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Bibber

Volcano Citizen
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Posts posted by Bibber


  1. 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:

     


  2. 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

     

    cnc_assetextractor.png

     

    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.


  3. 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

     

    cnc_assetextractor.png

     

    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.


  4. 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.

     

    ra3_holdoutkeep2.png ra3_holdoutkeep1.png

     

    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.


  5. 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.

     

    ra3_yuriko1.png ra3_yuriko2.png ra3_alliedhealthtent.png


  6. 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

     

    ra3_futuretank1.jpg ra3_sovietupheaval.jpg ra3_gigafortress2.jpg

     

    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


  7. 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


  8. 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


  9. Is "Eigene Dateien" the "My Documents" folder?

    Yes.

    Sorry, thats because I have installed my SDK on a german OS. ;)

     

     

    Also, the @ before 'echo' is only necessary on the first line. It does the same for one line as the "echo off" command does for the entire .bat file, namely make sure you don't see the command repeated on the command line.
    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

  10. 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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