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Mod SDK readme... for those who are still downloading it.
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Banshee
Supreme Banshee


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

PostPosted: Fri Aug 24, 2007 1:33 am    Post subject:  Mod SDK readme... for those who are still downloading it.
Subject description: additional information.
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Hye guys, just installed this thing here and it's time to figure out what does it include. So, nothing better than the readme to explain it:



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"Command & Conquer 3 Tiberium Wars(TM) MOD SDK 1.00

The Installer for the MOD SDK currently consists of these pieces:

* 3DS Max plugins
* W3XViewer
* BuildMOD.bat
* Sample MOD
* Support documentation


3DS Max plugin

There are 2 sets of 3DS Max plugins included in this package. One requires that you have 3DS Max 9 and the other, 3DS Max 7 with service pack 1 or 3DS Max 8 installed.

To install, copy the contents of "3dsmax7_plugin" found in your MOD SDK folder into their respective folders in the "3dsmax7" install directory. Similarly, copy the contents of "3dsmax9_plugin" into the respective folders for 3dsmax9.

This will copy the actual plugin, several useful MaxScripts and shaders that can be used in Max to configure materials. See the 3DSMax section in the documentation for more info.


W3XViewer

The W3XViewer can be launched from anywhere, and does not need to be copied. If you have all your art files (W3X files and textures) in one directory W3XView can find them all together; however, the game file structure layout is different:

* W3X files, by default, need to be in a directory "Art\XX\" where XX is the first two letters of the file name. That directory needs to be below your installed MOD SDK directory. So a full path might be "C:\MOD SDK\Art\GB\GB_Conyard01.w3x"
* Further Details on how art works can be found in the section detailing how the Sample MOD was created in the documentation.

Typically our artists create W3X files and textures for one unit or structure in a single directory, and then copy over the final files into the W3X and texture directories that the game needs.


BuildMOD.bat

The MOD SDK installer creates a .bat file in the root of your install directory. To build your MOD simply run this from a command prompt and pass it one parameter which is the name of your MOD. You can test this on the Sample MOD by running BuildMOD.bat SampleMOD from the command line. This will create and generate a .big file for you. Once you’ve successfully built your MOD, the big file for your MOD will be located in the BuiltMODs\MODs folder. In the case of the Sample MOD this will be samplemod.big. The .bat file will also automatically copy this file to the My Documents\Command & Conquer 3 Tiberium Wars\mods\<mod> folder. This is where your completed MODs should be placed to be run in the game. The only step left to getting your MOD to appear in the game is the creation of a Skudef file and will be covered in the section labeled "Completing the MOD" under Sample MOD in the documentation.
Further documentation

Additional documentation in HTML format can be found in the Documentation directory. This includes documents about the various parts of the 3DS Max plug-in, the W3DViewer and further art creation rules (eg how to set up house coloring). There is also the sections detailing how the Sample MOD was created.


IMPORTANT
*Keep in mind that the MOD SDK has some required applications.
*The newest WorldBuilder needs to be downloaded to work with the MOD SDK.

MOD to your hearts content,
EALA Command & Conquer Team"

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And I'd like to remind everyone that we have a C&C3 Editing Forum waiting for your posts and, (who knows?), researchs about C&C3.

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