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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Nov 24, 2012 10:04 am    Post subject:  This place is dead
Subject description: Where is the PPM equivalent to CNC3 modding
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which is a shame

So I am wondering, where do I go to get modding info on CNC3

What is the PPM equivalent to CNC3 modding


I'm just wondering how flexible CNC3 is to mod, at first I thought it was fairly unmoddable, but then I have seen quite a few WIP mods out there that look quite good...

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Nov 24, 2012 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Not quite sure as well. Ask Madin, he seems to be able to fiddle alot with the C&C3 assets...

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OrangeNero
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Joined: 11 Jan 2012

PostPosted: Sat Nov 24, 2012 11:45 am    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
I'm just wondering how flexible CNC3 is to mod, at first I thought it was fairly unmoddable, but then I have seen quite a few WIP mods out there that look quite good...


Are you kidding me? Mideast Crisis 2, Tiberium Essence and so on? Kane's Wrath is the unmoddable one but there are some baby steps at it.

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SMIFFGIG
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PostPosted: Sat Nov 24, 2012 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I wonder how it compares to Ares

As there sadly isn't much of a cnc3 community around here to ask

Just found this new post at cncz.com asking similar questions
http://forums.cncnz.com/topic/17355-im-new-to-modding-tw-need-help/

But the two main links are archive.org as the webistes no longer exist!?
Is cnc3 modding dying already? I'm confused

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OmegaBolt
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Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Nov 24, 2012 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I would rather like to, but it just seems far more complex than I'm willing to put the time into. I did map for it briefly though, that's rather fun and looks great.

Take it you downloaded the Mod SDK? That's the first place to start.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Sat Nov 24, 2012 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd say a lack of assets would also be a problem to those modding. A few of us that do make SAGE stuff for public release are not enough.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Nov 25, 2012 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Zengar_Zombolt wrote:
I'd say a lack of assets would also be a problem to those modding. A few of us that do make SAGE stuff for public release are not enough.


Yep. That's one more big problem since 3D Modeling takes alot more skill some people are obviously less willing to part with their creations.

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Banshee
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PostPosted: Sun Nov 25, 2012 3:12 am    Post subject: Reply with quote  Mark this post and the followings unread

First of all, C&C3 modding section here is not dead, it just has a low activity, unfortunately. We do have plans to revert this situation, but I have advance with the voxel to 3D model conversion technique that is being tested in Voxel Section Editor III.

Anyway, it's sad to say this, but PPM really does has one of the most active C&C3 modding communities in the C&C community. The only place that has more acitivity than here is the C&C3 Maps and Mods Support section at te Official C&C forums and the difference is not really considerable.

If you need tutorials to help you to learn how to mod C&C3, you should check http://www.cncguild.net

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SMIFFGIG
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PostPosted: Sun Nov 25, 2012 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Anyway, it's sad to say this, but PPM really does has one of the most active C&C3 modding communities in the C&C community. The only place that has more acitivity than here is the C&C3 Maps and Mods Support section at te Official C&C forums and the difference is not really considerable.


I wonder why this is, Zengar_Zombolt already mentioned lack of assets. Is it also quite difficult to mod from a code point of view as well then?

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Dutchygamer
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PostPosted: Sun Nov 25, 2012 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
Anyway, it's sad to say this, but PPM really does has one of the most active C&C3 modding communities in the C&C community. The only place that has more acitivity than here is the C&C3 Maps and Mods Support section at te Official C&C forums and the difference is not really considerable.

You are joking right? Right? If so, C&C3 modding support is even worse then I anticipated o.0

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Tore
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Joined: 15 Jun 2006
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PostPosted: Sun Nov 25, 2012 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

C&C3 modding support seems to be quite decent just take a look at these mods:

http://www.moddb.com/mods/mideast-crisis-2 (Released, finished?)
http://www.moddb.com/mods/tiberian-sun-rising (Slow WIP)
http://www.moddb.com/mods/renovatio (Slow WIP)
http://www.moddb.com/mods/tiberian-dawn (On hiatus)
http://www.moddb.com/mods/tiberium-wars-advanced (Released, WIP)
http://www.moddb.com/mods/tiberium-essence (Released, WIP, hosted on PPM)
http://www.moddb.com/mods/cc-3-the-forgotten [Released, finished)

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Orac
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PostPosted: Sun Nov 25, 2012 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would make models for the 3D C&Cs if I had a better understanding of how a model is set up in the engine.

I don't have much interest in modding C&C3 or RA3, but I do like making things. As such I don't really want to put in much time or effort (I sound like a terrible person) understanding the game, I just want to improve the quantity of public assets by one or two.

Can anyone direct me to a guide to polycounts/naming conventions/formats/rigging for C&C3 and/or RA3?

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Mon Nov 26, 2012 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
Banshee wrote:
Anyway, it's sad to say this, but PPM really does has one of the most active C&C3 modding communities in the C&C community. The only place that has more acitivity than here is the C&C3 Maps and Mods Support section at te Official C&C forums and the difference is not really considerable.


