Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Apr 22, 2009 4:02 am Post subject:
Quick Red Alert 3 Modding Roundup!
Subject description: Time to keep things up to date or we'll be hunted by soviet conscripts!
So, Red Alert 3 Mod SDK was released and... that's all? Sorry if I've been sleeping in terms of news. There are a lot of things I did not have time to post and things would be a lot worse without Aro's help. Anyway, a lot has happened since the first release of the mod SDK and it's worth checking things out:
Official News:
EALA has released the second version of the Red Alert 3 Mod SDK with the game shaders and a fix a common XML error. Here's APOC's words on it:
EA APOC wrote:
Hey everyone,
We've made an update to the Mod SDK to address a common XML error. We've also included the new 3DSMax Shaders in this updated SDK in case you have not downloaded them yet.
The updated XML included with the new version of the Mod SDK fixes the paths of the includes within the SDK XML to correctly use the DATA: prefix, instead of using relative paths. It should also be equivalent to the Patch 1.10 XML, which was built with the include path adjustments. There are no actual balance or other changes included.
-If you already have version 1.0 installed, simply use the Repair option during the installer process and it should install over the existing one in place
-You should back up your mods folder just to be safe
And, we've compiled a number of art source packs for you to use as reference for designing your own models, or simply tweaking some of our own signature ones to your liking. The selection below is meant to represent a collection of basic, signature, and advanced units and structures across all 3 factions in Red Alert 3. The art source packs contains the source Max, W3X, TGA, and XML files for each model.
Contains:
# King Oni
# Tsunami Tank
# Mecha-Tengu
# Instant Dojo
# Mecha Bay
# Waveforce Tower
We are currently compiling more documentation, tutorials, and other ways to help you out. Please keep helping other modders where you can, everyones knowledge to pitch in will make the RA3 modding scene that much better.
Happy Modding,
APOC
And that's a start. With the shaders, you can export your 3D models. But that's not all.
Community News:
- CnCMods.net has an updated version of the SDK extra tools that fully works with the Red Alert 3 material.
jonwil wrote:
I have also updated my tools. The main change is that a number of obsolete tools have been removed.
apt2xml, aptdump, eaf2swf and xml2apt have been tested and works with all RA3 UI files.
aptextract has been removed since its obsolete
audioextract has been removed, use binview to extract sound effects
bigextract and binview work just fine with C&C3 and RA3 including Kane's Wrath and Uprising and all patches
mapextract has been removed, use bigextract to extract map files
minimapgen and towgen only work with C&C3, they dont work with RA3. I am looking into the relavent UI files of RA3 to see if similar programs for RA3 single player missions would be of benefit.
modproject and xmledit have been removed, they were never very user friendly or useful.
texturexml works with all known versions of the C&C3 SDK as well as the RA3 SDK.
w3xdecompiler has been removed as it never really worked right and is incompatible with RA3. Better ways of reusing existing compiled art (including possibly ways to rename the art and change the names of textures or other things it points at) are being worked on.
The final thing I added was some stuff that will allow you to get the same functionality as buildmodcivasset.bat from the C&C3 SDK but in RA3.
Download the file. Then, put AssetResolver.exe in RA3 MOD SDK\tools. Put worldbuilder.manifest in RA3 MOD SDK\builtmods\sagexml. Replace defaultscript.cs with the new one.
3 new options will appear to run the asset resolver tool on normal, medium LOD and low LOD. Select these boxes if you are re-using civilian art. Then it will work just like buildmodcivasset.bat did for C&C3.
The AssetResolver.exe file is the one from the C&C3 SDK with a change to point at the right location for RA3 (sagexml vs cnc3xml). The worldbuilder.manifest comes from the SDK worldbuilder version. The defaultscript.cs file is the one from the RA3 SDK with changes by me.
And there is more. Head to the Downloads Section of the site to find out tools such as UI with 4 rows of build items per structure ripped from Uprising instead of 3 from the original game. You can also find the unit portraits and other textures from Red Alert 3 and Uprising.
- Jin Jiu has released an advanced Build Mod GUI that allows RA3 and C&C3 modders to build their mods, with automatic generation of skudef files and much more. Download it HERE. For more information in english and a picture of it, check this topic at our forums.
And there are several mod being worked on for this game and even a couple of releases. But the releases are mainly ballance mods so far that you can find HERE. Happy modding! Last edited by Banshee on Thu Apr 23, 2009 1:23 am; edited 1 time in total QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Apr 22, 2009 8:13 pm Post subject:
Also, the King Oni is a special Black version used by Kenji in Uprising. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
If you click the link "APOC's words" above and go to the original article, you'll find working links there.
That was nice of them to include the Grinder tank. With that and the mod sdk's inclusion of the Harbinger, it's like EA's asking me not to buy Uprising but to just mod vanilla RA3 to include the new units (as far as the game will allow with missing logic). QUICK_EDIT
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