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Questions regarding WrathEd
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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Wed Aug 04, 2010 8:28 pm    Post subject:  Questions regarding WrathEd Reply with quote  Mark this post and the followings unread

I tried some CNC3 mods to work in KW and they don't work, not even Deezire's Wall Mod or my Crane-Wall Mod. Even the ini files (extracted from the Misc.big) being put into WrathEd have no effect after compiling a test mod with given assets available for modification. Both MpGameRules and LogicCommand assets are useless and LogicCommand needs LogicCommandSet to get something working such as walls. I remember MpGameRules doesn't have any effect in the C&C3 Mod SDK when compiled and so will WrathEd on KW. After experimenting WrathEd, I felt that there are some questions left unanswered.

1. Is WrathEd a part of the KW mod sdk? If so, any chances in the future some more KW xml files will be released?

2. Can WrathEd compile a mod just for KW or both C&C3 and KW? Some CNC websites are saying it works for both.

3. Can WrathEd be merged with the C&C3 Mod SDK or it must be separate? Does WrathEd have all the resources it needs to compile a mod?

4. Is it possible if xml files from C&C3 input them in WrathEd for a KW mod? That also includes art assets, sounds and textures.

5. Is it possible to enable walls in KW using WrathEd? Or we wait for a later version? The LogicCommandSet asset isn't there and if it's there, we can able to enable walls to be built for GDI and Nod. There were none for the Scrin because the model wasn't there in the expansion.

6. Why is there two manifests naming Static_Common and Static_Common_2? The same goes to Global_Common and Global_Common_2?

7. Do you make a new stream (named as static common or something like and) and then a new asset? Does each new asset (for ArmorTemplate) has to be named as a unit itself such as GDIPredatorTankArmor?

8. What manifest files should be referenced or patched when you compile the project into a mod? What happens if you patch a manifest file?

9. Where do you find MpGameRules in the BinOpener application when you open static.manifest? (originally extracted from a Static.big in the KW directory) I remember that anything being modified in MpGameRules.xml in the C&C3 mod sdk has no effect whatsoever after being compiled?

10. Why is it necessary to input a stream version other than the stream name when you make a new stream in the project?

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Wed Aug 04, 2010 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. The WrathEd BAB is the KW Mod SDK. There is no more need for xml files.

2. Later when supporting more assets there are differences between TW and KW. WrathEd is KW only.

3. WrathEd has to be seperate and has all resources to create a KW mod.

4. WrathEd has no more xml input. You know that EA forbade them to be released.

5. Not yet.

6. They are needed for patching. Basically every KW mod is only a patch to the original game. That's why you need these files. _common is version 1.0 and common_2 is version 1.02 of KW.

7. Yes. And if you want to replace some original assets you have to know their original IDs.

8. Well, if you plan to change some logic commands you have to create a static stream e.g. with version _mod. static streams should reference global_common_2.manifest and static_common_2.manifest as patch. A global stream e.g. with version _mod should only reference global_common_2.manifest as patch. Do not reference any static stream there!

9. MpGameRules is part of the global stream, not static. So it takes only effect if you have a global stream in your mod. As a proof that it works see here:
http://www.moddb.com/members/bibber/images/asukas-wrathed-bab-result

10. Hmm, what?

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purplescrin
Light Infantry


Joined: 21 May 2008

PostPosted: Wed Aug 04, 2010 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regarding question 10. Whenever I make a new stream in the project, it requires a stream name and a stream version. Why should I need a stream version? Can the stream version be named as "_mod" or must it be a number?

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Wed Aug 04, 2010 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

it can be whatever you want it to. _mod is a logical choice.

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