I wonder why this is, Zengar_Zombolt already mentioned lack of assets. Is it also quite difficult to mod from a code point of view as well then?


Because, as confusing as code is, you do not need $300 to add something new : D

But I just mod RA3, so....

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Banshee
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PostPosted: Mon Nov 26, 2012 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tore, it has popular mods, but it lacks popular modding discussion forums.

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Tore
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Joined: 15 Jun 2006
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PostPosted: Mon Nov 26, 2012 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Banshee, I was just pointing out that there's (almost) nothing wrong with the mod support in the game itself.

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SMIFFGIG
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PostPosted: Mon Nov 26, 2012 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tore wrote:
C&C3 modding support seems to be quite decent just take a look at these mods:


Yes I know of most of these mods

and also 'The Red Alert' which is released

However I was talking about modding support and a cnc3 modding community

Hence the subtitle of the thread
Where is the PPM equivalent to CNC3 modding
Smile

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Banshee
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PostPosted: Mon Nov 26, 2012 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The answer is C&C Official forums.

PPM, Fallout Studios, C&C Labs have the most active C&C3 modding community forums, as far as I've seen. The ones from Revora, CnCMods.net and Derelict Studios are nearly abandoned.

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Tore
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PostPosted: Mon Nov 26, 2012 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG, "The Red Alert" is for Red Alert 3. #Tongue

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SMIFFGIG
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PostPosted: Mon Nov 26, 2012 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tore wrote:
SMIFFGIG, "The Red Alert" is for Red Alert 3. #Tongue

Oh yea #Tongue

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Sorrow
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PostPosted: Mon Nov 26, 2012 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone should port CC3 to TS.

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Orac
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PostPosted: Mon Nov 26, 2012 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I kinda like the partial and total ports of TS to C&C3 better.
I mean yeah, not very imaginative, but they do have a habit of looking shiny.

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SMIFFGIG
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PostPosted: Mon Nov 26, 2012 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorrow wrote:
Someone should port CC3 to TS.

I wonder if anyone has converted any cnc3 infantry and/or buildings to RA2/TS

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4StarGen (Lazy)
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PostPosted: Mon Nov 26, 2012 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
I would make models for the 3D C&Cs if I had a better understanding of how a model is set up in the engine.

I don't have much interest in modding C&C3 or RA3, but I do like making things. As such I don't really want to put in much time or effort (I sound like a terrible person) understanding the game, I just want to improve the quantity of public assets by one or two.

Can anyone direct me to a guide to polycounts/naming conventions/formats/rigging for C&C3 and/or RA3?


Same. Unknown Polycounts, Rigging.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Tue Nov 27, 2012 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGen (Lazy) wrote:
Orac wrote:
I would make models for the 3D C&Cs if I had a better understanding of how a model is set up in the engine.

I don't have much interest in modding C&C3 or RA3, but I do like making things. As such I don't really want to put in much time or effort (I sound like a terrible person) understanding the game, I just want to improve the quantity of public assets by one or two.

Can anyone direct me to a guide to polycounts/naming conventions/formats/rigging for C&C3 and/or RA3?


Same. Unknown Polycounts, Rigging.


You can ask a TW/RA3, Do you want me to ask? I mean just from ra3 modding there seems to be less suspicion of stealing than in TS/RA2 modding. I assume it's similar in CnC3.

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Madin
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Joined: 05 Apr 2009

PostPosted: Fri Nov 30, 2012 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
I would make models for the 3D C&Cs if I had a better understanding of how a model is set up in the engine.

I don't have much interest in modding C&C3 or RA3, but I do like making things. As such I don't really want to put in much time or effort (I sound like a terrible person) understanding the game, I just want to improve the quantity of public assets by one or two.

Can anyone direct me to a guide to polycounts/naming conventions/formats/rigging for C&C3 and/or RA3?


All of the information that you require is covered in the excellent documentation that EA included with the C&C3 Mod SDK.
I highly recommend that you read through this SDK documents has it is by far the best part of the C&C3 modding experience.
It all goes rapidly downhill after that.

The only part that is not helpful in the SDK documentation is EA's laughable polygon limits, which are complete nonsense.

The fact is that the engine is more concerned with limiting the draw calls then with poly count. So far in my experience poly count limits are dependant on an individuals PC, rather than the game engine.

For example I had a mod that used a 1700 poly infantry in a squad of 9 (so 1700 x 9 = 15,300) has basic rifle troops and a 10,000 poly basic tank, along with other silly poly counts.
The game engine did not stutter once.

In my opinion the main concern is to have a poly count that is reasonable for people that are able to play C&C3 on the 'High' detail setting.
I strongly feel that if modders are concerned about users who are forced to use the 'low' detail setting, they should do separate low detail models to take advantage of the engines level-of-detail system.

