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Civilian Car Modding
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EimaN
Civilian


Joined: 28 Mar 2010
Location: Lithuania

PostPosted: Sun Mar 28, 2010 3:54 pm    Post subject:  Civilian Car Modding Reply with quote  Mark this post and the followings unread

Hi I am beginner in moddingl and am planing to make a video for W and I need to more moving civilian cars for it like CUAuto01 but the way that im thinking how to make more of them isnt working.

I thought If i copie the CUAuto01.xml and copie it into mods/mymod/dadta folder and rename it to CUAuto02 it will work, well it did but i wasnt able to see the model. All I did was renamed CUAuto01 to CUAuto02 and DCPAuto01 to DCPAuto02

And I tested it in world builder thats why I know that it is there but it has no model in it, Howvever I alsto tried to modefy DCPAuto like this didnt work as well
Code:

[?xml version="1.0" encoding="utf-8"?]
[AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"]
   [Tags][/Tags]
   [Includes]
      [Include
         type="all"
         source="ART:DCPAuto01.w3x" /]
      [Include
         type="instance"
         source="DATA:BaseObjects/BaseCivilianAuto.xml" /]
   [/Includes]
   [GameObject
      id="CUAuto01"
      inheritFrom="BaseCivilianAuto"
      EditorName="CUAuto01"]
      [DisplayName
         xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance"]Auto[/DisplayName]
      [Draws]
         [ScriptedModelDraw
            id="ModuleTag_Draw"]
            [ModelConditionState
               ParseCondStateType="PARSE_DEFAULT"]
               [Model
                  Name="DCPAuto01" /]
            [/ModelConditionState]
         [/ScriptedModelDraw]
      [/Draws]
      [Behaviors][/Behaviors]
      [Geometry
         IsSmall="false"]
         [Shape
            Type="BOX"
            MajorRadius="13.5"
            MinorRadius="7"
            Height="10"]
            [Offset
               x="-0.2" /]
         [/Shape]
      [/Geometry]
   [/GameObject]
[/AssetDeclaration]


If Anyone Knows how to make such modefication please help

Last edited by EimaN on Sun Mar 28, 2010 4:53 pm; edited 2 times in total

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Sun Mar 28, 2010 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

there are no attributes of xml tags shown here, best you use [] or () instead of <>

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EimaN
Civilian


Joined: 28 Mar 2010
Location: Lithuania

PostPosted: Sun Mar 28, 2010 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes sorry fixed it and this is the original CUAuto01.xml

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Phantom139
Vehicle Drone


Joined: 04 Oct 2009
Location: US

PostPosted: Sun Mar 28, 2010 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks fine to me, but you will have a string error with this:

[DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance"]Auto[/DisplayName]

I suggest,

[DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance"]NAME:Auto[/DisplayName]

and

NAME:Auto
"Auto"
END

_________________
C&C Fan & Modder. Ex-Mod Dev for multiple mods across multiple C&C Games.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon Mar 29, 2010 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Dunno atm how its handled by Tiberium Wars (haven't tried it there) but in Generals it only searches for strings in the str when it contains ":", if not it would write it as it is in the game files.

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EimaN
Civilian


Joined: 28 Mar 2010
Location: Lithuania

PostPosted: Mon Mar 29, 2010 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

This is what I get when im am compiling and I have also a feeling that the redmarked warning might be the problem.



Microsoft Windows [Version 6.1.7600]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.

C:\Users\Eimantas>D:

D:\>CD D:gamess\electronicarts\tibeirum\mod sdk
The system cannot find the path specified.

D:\>CD D:gamess\electronicarts\tiberium\mod sdk

D:\gamess\ElectronicArts\Tiberium\MOD SDK>Buildmod.bat CIVILIANCAR
Mod Name: CIVILIANCAR
Building Mod Data...
Command Line: D:\gamess\ElectronicArts\Tiberium\MOD SDK\Mods\CIVILIANCAR\data\mo
d.xml /od:D:\gamess\ElectronicArts\Tiberium\MOD SDK\BuiltMods /iod:D:\gamess\Ele
ctronicArts\Tiberium\MOD SDK\BuiltMods /ls:false /gui:false /UsePrecompiled:true
/vf:true /LinkedStreams:true
Command Line: D:\gamess\ElectronicArts\Tiberium\MOD SDK\Mods\CIVILIANCAR\data\mo
d.xml /od:D:\gamess\ElectronicArts\Tiberium\MOD SDK\BuiltMods /iod:D:\gamess\Ele
ctronicArts\Tiberium\MOD SDK\BuiltMods /ls:false /gui:false /UsePrecompiled:true
/vf:true /LinkedStreams:true
BinaryAssetBuilder started
Cached session data not available.
Session cache age is 0 days, 0 hours, 0 minutes.
Loading 'file://d:\gamess\electronicarts\tiberium\mod sdk\mods\civiliancar\data\
mod.xml'.
Loading 'file://d:\gamess\electronicarts\tiberium\mod sdk\mods\civiliancar\data\
cuauto02.xml'.
Loading 'file://d:\gamess\electronicarts\tiberium\mod sdk\art\dc\dcpauto02.w3x'.

