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Everything posted by Bibber
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It is mostly done! Lauren decided to release a preliminary version of WrathEd to compile maps. It's features are a bit limited but still very useful (especially to improve loading times and lag on custom maps). There are however three downsides: - As Kane's Wrath doesn't support a map stream for custom maps directly you have to do some additional work (a tutorial is in the link below) - You have to have all terrain textures converted to dds (also in the link below) - Maps get pretty big as dds compression isn't implemented yet so it saves the terrain texture atlas as A8R8G8B8. (resulting in ~30MB per map) ModDB Profile Download Tutorial See "WrathEd/Games/Kane's Wrath" folder for available assets. Mission maps are now fully possible in KW. I made a small video demonstrating mission objectives and weather effects:
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It is time! ModDB searches the Mod Of The Year 2010! It would be very nice if you vote for RA3: Upheaval, too. :)
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After weeks of work and a lot frustration about non-functioning code the work on Red Alert 3: Upheaval has been finished now. All eleven buildable Uprising units are now available in Red Alert 3 and work as close as possible to the way they did in Uprising. Also the AI uses the new units! An overview of all contained units is here: Allies - Cryo Legionnaire - Future Tank X-1 - Harbinger Gunship - Pacifier FAV Japan - Archer Maiden - Giga-Fortress - Steel Ronin Soviet - Desolator - Grinder - Mortar Cycle - Reaper You can get the download source code and some other pictures of the mod on its ModDB profile. Keep in mind that you need my Red Alert 3 Mod SDK Extra Files to be able to compile the source code. Also it would be nice if you credit me when using assets or code pieces of the source code. I don't guarantee that this mod is free of bugs because there is much Uprising code not working in Red Alert 3. If you find one, please report to me. Anyway, I hope you enjoy and have a lot of fun. Happy modding Bibber
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Hey there, well, here is a new version of my C&C Asset Extractor. You can extract asset files for use with the "Merge assets" option in my SDK extra files and you can extract sources like models, textures and sounds/music. So, source extraction is supported for the following asset types: AudioFile, AudioFileMP3Passthrough, OnDemandTexture, PathMusicTrack, Texture, W3DAnimation, W3DCollisionBox, W3DContainer, W3DHierarchy, W3DMesh. Supported games are: Tiberium Wars, Kanes Wrath, Red Alert 3, Red Alert 3 Uprising, Tiberian Twilight You can download the program here: C&C Asset Extractor Feel free to contact me if you find bugs/errors or if you just have questions.
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Hey there, well, here is a new version of my C&C Asset Extractor. You can extract asset files for use with the "Merge assets" option in my SDK extra files and you can extract sources like models, textures and sounds/music. So, source extraction is supported for the following asset types: AudioFile, AudioFileMP3Passthrough, OnDemandTexture, PathMusicTrack, Texture, W3DAnimation, W3DCollisionBox, W3DContainer, W3DHierarchy, W3DMesh. Supported games are: Tiberium Wars, Kanes Wrath, Red Alert 3, Red Alert 3 Uprising, Tiberian Twilight You can download the program here: C&C Asset Extractor Feel free to contact me if you find bugs/errors or if you just have questions.
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Since I see the mod as "finished" I had the plan to make a language pack for the people out there in Germany. So, here it is. In order to make the language pack working I had to change some things on the manifest file of the mod. That's why it is version 1.10. There are no ingame changes compared to version 1.09.
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Texture replacements and Apt editing with jonwils tools. ;)
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I decided to release the Beta 0.12 from December 2009 to the public. Game modes for now are Deathmatch and Team Deathmatch. The other ones will be implemented when I have time. Visit the ModDB profile of the mod and get the beta version here or alternatively here. Would be nice if you give some feedback on the existing game modes. Also read the article "Before you start".
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With some complications I managed to get the Uprising maps working in Red Alert 3. This update comes up with 41 new maps including the 13 bonus maps of Red Alert 3 and the 28 remaining Uprising maps. A full list of all maps is available here. Also I fixed a bug that Giles, Naomi and Zhana didn't build war factories and another one that the Allied health tent was invisible after loading a savegame.
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Could you please increase the cookie lifetime to 1 year? Only 7 days is really annoying.
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@ IconOfEvi: I'm not that fat. :P And I never said that I'm cooler than you, but I guess you are the man here, right? LOL @ Count von Phoib: Thank you. ;)
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Version 1.05 is live now and just brings some graphical improvements some users requested. No bugs were reported since version 1.04. I didn't replace Yuriko's effects with the ones from Uprising. I added them to the existing original ones and I think it looks quite nice. Also the Allied Health Tent effect from Uprising has been added. But the major change is that I reduced the download size of the compiled mod from 187 MB to 118 MB by using XAS compression for the wav audio files. Maybe the next step is adding the Uprising skirmish maps. I will take a look at it.
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Dude, I have a real life that doesn't always allow me to visit the forum within the given time. So I ask YOU: What do you think is the checkbox "Remember me" for, heh? Please tell me. ... 7 days != remembering
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No need to discuss with you because you don't understand the point.
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And? What does it have to do with the topic? If I were here everyday I wouldn't have the problem. But a "Remember me" option should really remember me.