Here are some guides (all a matter of opinion and quite conservative):
Infantry
It is important to remember that the game uses a squad system by default, so poly numbers per squad can get quite high.
1. Basic squad infantry = 500 poly
2. Basic individual infantry (eg Engineers) = 1000 poly
3. High tech squad infantry = 1000 poly
4. Unique (Hero) unit = 5000 poly (The biggest question here is how much model detail will be visible, even with C&C3 giant infantry, it would be hard to pick out intricate model detail. It must also be remembered that a normal map can be used to fake fine detail. Do not feel any need to use up the poly allowance for this unit)

Vehicles
This is the main area where the job of the model unwrapper & the model rigger is more important in terms of performance than the model maker.
They have to try and get the 'Draw calls' has low has possible in order to keep the game running smoothly.

1. Low tier spammable vehicles (including the main battle tanks) = 3000 poly
2. Ore vehicles = 5000 poly
3. High tier vehicles = 5000 poly
3. Unique (build limit) vehicles = 10,000+ poly

Aircraft
1. Spammable (attack units that do not need a parking space eg Nod Venom) = 3000 poly
2. Airfield limited = 7000 poly
3. Support power aircraft = 10,000 poly

Static base defence
1. Lower tier (infantry, tank & air) = 3000 poly
2. High tier (eg GDI Sonic emitter) = 5000 poly

Structures
1. Power plants = 3000 poly
2. Production (barracks,warfactory, airfield, refinery etc) = 5000 poly
3. Tech building (tech 1&2 eg Radar and tech centre) = 10,000+ (the assumption is that although more than one could be built, there would be no reason to do so).
4. Super weapon (primary & secondary) = 10,000+


Allow for a reasonable tolerance both negative and positive.
If you are only planning on doing a model (no rigging, unwrapping etc), then my advice has someone who has extensively used public models is:
It is better to use more polygons rather than less (like double all of the above limits). I can easily remove any unwanted polygons from a model, but having to add to a model that does not have enough detail is a pain.
For example on a Donutarnold model I simply deleted detail which I found excessive.
This adds more flexibility in my opinion.

If you are only going to model, than the most important thing is clean efficient modelling. The less 'cleaning up' that has to be done to a model the better!

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Madin
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Joined: 05 Apr 2009

PostPosted: Fri Nov 30, 2012 1:57 am    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
which is a shame

So I am wondering, where do I go to get modding info on CNC3

What is the PPM equivalent to CNC3 modding


I'm just wondering how flexible CNC3 is to mod, at first I thought it was fairly unmoddable, but then I have seen quite a few WIP mods out there that look quite good...

Check this out for modding info: http://cncguild.net/itemlist?type=1&games[]=10
Other than that it would be a matter of going through C&C3 modding forums and reading threads that you think might help you.

In terms of getting ready-to-use assets PPM is the place to look.

The only assistance to modding questions comes from 4 Germans, seriously that is it. They have decided that the official EA forum is the best place to answer questions, which is a joke, but beggars cannot be choosers.

If you only plan on doing a small project then I would recommend C&C3.
If you are going to do a larger project, then do not use C&C3.
The code is crap, the code base has hardly any comments or directions, the developers no longer exists so there is no official support and the code support consists of 4 Germans.

C&C3 modding is mostly dead.
Both C&C3 & RA3 modding combined, do not match the activity that still occurs in Zero Hour modding (that had no official SDK or official support).

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Dutchygamer
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PostPosted: Fri Nov 30, 2012 4:57 pm    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

Madin wrote:

C&C3 modding is mostly dead.
Both C&C3 & RA3 modding combined, do not match the activity that still occurs in Zero Hour modding (that had no official SDK or official support).

Because for most people it's still easier to edit INI files with which you can't go wrong much then XML files which require XML knowledge. That, and the fact that you have to compile for each edit you make to see the result ingame also keeps a lot of people (including me) away.

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Banshee
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Also Known As: banshee_revora (Steam)
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PostPosted: Fri Nov 30, 2012 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

XML is not hard at all. It's boring. And most of the boredom comes from the compiler, not from the XML file itself.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Fri Nov 30, 2012 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
XML is not hard at all. It's boring. And most of the boredom comes from the compiler, not from the XML file itself.

qft

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Anderwin
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PostPosted: Sat Dec 01, 2012 4:00 am    Post subject: Reply with quote  Mark this post and the followings unread

The forgotten mod is the best because is was fun to help with developing Very Happy.

Just bad is will have no more updates after the 1.1 version patch released.

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luxycomplex
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Joined: 03 Nov 2012

PostPosted: Sat Dec 01, 2012 11:35 am    Post subject:  Support CC3 to TS/FS Reply with quote  Mark this post and the followings unread

I am supporting the idea porting CC3 to TS/FS..
I am myself get frustrated trying to modding CC3 TWar.
Actually I comeback to TS modding because of this 'frustration'.

I admitted there are cool CC3 mods like T Essence, the only complaint I have was Redeemer is not available. I like the secret shrine where you can build cool cyborgs..It is this mod which make me frustrated because I try to incorporated Redeemer but it physical body reject to show up, only some of it's part like it's rocket launcher propeller that visible ingame. After several weeks without success, I decided to abandoning CC3 than googling for TS/FS mods. Fortunately TS/FS still survive till present time.

