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Using Mod buildStudio
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Fri Sep 14, 2012 10:44 pm    Post subject:  Using Mod buildStudio Reply with quote  Mark this post and the followings unread

I have just started using the Mod buildStudio edited by Bibber because I am interested in it's format.

I apparently have a lot to learn.

I have tried to do a test, editing the EVA.ini.

I added an xml defining the single sound clip & defining the test EVA event ( in "MOD SDK\Mods\MyMod\data\AdditionalMaps\
The buildstudio correctly finds the sound file and new EVA event.
However once I go to test the mod, there is no change.

I had put the modified EVA.ini into "MOD SDK\Mods\MyMod\data\Misc\Data\INI".
I also tried "MOD SDK\Mods\MyMod\data\INI", no difference.

What am I doing wrong?

Also what kind of file special file structure should I know about?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Sep 15, 2012 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

The mapmeta data stream was separately built in the original C&C3 tutorial for getting new eva sounds to work as from normal mod stream they don't get accessed from. this was prior to mod studio time...

Applies to C&C3 but RA3 I do not know.


tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\additionalmaps\mapmetadata_*.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /ls:true /gui:false /UsePrecompiled:true /vf:true


Note the " mapmetadata_*.xml " This is the name of the xml file you use to define the sounds with.

The xml file itself just uses the same format as any other audio file defines and it doesn't need to be listed in the mod.xml

Make sure the path is correct, the "additionalmaps" folder is created inside the root data folder where all your other xmls go.

Compiling the new eva events/voices in your usual mod stream is venture that do not work in C&C3 and need to build separate mapmetastream to get it working and the eva ini should follow the folder structure of original thus its location is crucial since it doesn't get turned to data stream...

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Sep 15, 2012 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks!

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Sat Sep 15, 2012 11:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

The eva.ini has to be in "Mods\[ModName]\Misc\Data\ini".

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sun Sep 16, 2012 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
The eva.ini has to be in "Mods\[ModName]\Misc\Data\ini".

Thanks for the reply.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon Sep 17, 2012 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
The mapmeta data stream was separately built in the original C&C3 tutorial for getting new eva sounds to work as from normal mod stream they don't get accessed from. this was prior to mod studio time...

"original C&C3 tutorial"? wat?
That it's possible to abuse the additionalmaps/mapmetadata streams was found by chance #Tongue

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Sep 18, 2012 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, bad choice of wording there(?) as frankly I could not recall where the original tutorial for this trick was presently, in no way was I claiming EA provided tutorial for that.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Wed Sep 19, 2012 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

The original tutorial was posted by me in the old official cnc forums after looking through the executable for about 6 hours of intense research on how to solve the problem xD

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