Posted: Tue Jul 20, 2010 4:18 pm Post subject:
Need major help getting the Slingshot into C&C3
Thanks to Stygs who released a partial art pack of the GDI Slingshot with w3x/tga files, I was able to mod that unit into a C&C3 mod.
After getting and putting all sounds, most art assets and coding for the unit, I compile the mod using your modified RA3 Mod BuildStudio for C&C3 and I am getting errors. The Mod BuildStudio says it has an error inputing files: fx2ndpassa.xml, hctoberemoved.xml, fxformation.xml, fxinterlacedmask2.xml. Those four lead to texture files in which I found them in Jonwil's BinView through a KW static manifest file but the C&C3 Mod SDK does not cover those xml files. However, the outdated version of DDSConverter couldn't convert those extracted dds files into tga files. I also got a warning of an unknown texture asset "HCToBeRemoved" referenced from W3DMesh:GUAATANK_SKN.GUAATANK_BODY.
The mod works when I load the skirmish mode. Until then, when I build the Slingshot, the game crashes back to the desktop with an error saying: "ASSET ERROR: all draw modules must have a default model state". And then the error addresses 175 of them.
I may believe that unit may never appear ingame unless those textures are in the mod. The "asset merge" option would have done the trick. I also may believe the art files released for the Slingshot are incomplete since the Charged Particle Weapon model wasn't there.
Besides has anyone else attempted to put the Slingshot into the mod? Because it's a KW unit, several other FXs names and defines weren't available for the C&C3 Mod SDK. I am sure putting the Slingshot into C&C3 with given art assets isn't impossible to do. I have done everything correctly in order to compile a mod. QUICK_EDIT
I may believe you missed out on giving every single Draw module of the SlingShot a proper default state.
On how a proper default state of the art asset is done? Does that mean every art asset needs to be mentioned in the game object xml on the animation parameters?
I have already asked Bibber for an answer anyway since he knows something about this. QUICK_EDIT
Oh, I guess I forgot to point out a small bug:
KW shader handle housecolor different that the ones in TW (at least scrin and gdi, nod ones should be fine).
If you use a KW model without editing the shader settings first, it will end up with a wierd housecolor. _________________
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