Fight for Nod..
The oppressor must ...you know.. Laughing

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Stygs
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Joined: 27 Nov 2005
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PostPosted: Sat Dec 01, 2012 12:36 pm    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

Madin wrote:
The only assistance to modding questions comes from 4 Germans, seriously that is it. They have decided that the official EA forum is the best place to answer questions, which is a joke, but beggars cannot be choosers.


Its not because the EA Forums are so great, but because they are at least halfway active Wink

Also, Bibber & Golan seem to be busy with RL, I basicly stopped modding TW because I got bored of TWA (and CnC F2P) and Megumi seems busy with his KW SDK.

So yeah, its even worse #Tongue


Quote:
Because for most people it's still easier to edit INI files with which you can't go wrong much then XML files which require XML knowledge.


Uh, no you dont. They pretty much work the same way ini worked. Sure, they have some new functions, but for starters (editing unit values and such) there is harldy any difference. Confused

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Ju-Jin
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PostPosted: Sat Dec 01, 2012 1:18 pm    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
Kane's Wrath is the unmoddable one but there are some baby steps at it.

Baby steps? AI stuff is missing and some other minor things, but that it's still 85% of what the TW SDK can do. All the important stuff is done.

Banshee wrote:
If you need tutorials to help you to learn how to mod C&C3, you should check http://www.cncguild.net

I cannot recommend the tutorials there because they don't explain what and why you are doing stuff. They are simply examples of how you can do something (and not in really good way). Though it's still better then nothing I guess.

Dutchygamer wrote:
Banshee wrote:
Anyway, it's sad to say this, but PPM really does has one of the most active C&C3 modding communities in the C&C community. The only place that has more acitivity than here is the C&C3 Maps and Mods Support section at te Official C&C forums and the difference is not really considerable.

You are joking right? Right? If so, C&C3 modding support is even worse then I anticipated o.0

Semi true, there was a lot more going on in the official forums then here, but it withered away some months ago. This is also the original reason why we "moved" to the official forums, there were more people.

Madin wrote:
C&C3 modding is mostly dead.
Both C&C3 & RA3 modding combined, do not match the activity that still occurs in Zero Hour modding (that had no official SDK or official support).

I agree but that is mostly the communities fault which was just lazy compared to previous games. Even before the first TW Mod SDK by EA there were tools which could create mods if you knew what you are doing. http://www.deezire.net/showthread.php/8637-Palestinian-ModMaker-0-3 is just an example.
It's just that basically no one was interested anymore in doing such tools and comments by respected members who said stuff like "KW mods will never be possible without an official mod sdk" made it worse. (and were clearly proven wrong with my "little" project)



To get into TW+ modding there isn't really much more to do then looking at some basic xml stuff.
The start/end tags are nothing different then [AssetType] [AssetName] and END in ini used in Generals etc.
Other then that you just fill in variables, which are all declared in the schema files which are also xml and their naming is usually very clear in what they do. It takes a bit of time to find what you need for some stuff, for examples special powers, but that's always the case when working with a framework for the first time.
The original xml files from TW are also a huge compilation for examples.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sat Dec 01, 2012 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im interested in how much you can strip the game down to its core...

Also the KW SDK looks awesome, such a shame that the game/s are not modded enough...

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4StarGeneral
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PostPosted: Sat Dec 01, 2012 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you Madin for posting all that information. I'm guessing if we were to model for this then, we should make as low poly models as possible and as high resolution textures as possible? Or would the game actually suffer with higher textures than with higher polys?

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Ju-Jin
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PostPosted: Sat Dec 01, 2012 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Thank you Madin for posting all that information. I'm guessing if we were to model for this then, we should make as low poly models as possible and as high resolution textures as possible? Or would the game actually suffer with higher textures than with higher polys?

It depends quite a lot on what is on that texture. If especially your normal map is made with lines that are too thin the result could just be that ingame it looks like grain/noise. Your standard MBT wont be much bigger then 100x100 when displayed, you have to remember that. 512x512 or 1024x1024 are recommended depending on the unit or structure. If it's quite small the texture can be smaller. Usually you have to check ingame anyway (many people only look at renders and go "yeah looks great" and then ingame it's a brown blob)

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Dec 01, 2012 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Thank you Madin for posting all that information. I'm guessing if we were to model for this then, we should make as low poly models as possible and as high resolution textures as possible? Or would the game actually suffer with higher textures than with higher polys?


I personally have never felt the need (yet) to use more than 2 512x512 textures (just for larger structures, 1 512 for everything else. It is important remember that I have never textured a vehicle or aircraft ever! ).

When it comes to model detail vs texture detail, one important question is whether a piece of detail should be modelled, or implied with a normal map.
There are some cases where if the model detail is too small it would be better to use the normal map to imply the detail.

Also clever usage of alpha maps is another way that you can imply more model detail than actually exists.

A good practical example in my opinion is the GDI Power plant in C&C3.
It is pleasing from distance and when you zoom up close, because of clever use of model detail and alpha maps, there are lots of interesting additional details to discover.

