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Remodding A Mod ?
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PostPosted: Fri Dec 21, 2012 2:21 pm    Post subject:  Remodding A Mod ? Reply with quote  Mark this post and the followings unread

How do I decompile a mod and change some features for my own personal use ?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Dec 21, 2012 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Impossible

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Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Sat Dec 22, 2012 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Not impossible.

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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Sat Dec 22, 2012 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not impossible at all.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 22, 2012 5:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber/Ju-Jin: do share then if it's possible. From my experience the codes of a mod are encrypted, only the art/models/sounds are available with the BigExtractor/C&C Asset Extractor.

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Sat Dec 22, 2012 6:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no encryption at all, it's the same how WrathEd reads the KW game files, you just have to load a mod with it. Though for TW you need to define the structs for WrathEd to load it correctly as most aren't done yet.

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zocom7
Soldier


Joined: 31 Dec 2010
Location: USA

PostPosted: Thu Dec 27, 2012 11:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
There is no encryption at all, it's the same how WrathEd reads the KW game files, you just have to load a mod with it. Though for TW you need to define the structs for WrathEd to load it correctly as most aren't done yet.


You need to show us how it's done.

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Fri Dec 28, 2012 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Which do you mean? The load thing or the define?

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zocom7
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Joined: 31 Dec 2010
Location: USA

PostPosted: Fri Dec 28, 2012 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
Which do you mean? The load thing or the define?


I know how to load mods. I need to know the defines.

Has your WrathEd worked on RA3 and C&C4 yet?

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Fri Dec 28, 2012 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

It works for both, but CnC4 checks for file integrity and replaces the modified files.
I might write up a small tutorial on how to create new defines for the games when I've got the time.

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zocom7
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Joined: 31 Dec 2010
Location: USA

PostPosted: Wed Jan 02, 2013 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am currently unable to read the xml coding of the C&C3 files (including my KW Reloaded mod). All paths I have modified for WrathEd are correct. I need to read the game object xmls primarily.

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Ju-Jin
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Joined: 23 Mar 2009
Location: Germany

PostPosted: Thu Jan 03, 2013 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

What? And what paths are you talking about?

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