticStream.big static.manifest (main game art)
Data\WBData.big worldbuilder.manifest (all civilian art, single player faction specific art etc)
3.Open binview.exe
4.Open the .manifest file you just extracted (assuming you put all 4 files in the same folder it should work)
5.You should now be able to view the textures. If you wish to extract one, use the save option to save a .dds file (which you can then convert to any other image format such as tga, png or whatever else)

Only limitation so far is that it may not be able to handle big files (i.e. wbdata.manifest from RA3) depending on how much memory you have as it has to read the entire .manifest, .bin, .imp and .relo files into RAM (I have 2GB of main RAM and even my system cant read worldbuilder.manifest from RA without giving an "out of memory" error. If there are any C/C++ programmers out there willing to help me rewrite my program so it can handle the large files, please let me know.




And also, it's interesting to remind that our very own OS BIG Editor also works with Red Alert 3 and its beta and... yea, it has the same limitation from his program.

To read the original post from Jonwil on PPM forums, click HERE.

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