So, to recap the end result would ideally make equal usage of model, normal & alpha detail, so your end product would look good in-game from the default height (this is the most important thing), while having some interesting details for those who zoom into view a model and texture (not important, but good practice).

The issue for me personally is that I have textured far more than I have modelled, so it is easier for me to use my textures to 'cover up' the fact that my modelling is merely functional.

Use model detail to cover for any deficiencies in texturing ability, but learning to get the most out of your textures is the key to getting pleasing results in-game.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Dec 02, 2012 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Banshee & Stygs: if you go from RA2/TS modding to TW modding with little to zero experience in XML, you will have a bad time figuring out what everything does, what the standards are, and why the game refuses to run because you made some small error you can only find in the compile log.
Sure, if you know Generals modding or have XML experience, you pick it up faster (by a bit).

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon Dec 03, 2012 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Sure, if you know Generals modding or have XML experience, you pick it up faster (by a bit).

If "by a bit" means you just have to mindlessly fill out variables 90% of the time I will agree. But even if not, you don't need more then the basics of xml and EA provided you with tons of examples of how to get stuff done.
The only thing maybe annoying at first is the compiling, but compared to other games it's still usually much faster and if you only regularly change a small amount of assets you can use the patch system to iterate them which does provide quite a speed boost in bigger projects.

For example to add a unit to be able to get built you could randomly pick one, like the Seeker, search the xml for it (to find references to it), and then look at the references, see what references it, there you will notice that LogicCommand is the only thing that could logically relevant in that case, then look for references for that, find the LogicCommandSet, and you're set. Of course you can also always go the other way round: look for the production structure, check what it refrences, etc.
This example can be applied to any asset or asset type.

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Dutchygamer
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PostPosted: Mon Dec 03, 2012 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fine then, any bloody idiot can mod C&C3. You lot then explain then why almost no-one does it then? Rolling Eyes

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Bibber
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Joined: 31 Aug 2007
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PostPosted: Mon Dec 03, 2012 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because people are too lazy to get more into xml and if they just hear the word "compiling" they turn around and run away.

And again, XML is way better than ini. It's well structured, easily readable and there is nothing hard you have to learn.
So I don't get your point. What exactly makes it so hard for you?

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Dutchygamer
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Joined: 18 Jun 2005
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PostPosted: Mon Dec 03, 2012 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
Because people are too lazy to get more into xml and if they just hear the word "compiling" they turn around and run away.

And again, XML is way better than ini. It's well structured, easily readable and there is nothing hard you have to learn.
So I don't get your point. What exactly makes it so hard for you?

My point is that not everyone has the time/interest/braincells to learn XML and how C&C3 modding works. It may be because you are all experienced C&C3 modders that it seems so easy, but if you show a newbie a C&C3 XML file I can guarantee you he/she will go WTF and give up (or try something and go WTF and give up at the compiling). Compared to TS/RA2, and even Generals modding, C&C3 modding is a lot harder because you need knowledge of XML, the available modules that make up an object, and some command prompt. Compare this to TS/RA2 (and in some extent Generals) where knowledge of English and some proper thinking is enough.

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Ju-Jin
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PostPosted: Mon Dec 03, 2012 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

As it was said some times now the structure of XML and ini in Generals is basically 99% the same. It cannot be any harder because instead of the loosely formatted ini you can clearly see where does stuff begin and end. If you modded Generals once it's basically 1:1 applicable, it was for me when the first Mod SDK for TW was released. You don't need the modules any more as you need them in Generals. Also command prompt... you need only one line and the docu tells you exactly that. Also in the meantime there are enough tools out there so you don't even need that.
If you follow what the documentation tells you (think of it as tutorial like in the older games) the only thing you still need is knowledge of English and proper thinking. You can create easy mods quite fine with the knowledge from the docu.

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Madin
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PostPosted: Mon Dec 03, 2012 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Fine then, any bloody idiot can mod C&C3. You lot then explain then why almost no-one does it then? Rolling Eyes

No problem!

1. The completely obnoxious requirement that you use between max 7-9, in order to add models to C&C3.
This basically tells most casual modders that C&C3 modding is not for them. People who steal 3D Max, would have stolen themselves a far better version anyway, has well has having a variety of modelling software better than Max 9.
There would have to be an additional attraction to want to mod C&C3 ( for example great developer support, or at least a stable code base ), has the modelling software requirement is definitely not one of them.


2. XML vs Zero Hour modding.
It is very clever to compare 'Extensible Markup Language' (XML) with 'ini', has of course XML is far superior.
However we need to refine the question to be relevant to the two games being discussed, and acknowledge the significant additional factor of EA.
My point? just because the XML language is great, does not mean that a company using the XML language to code their product will automatically have a 'great' product.

In modding terms here is what the C&C3 XML modding experience is up against:
The nature of Zero Hour modding means that every Zero Hour mod ever released is fully open to be looked at, messed with, dissected etc.
If you decided that the 'Shockwave' mod was cool and you would like to try some modding yourself, the way that Zero hour modding is done means that opening up the Shockwave mod and seeing how it is structured and coded, viewing the texture files and models etc is the natural thing to do.
The nature of Zero hour modding means that people actively encourage new modders to open up existing mods to see how things work.
Indeed most mod makers (begrudgingly) except that, provided it is for 'private' use, a new modder is free to mod an existing mod anyway they please.

