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ThunderX86

Volcano Citizen
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Posts posted by ThunderX86


  1. I really do care about it! I hate to just replace graphics, I want to be able to change the layout and put some new animations in my UI. UI editing is very important and big part of total conversions, so we really need some tools.

    I only think most people are too lazy to post their opinion about it.. :/

     

    I'd help you with the tools if I would be able to, but right now, I don't know how to do flash and can't code C#/C++... :/


  2. uh... it IS just for assigning fxlaser.tga to "fxlaser" material name.

    Lasercode is specified in unit xmls. Look at the xml code of the Nod Avatar, Beamcannon, Obelisc, GDI Predatortank (Railgun = Laser) and so on...

    Just search for LaserDraw Tags.

     

    Also take a look at the Avatars and Obeliscs Weapontemplate in GlobalData\Weapon.xml

     

    Oh, here's the xml code for fxlaser.xml:

    <?xml version="1.0" encoding="UTF-8"?>
    <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
        <Texture id="fxalienlaser" File="fxalienlaser.dds"/>
    </AssetDeclaration>


  3. After changing the main menu music, I wanted to replace the LoadScreen music, but it won't work.

     

    In the MiscAudio.xml the entry for the LS music seems to be SaveFileLoadMusic="TEMP_RAM_Music360_LoadScreen" (I used worldbuilder to check the music, it's the one played while loading a map). The TEMP_RAM_Music360_LoadScreen looks like this:

     

        <MusicTrack id="TEMP_RAM_Music360_LoadScreen" inheritFrom="MusicTrack:BaseMusicTrack"
            Volume = "50"
            Control="FADE_ON_KILL" >
            <VolumeSliderMultiplier Slider="NONE" Multiplier="1.0" /> <!-- This is a fake to prevent the volume sample from being quieted by the movie playing on the main menu -->
            <Filename>CNC3_LoadScreen_RAM</Filename>
        </MusicTrack>

     

    This entry points to CNC3_LoadScreen_RAM, which is located in AUDIO:audioassets.xml. I can't look at the XML of this audio file, since was not delivered with one of the extra SDK packages. But there is this code in MiscAudio.xml:

     

    <!-- =================================== LOAD SCREEN MUSIC =================================== -->
    <!-- Two very important things about load screen music: 
    1) The multisound must not be marked "LOOP" 
    2) The Music Tracks should be set as "RAM" tracks, not streaming. See TM_CNC3_AC_ANY_02_v2_10-12-06_RAM for how to do this.
    One not-so important thing:
    3) It should probably be set as "FADE_ON_KILL" not "ALLOW_KILL_MID_FILE" to avoid cutting out -->
    
    <!-- ================== TEMPORARY 360 LOAD SCREEN MUSIC LOADED INTO RAM NON STREAMING =================================== -->
    <!-- 
    AudioAssets.xml has addition _RAM entry that makes this music track load into RAM:      
    <AudioFile id="TM_CNC3_AC_ANY_02_v2_10-12-06_RAM" File="AUDIO:tracks\tm_cnc3_ac_any_02_v2_10-12-06.wav" 
    PCCompression="EALAYER3" IsStreamedOnPC="false" 
    XenonCompression="XMA" IsStreamedOnXenon="false" />
    -->

     

    Looking at this code I will have to use some wav file for my new LoadScreen music. I created a new 48KHz wav file with the new music I want to use, and copied it into my Audio folder (I also tried Audio/tracks). This is the code I used:

     

    <AudioFile id="DAW_LS_RAM" File="AUDIO:LoadScreen.wav" 
                PCCompression="NONE" IsStreamedOnPC="false" 
                XenonCompression="XMA" IsStreamedOnXenon="false"
                />
            <MusicTrack id="TEMP_RAM_MusicDAW_LoadScreen" inheritFrom="MusicTrack:BaseMusicTrack"
                Volume = "50"
                Control="FADE_ON_KILL" >
                <VolumeSliderMultiplier Slider="NONE" Multiplier="1.0" /> <!-- This is a fake to prevent the volume sample from being quieted by the movie playing on the main menu -->
                <Filename>DAW_LS_RAM</Filename>
            </MusicTrack>

     

    I also changed SaveFileLoadMusic="TEMP_RAM_Music360_LoadScreen" to SaveFileLoadMusic="TEMP_RAM_MusicDAW_LoadScreen".

    I compiled my mod, got no errors but I still can't hear my new LoadScreen sound. I also tryed to use an audioasset.xml (located in AUDIO:audioasset.xml like the original one) but the result was the same.

     

    I also got no errors in my log files.

     

    I tryed the same with the original IDs (TEMP_RAM_Music360_LoadScreen and CNC3_LoadScreen_RAM), same result.

     

    Am I the first trying this, or did anyone manage to change the LoadScreen music to a custom audio file?


  4. Thx for the tools!

    I'm really looking forward to an APT editor.. modding the UI is an important part of a total conversion.

     

    I may produce a tool to handle and manage *.BIG files similar to XCC Mixer or Final BIG but properly supporting C&C3. However, there is already OS Big Editor that can do this so I may not make my own tool.

     

    Please write your own .big manager! Afaik, OS Big Editor was from the same author as the PMM, so I don't think we'll get updates, and the version we have isn't working well... ( some things like memory errors or so.. ). It can't even handle that much bimr-sets inside the big files, and it can't extract xmls. Now that we have the xsd files, we got all valid parameters for the xmls, don't we? We seriously need a big manager which can extract the original data, and I don't think we'll get official tools for that. :/


  5. Should be possible, but you have to set the starting points for each player like in every other multiplayer/skirmish map (so you have to start with a construction yard).

     

    If you don't want the players to start with a construction yards, you can destroy them with scripts, but be sure to place another building on the outside of the map border, or you'll lose instantly.

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