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Fix For Missing Terrain Textures In Mod Sdk Worldbuilder V3
Bibber replied to Bibber's topic in Red Alert 3 Editing
As I already told you I use OS Big Editor 0.58 and there I can choose between both formats. I used BIGF because compressed in a zip file it is smaller than BIG4. ;) -
Fix For Missing Terrain Textures In Mod Sdk Worldbuilder V3
Bibber posted a topic in Red Alert 3 Editing
The Mod SDK Worldbuilder v3 is not able to load the terrain textures from Uprising provided with patch 1.11. You can get these extra files here which can be loaded with the Worldbuilder: http://bib.bi.funpic.de/index.php?action=download&id=8 This package contains the missing terrain textures from Red Alert 3 Uprising. Greetings Bibber -
Fix For Missing Terrain Textures In Mod Sdk Worldbuilder V3
Bibber replied to Bibber's topic in Red Alert 3 Editing
It is a normal BIGF file (without RefPack compression) as used in Generals or BFME. You can choose between BIG4 and BIGF with OS Big Editor 0.58. -
You can get my updated dummy files for the Mod SDK v3 here: http://bib.bi.funpic.de/index.php?site=downloads&id=7 This pack contains: asset resolver to be able to use assets of the worldbuilder stream batch file to be able to compile maps dummy files to prevent a modification from crashing when changing the graphic settings dummy files to prevent errors about missing art files of the main game while compiling modified worldbuilder.manifest to prevent warnings about unknown assets of the worldbuilder stream while compiling; add the following line to your map.xml or mod.xml: <Include type="reference" source="DATA:worldbuilder.xml" /> Keep in mind that they are not compatible with the old Mod SDK v2! Greetings Bibber
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Figuring Out The Font Name Used In The Main Menu!.. Or If It's Even Possible.
Bibber replied to IcySon55's topic in Red Alert 3 Editing
Why don't you just replace the ttf file? -
Yep, sad that they didn't fix it until today. Anyway, here is my small fix for it: http://bib.bi.funpic.de/index.php?site=downloads&id=7 Greetings Bibber
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C&c3 Mod Sdk - Manifest Fix / Mod Crash Fix
Bibber replied to Bibber's topic in Command & Conquer 3 editing
hey guys, batch is not the topic here. :P :D -
Problem: Most of you know that C&C3 crashes when you run a mod and switch the graphic options from low to high (or from high to low). This is because of wrong paths to the referenced files (global.xml and static.xml) in the manifest files of your mod. Solution: You move all the content from your "CnC3Xml" folder to your Mod SDK installation directory and the global.manifest and static.manifest to the "BuiltMods\CnC3Xml" folder before you compile your mod. But this makes your Mod SDK installation directory very confusing. Alternative: C&C3 Mod SDK - Manifest Fix You can download a small fix to run from your BuildMod.bat directly before launching the MakeBig.exe. This must be done with every manifest file that has a reference to the global.xml or static.xml i.e. mod.manifest and mod_L.manifest. Already compiled mods can be fixed, too. Just extract the appropriate manifest files from the big files of the mod, repair them with the tool and put them back to the big file. Extended BuildMod.bat: @echo off @echo Mod Name: %1 @echo Building Mod Data... tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /ls:true /gui:false /UsePrecompiled:true /vf:true @echo Building Low LOD... tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /ls:true /gui:false /UsePrecompiled:true /vf:true /bcn:LowLOD /bps:"%cd%\BuiltMods\mods\%1\data\mod.manifest" @echo Copying str file if it exists... IF EXIST "%cd%\Mods\%1\data\mod.str" copy "%cd%\Mods\%1\data\mod.str" "%cd%\BuiltMods\mods\%1\data" @echo Copying Shaders... IF NOT EXIST "%cd%\BuiltMods\mods\%1\Shaders" md "%cd%\BuiltMods\mods\%1\Shaders" copy "%cd%\Shaders\*.fx" "%cd%\BuiltMods\mods\%1\Shaders" del "%cd%\Builtmods\mods\%1\data\mod_l.version" @echo Fixing manifest... tools\FixManifest.exe "%cd%\BuiltMods\mods\%1\data\mod.manifest" "%cd%\BuiltMods\mods\%1\data\mod_L.manifest" @echo Creating Mod Big File... tools\MakeBig.exe -f "%cd%\BuiltMods\mods\%1" -x:*.asset -o:"%cd%\BuiltMods\mods\%1.big" @echo Copying built mod... IF NOT EXIST "D:\Bibber\Eigene Dateien\Command & Conquer 3 Tiberium Wars\mods" md "D:\Bibber\Eigene Dateien\Command & Conquer 3 Tiberium Wars\mods IF NOT EXIST "D:\Bibber\Eigene Dateien\Command & Conquer 3 Tiberium Wars\mods\%1" md "D:\Bibber\Eigene Dateien\Command & Conquer 3 Tiberium Wars\mods\%1 copy "builtmods\mods\%1.big" "D:\Bibber\Eigene Dateien\Command & Conquer 3 Tiberium Wars\mods\%1" EDIT: Alternative 2: For those who don't want to change something on the bat files, I have some dummy files which just have to be extracted to your Mod SDK installation directory: C&C3 Mod SDK - Mod Crash Fix
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C&c3 Mod Sdk - Manifest Fix / Mod Crash Fix
Bibber replied to Bibber's topic in Command & Conquer 3 editing
Yes. Sorry, thats because I have installed my SDK on a german OS. ;) Sure, but it is just copied the original BuildMod.bat extended with the 2 lines for fixing the manifest. And the original file uses always @echo. So I did it in my new line, too. :P -
The project has been cancelled. Visit www.ra-revolution.com for more information.