Rise of the Reds will probably get a new released in time to make the Moddb top 100. After the release, every current modder will have full access to all of it. How on earth is C&C3's closed (default) modding methods supposed to compete with that?
Could you perhaps see (if you include the ludicrous Max requirement) how C&C3 would have difficulty attracting casual modders in comparison to Zero Hour?


3. C&C3's closed default modding methods already has lots to match up to. While it can offer a superior language (XML) that allows for simple right click placement of base code, that because it is checked against the code base (schema) cannot technically be wrong, has well has error checking while you code, Zero Hour has instant easy access to any released code ever done in modding. You know whether it works or not because you've played the relevant mod. The nature of the way that the developers commented extensively on their ini's, means that often mod makers will comment on their ini's, an incredibly useful thing that EA apparently underestimated when it came time for C&C3 code.

In order for C&C3 XML based modding to compete then, the acknowledged advantages need to be married with well commented Schemas and XML files, along with code stability.
Of course C&C3 is not remotely close to having any of this.

I can flesh out any points necessary, but this is the basics.

Last edited by Madin on Tue Dec 04, 2012 1:41 am; edited 3 times in total

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Stygs
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Joined: 27 Nov 2005
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PostPosted: Mon Dec 03, 2012 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Compared to TS/RA2, and even Generals modding, C&C3 modding is a lot harder because you need knowledge of XML, the available modules that make up an object, and some command prompt. Compare this to TS/RA2 (and in some extent Generals) where knowledge of English and some proper thinking is enough.


But you just need the same things you needed for Generals - the only difference is that moduletags use brackets instead of Behavior & End.

Sure it looks more complicated, but its not that much harder.

Just compare these copes from TW & CCG:

Code:
   <GameObject
      id="GDIPredator"
      inheritFrom="BaseVehicle"
      SelectPortrait="Portrait_GDIPredatorTank"
      ButtonImage="Portrait_GDIPredatorTank"
      Side="GDI"
      EditorSorting="UNIT"
      TransportSlotCount="1"
      BuildCost="1100"
      BuildTime="11"
      CommandSet="GDIPredatorCommandSet"
      CommandPoints="100"
      KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
      RadarPriority="UNIT"
      ThreatLevel="10"
      ProductionQueueType="VEHICLE"
      UnitCategory="VEHICLE"
      WeaponCategory="CANNON"
      VoicePriority="184"
      EditorName="GDIPredator"
      Description="Desc:GDIPredatorTank"
      TypeDescription="Type:GDIPredatorTank">
      <DisplayName
         xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIPredatorTank</DisplayName>
      <DisplayUpgrade>Upgrade_GDIArmoryRailgunTech</DisplayUpgrade>
      <ArmorSet
         Armor="GDIPredatorTankArmor"
         DamageFX="VehicleDamageFX" />
      <LocomotorSet
         Locomotor="GDIPredatorTankLocomotor"
         Condition="NORMAL"
         Speed="60.0" />
      <SkirmishAIInformation
         UnitBuilderStandardCombatUnit="true" />
      <Behaviors>
         <ProductionUpdate
            id="ProductionUpdateModuleTag"
            GiveNoXP="true" />
         <WeaponSetUpdate
            id="ModuleTag_WeaponSetUpdate">
            <WeaponSlotTurret
               ID="1"
               AllowInterleavedFiring="false"
               InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
               WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
               <Weapon
                  Ordering="PRIMARY_WEAPON"
                  Template="GDIPredatorTankCannon" />
               <Weapon
                  Ordering="PRIMARY_WEAPON"
                  Template="GDIPredatorTankRailgun"
                  ObjectStatus="WEAPON_UPGRADED_01" />
               <TurretSettings
                  TurretTurnRate="200"
                  TurretPitchRate="40"
                  AllowsPitch="true"
                  MinIdleScanTime="1.0s"
                  MaxIdleScanTime="5.0s"
                  MinIdleScanAngle="0.0"
                  MaxIdleScanAngle="90.0">
                  <TurretAITargetChooserData
                     CanAcquireDynamicIfAssignedOutOfRange="true" />
               </TurretSettings>
            </WeaponSlotTurret>
         </WeaponSetUpdate>

         <LaserState
            id="ModuleTag_LaserState"
            LaserId="0"></LaserState>

         <Physics
            id="ModuleTag_Physics" />

         <SlowDeath
            id="ModuleTag_Death"
            SinkDelay="3s"
            SinkRate="1.0"
            DestructionDelay="7s">
            <OCL
               Type="INITIAL">
               <OCL>OCL_GDIPredatorTankDebris</OCL>
            </OCL>
            <DieMuxData
               DeathTypes="ALL"
               DeathTypesForbidden="TOPPLED" />
            <Sound
               Type="INITIAL"
               List="GDI_Generic_VoiceDieMS" />
         </SlowDeath>

