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Kane's Wrath Mod SDK - WrathEd 1.0 Released
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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Sep 12, 2011 3:31 pm    Post subject:  Kane's Wrath Mod SDK - WrathEd 1.0 Released
Subject description: Better late than never!
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WrathEd is finally released as a full version and with most of the features.
It is fully functional and works as both the compiler and a viewer that can load single big files or complete skudef files and view it's contents. This makes it the first tool that can decompile everything it can compile.

Lauren still has to add w3d as in models and animations, and audio files. Other then that there is just some minor AI stuff left to add.

It comes as a bundle like the original TW Mod SDK which includes a sample mod and a simple batch file to compile your mod. A documentation isn't done yet but it is worked on and should be available soon.


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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Mon Sep 12, 2011 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hate you. I'm getting a new PC that can run KW like water and you release an SDK? Jesus Christ. I don't wanna go back to modding... I don't have the time...

y u do dis? y?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Sep 12, 2011 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this compatible with 3dsmax 10 or later?

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon Sep 12, 2011 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't think I will write a new plugin for max 10 or later, don't even have them...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Sep 13, 2011 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Fair enough. Youve already gone above and beyond with this ModSDK anyway. Very Happy

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blackhand1001
Medic


Joined: 30 Oct 2005

PostPosted: Thu Dec 22, 2011 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I have a problem and I had this problem with the mod sdk at one point too but I fixed it. I can't remember how I did though and if its the same for this. Whenever I compile a mod, if I make a change to say the refinery like changing the price to 2000 from 3000 all the sounds and art of it are missing in the game and it shows up as invisible. The same thing happens if I edit a weapon. It no longer has a firing sound. I had this identical problem with the regular mod sdk, but I tried a bunch of random downloads and read the documentation and installed all the requiresments and it worked after that. I am not 100% sure what I did to fix it but I need help figuring out here as well. Thanks.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Thu Dec 22, 2011 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes I'm sorry, referencing isn't 100% like it was in TW (at least for now, I plan on fixing that). If a reference can point to different types like W3DMesh oder W3DContainer (as Model= does in the draws) you need to specifically note the type of the referenced asset. There is a small part about that in the documentation in XML Assets (scroll down to Asset References, it's marked in red)

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blackhand1001
Medic


Joined: 30 Oct 2005

PostPosted: Thu Dec 22, 2011 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I actually think I found the problem. Everything that is missing that I extracted from the big shows in the xml files as Asset not found in stream: [844D7B9F:BA5C06A7]. Is this a known issue or am I doing something wrong. I extracted by opening the big file, because whenever I tried to use the skudef from Kanes Wrath , wrathed would crash.

Edit: I added in those missing assets to the xml file but they still don't show up. I'll upload my source later so maybe you can tell me what I am doing wrong.

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blackhand1001
Medic


Joined: 30 Oct 2005

PostPosted: Fri Dec 23, 2011 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just wanted to let you know I got it working properly. Thanks for the help.

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