Loading 'file://d:\gamess\electronicarts\tiberium\mod sdk\cnc3xml\baseobjects\ba
secivilianauto.xml'.
Error: GameObject BaseCivilianAuto has an unnamed module SetLocomotorSpeedUpdate
in file d:\gamess\electronicarts\tiberium\mod sdk\cnc3xml\baseobjects\basecivil
ianauto.xml
Error: GameObject DCPAuto02 has an unnamed module SetLocomotorSpeedUpdate in fil
e d:\gamess\electronicarts\tiberium\mod sdk\mods\civiliancar\data\cuauto02.xml
Resolving references: mods\civiliancar\data\mod
Warning: Unknown asset 'BaseRenderAssetType:DCPAuto02' referenced from 'GameObje
ct:DCPAuto02'
in 'file://d:\gamess\electronicarts\tiberium\mod sdk\mods\civiliancar\data\c
uauto02.xml'

Generating stream: mods\civiliancar\data\mod
Regenerating manifest.
Slow asset clean-up (expected: 2, actual: 4, old: 0, current: 2)
mods\civiliancar\data\mod Linking binary data
mods\civiliancar\data\mod Linking import data
mods\civiliancar\data\mod Linking relocation data
mods\civiliancar\data\mod Stream complete
Cached session data not available.
Session cache age is 0 days, 0 hours, 0 minutes.
Loading 'file://d:\gamess\electronicarts\tiberium\mod sdk\builtmods\stringhashes
.xml'.
stringhashes.xml: Compiling StringHashTable:TheStringTable [11e5cf64:f0b88fb1]
Resolving references: builtmods\stringhashes
Generating stream: builtmods\stringhashes
Regenerating manifest.
Slow asset clean-up (expected: 1, actual: 2, old: 0, current: 1)
builtmods\stringhashes Linking binary data
builtmods\stringhashes Linking import data
builtmods\stringhashes Linking relocation data
builtmods\stringhashes Stream complete
BinaryAssetBuilder complete
Copying str file if it exists...
Copying Shaders...
D:\gamess\ElectronicArts\Tiberium\MOD SDK\Shaders\ShaderWritingExample.fx
1 file(s) copied.
Creating Mod Big File...
Copying built mod...
1 file(s) copied.

D:\gamess\ElectronicArts\Tiberium\MOD SDK>

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EimaN
Civilian


Joined: 28 Mar 2010
Location: Lithuania

PostPosted: Mon Mar 29, 2010 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Phantom139 wrote:
looks fine to me, but you will have a string error with this:

[DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance"]Auto[/DisplayName]

I suggest,

[DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance"]NAME:Auto[/DisplayName]

and

NAME:Auto
"Auto"
END


Sorry im asking you this but im only working with mod sdk for 3rd day now and only learned to modefy controlable units and structures.
Can you show me how this would look in the script

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EimaN
Civilian


Joined: 28 Mar 2010
Location: Lithuania

PostPosted: Sat Apr 03, 2010 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Great I found out the problem and it was thats isteadof writing BuildMod.bat i had to write BuildModCivAsset.bat :S

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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Sat Apr 03, 2010 12:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you attempting to make a civilian car a selectable unit for one of the races?

_________________
Why worry about snakes in the garden when there's spiders in your bed.

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EimaN
Civilian


Joined: 28 Mar 2010
Location: Lithuania

PostPosted: Mon Apr 05, 2010 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did it only for the video and its not selectable. I need them to be able to fallow a waypoint path so the city could look more lively.



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Sedistix
Cyborg Engineer


Joined: 27 Mar 2010

PostPosted: Tue Apr 06, 2010 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh hey, looks nice. Reminds of the mapping in generals.

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