         <FXListBehavior
            id="ModuleTag_FXList">
            <DieMuxData
               DeathTypes="ALL" />
            <Event
               Index="onDeath"
               FX="FX_GDIMammothExplode" />
         </FXListBehavior>

         <SubObjectsUpgrade
            id="ModuleTag_ShowRail"
            ShowSubObjects="UGRAIL_01">
            <TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
         </SubObjectsUpgrade>

         <StatusBitsUpgrade
            id="ModuleTag_UpgradeWeapon"
            StatusToSet="WEAPON_UPGRADED_01">
            <TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
         </StatusBitsUpgrade>

         <xi:include
            href="DATA:Includes/GDICallForTransportForVehicle.xml" />

         <StatusBitsUpgrade
            id="ModuleTag_VeterancyUpgrade"
            StatusToSet="WEAPON_UPGRADED_03">
            <TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
         </StatusBitsUpgrade>

         <ModelConditionUpgrade
            id="ModuleTag_AllFactionUpgrade"
            AddConditionFlags="USER_5">
            <TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
         </ModelConditionUpgrade>

         <AudioLoopUpgrade
            id="RailCannonUpgradeSound"
            SoundToPlay="GDI_RailCannon_Upgrade">
            <TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
         </AudioLoopUpgrade>
      </Behaviors>
      <AI>
         <AIUpdate
            id="ModuleTag_AI"
            AutoAcquireEnemiesWhenIdle="YES"
            AILuaEventsList="GDIPredatorFunctions">
            <UnitAITargetChooserData
               CanPickDynamicTargets="false"
               SympathyRange="100.0" />
         </AIUpdate>
      </AI>
      <Body>
         <ActiveBody
            id="ModuleTag_Body"
            MaxHealth="3400" />
      </Body>
      <Geometry
         IsSmall="false">
         <Shape
            Type="BOX"
            MajorRadius="18.0"
            MinorRadius="12.0"
            Height="10.0"
            ContactPointGeneration="VEHICLE" />
      </Geometry>
      <ShadowInfo
         Type="VOLUME" />
      <VisionInfo
         VisionRange="350"
         ShroudClearingRange="400" />
   </GameObject>



Code:
Object AmericaVehicleHumvee

  ; *** ART Parameters ***
  SelectPortrait         = SAHummer_L
  ButtonImage            = SAHummer
 
  UpgradeCameo1 = Upgrade_AmericaBattleDrone
  UpgradeCameo2 = Upgrade_AmericaScoutDrone
  UpgradeCameo3 = Upgrade_AmericaHellfireDrone
  UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
  UpgradeCameo5 = Upgrade_AmericaTOWMissile

  ; ***DESIGN parameters ***
  DisplayName           = OBJECT:Humvee
  Side                  = America
  EditorSorting         = VEHICLE
  TransportSlotCount    = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions = None
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeaponAirDummy
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY HumveeGun
    Weapon = SECONDARY HumveeMissileWeapon
    Weapon = TERTIARY HumveeMissileWeaponAir
    PreferredAgainst = TERTIARY     AIRCRAFT
  End
  ArmorSet
    Conditions      = None
    Armor           = HumveeArmor
    DamageFX        = TruckDamageFX
  End
  BuildCost       = 700
  BuildTime       = 10.0          ;in seconds   
  VisionRange     = 150
  ShroudClearingRange = 320
  Prerequisites
    Object = AmericaWarFactory
  End
  ExperienceValue = 50 50 100 150   ;Experience point value at each level
  ExperienceRequired = 0 100 150 300  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 2  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 2  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet      = AmericaVehicleHumveeCommandSet

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE TRANSPORT

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 240.0
    InitialHealth   = 240.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 480
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End
  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 180
      RecenterTime = 5000   ; how long to wait during idle before recentering
      ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
    MoodAttackCheckRate        = 250
  End
  Locomotor = SET_NORMAL HumveeLocomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End

  Behavior = TransportContain  ModuleTag_05
    PassengersAllowedToFire = Yes
    Slots             = 5
;    EnterSound          = GarrisonEnter
;    ExitSound           = GarrisonExit
    DamagePercentToUnits = 100% ;10%
    AllowInsideKindOf  = INFANTRY
    ExitDelay = 250
    NumberOfExitPaths = 3 ; Defaults to 1.  Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn
    GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting
  End

  Behavior = ObjectCreationUpgrade ModuleTag_06
    UpgradeObject = OCL_AmericanBattleDrone
    TriggeredBy   = Upgrade_AmericaBattleDrone
    ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_07
    UpgradeObject = OCL_AmericanScoutDrone
    TriggeredBy   = Upgrade_AmericaScoutDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
  End
  Behavior = ObjectCreationUpgrade ModuleTag_14
    UpgradeObject = OCL_AmericanHellfireDrone
    TriggeredBy   = Upgrade_AmericaHellfireDrone
    ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
  End

  Behavior = ProductionUpdate ModuleTag_08
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End

  Behavior = WeaponSetUpgrade ModuleTag_09
    TriggeredBy = Upgrade_AmericaTOWMissile
  End
  Behavior = ExperienceScalarUpgrade ModuleTag_10
    TriggeredBy = Upgrade_AmericaAdvancedTraining
    AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  End

  Behavior = SlowDeathBehavior ModuleTag_11
    DeathTypes = ALL -CRUSHED -SPLATTED
    ProbabilityModifier = 25
    DestructionDelay = 1
    OCL = INITIAL  OCL_InitialHumveeDebris
    FX  = FINAL    FX_BattleMasterExplosionOneFinal
    OCL = FINAL    OCL_FinalHumveeDebris
  End

  Behavior = DestroyDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_13
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateCrateDie ModuleTag_CratesChange
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

; This is commented out per hotlist request 10/9 ML
;  Behavior = CreateObjectDie ModuleTag_15
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_AmericanRangerDebris01
;    ExemptStatus = HIJACKED
;  End

  Behavior = EjectPilotDie ModuleTag_16
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    ; The following added out per hotlist request 10/9 as above ML
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End

  Behavior = TransitionDamageFX ModuleTag_17
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 14.0
  GeometryMinorRadius = 7.0
  GeometryHeight = 11.5     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End



Note that I removed the codes for sounds & models from both units for the ease of reading. Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Dec 04, 2012 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ugh, fine then, have it your way then. I only tried giving a reason why noone wants to mod C&C3, but wth. I'll go back to my Generals modding, which is even less appreciated here then C&C3 modding.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Tue Dec 04, 2012 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Ugh, fine then, have it your way then. I only tried giving a reason why noone wants to mod C&C3, but wth. I'll go back to my Generals modding, which is even less appreciated here then C&C3 modding.


I'll let you know, RA3 modding is less so.

If I said there are no INI's at all, that make the rest of everyone here run away.

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Tue Dec 04, 2012 10:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
Ugh, fine then, have it your way then. I only tried giving a reason why noone wants to mod C&C3, but wth. I'll go back to my Generals modding, which is even less appreciated here then C&C3 modding.

First 4 words you quoted the post before were your answer.
You've got a lot more options in TW then you have in Generals, which makes people go "uh no I have to know much more".

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zocom7
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Joined: 31 Dec 2010
Location: USA

PostPosted: Wed Dec 05, 2012 12:31 am    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

OrangeNero wrote:
Kane's Wrath is the unmoddable one but there are some baby steps at it.


It is moddable via Lauren's WrathEd, but only good for balancing in-game material. Putting new material there is tougher than using the C&C3 Mod SDK.

Zengar_Zombolt wrote:
I'd say a lack of assets would also be a problem to those modding. A few of us that do make SAGE stuff for public release are not enough.


There are some source codes released to the public lately, if you had read the C&C3 Mod SDK FAQs.

Dutchygamer wrote:
C&C3 modding support is even worse then I anticipated.


It is dying lately. But of course without an updated C&C3 MOD SDK FAQs, more people would be asking questions when they are stuck modding C&C3/KW/RA3.

Tore wrote:
C&C3 modding support seems to be quite decent just take a look at these mods:
http://www.moddb.com/mods/mideast-crisis-2 (Released, finished?)
http://www.moddb.com/mods/tiberian-sun-rising (Slow WIP)
http://www.moddb.com/mods/renovatio (Slow WIP)
http://www.moddb.com/mods/tiberian-dawn (On hiatus)
http://www.moddb.com/mods/tiberium-wars-advanced (Released, WIP)
http://www.moddb.com/mods/tiberium-essence (Released, WIP, hosted on PPM)
http://www.moddb.com/mods/cc-3-the-forgotten [Released, finished)


Besides these great C&C3 mods, my KW Reloaded mod seems to have caught with more content available so far.

Banshee wrote:
The answer is C&C Official forums.

PPM, Fallout Studios, C&C Labs have the most active C&C3 modding community forums, as far as I've seen. The ones from Revora, CnCMods.net and Derelict Studios are nearly abandoned.


Don't forget about the CNCNZ forums. There are C&C3 and RA3 modding sections there.

Banshee wrote:
XML is not hard at all. It's boring. And most of the boredom comes from the compiler, not from the XML file itself.


The compiler tool took time with the XMLs. The ones with the INIs are confusing but they took less time to mod without the need of a compiler tool.

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Zengar_Zombolt
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Joined: 30 Apr 2008

PostPosted: Fri Dec 07, 2012 12:43 am    Post subject: Re: This place is dead Reply with quote  Mark this post and the followings unread

zocom7 wrote:


Zengar_Zombolt wrote:
I'd say a lack of assets would also be a problem to those modding. A few of us that do make SAGE stuff for public release are not enough.


There are some source codes released to the public lately, if you had read the C&C3 Mod SDK FAQs.


True, but look at the amount of assets between RA3, TW, Gens, RA2 and TS. Look at the amount of new mods, specially noob "Add a a M1 tank" mods vs later games where the new mods dwindle the newer games get.

How active is the "Public Mod Announcements" forum here?

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