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jonwil

Wb Features That Reference External Files

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The following WorldBuilder features read external files: (at least these are the ones I can find)

The "Select Macro Texture" menu item looks for <C&C3 folder>\Data\Art\TS\TS*.tga. The maps included with the game only ever use TSCloudMed.tga and TSNoiseUrb.tga but others may be valid

 

The "Select Cloud Texture" menu item looks for <C&C3 folder>\Data\Art\*_cloud.tga. The maps included with the game only ever use CM_RedzoneA_cloud.tga, CM1_cloud.tga, CM13_cloud.tga, CM4_cloud.tga and CM5a_cloud.tga but others may be valid. Interestingly the game also uses TSCloudMed.tga on some maps even though it doesn't fit the pattern and isn't picked up by the way WorldBuilder looks for textures for this feature.

 

The "Select Environment Map" menu item opens a dialog looking for <C&C3 folder>\..\Data\Art\EV\EVDefault.dds (the only file the game ever uses for any maps)

 

The "Lookup Table" Post Effect opens a dialog looking for <C&C3 folder>\..\Data\Art\*_vol.tga (with default_vol.tga being the default even though it doesn't exist in the game files). The maps included with the game only ever use BleachByPass_vol.tga, DCWashington_vol.tga and DCWashington2_vol.tga but others may be valid.

 

The "Light Rays" Post Effect opens a dialog looking for <C&C3 folder>\..\Data\Art\CM\*.tga (with CM1_cloud.tga is the default). The game only ever uses CM_redzonea_lightrays.tga for any maps but others may be valid.

 

On the "Lake/Ocean options" dialog box under "FX shaders", the worldbuilder opens a dialog asking for a *.w3x file. The maps included with the game only ever use CNC3_OceanA.w3x, CNC3_BayA.w3x, and CNC3_CalmA.w3x although others may be valid.

Under "Depth Colors" on that dialog, the maps included with the game all reference LUTDepthTint.tga (the default option in the dialog) which doesn't exist in the game files although other files may be valid for this.

 

On the "River Options" dialog box under "River Texture" the worldbuilder opens a dialog asking for a *.tga file. The maps included with the game use FXBlueZoneRefDiff.tga, FXRiverA_Diffuse.tga, FXRiverB_Diffuse.tga, twtiberiummistalphaedge01.tga and twwater01.tga (that last one doesn't exist in the game files) although other files may be valid for this.

 

For "Normal Map" the worldbuilder opens a dialog asking for a *.tga file. The maps included with the game use FXBlueZoneRefNrm.tga, FXRiverA_Nrm.tga twtiberiummistnoise01.tga, twalphaedge.tga and noise0000.tga (the last two doesn't exist in the game files) although other files may be valid for this.

 

For "Normal Map" the worldbuilder opens a dialog asking for a *.tga file. The maps included with the game use FXBlueZoneRefNrm.tga, FXRiverA_Nrm.tga twtiberiummistnoise01.tga, twalphaedge.tga and noise0000.tga (the last two doesn't exist in the game files) although other files may be valid for this.

 

For "Noise Texture" the worldbuilder opens a dialog asking for a *.tga file. The maps included with the game use FXBlueZoneRefDiff.tga, twtiberiummistalphaedge01.tga twalphaedge.tga and noise0000.tga (the last two doesn't exist in the game files) although other files may be valid for this.

 

For "Sparkle Texture" the worldbuilder opens a dialog asking for a *.tga file. The maps included with the game use twtiberiummistsparkle01.tga and WaterSurfaceBubbles.tga (the last one doesn't exist in the game files) although other files may be valid for this.

 

By "maps included with the game" I mean the 3 preorder maps, the SP maps, the MP maps and the Kane maps. (i.e. all the maps made by EA)

 

The map editor also references (in some places) library maps under <C&C3 folder>\Libraries. The game includes (and uses in some places such as the SP maps) lib_end_mission (scripts to handle ending a SP mission with win and loose logos and music for each side), lib_object_lists (scripts to provide a list of all objects for each team e.g. one for "GDI Vehicles") and lib_sp_customization (a script to disable certain special powers in SP such as the radar jam missile)

 

Possible questions for EA regarding this:

1.Would it be possible for EA to publish the W3X files (CNC3_OceanA.w3x, CNC3_BayA.w3x, CNC3_CalmA.w3x and any others that are valid) to go with the "Enable FX Shaders" checkbox on the Lake/Ocean options dialog box?

2.Would it be possible for EA to document the valid textures for the "Enable Depth Colors" checkbox on the Lake/Ocean options dialog box and to publish the LUTDepthTint.tga file if it is the correct texture to use? (as the texture does not exist in the game data files)

3.Would it be possible for EA to document the valid textures for the "River Texture", "Normal Map", "Noise Texture" and "Sparkle Texture" buttons on the River Options dialog box and to publish the textures like noise0000.tga that are referenced by this feature but which do not exist in the game data files? (assuming the textures exist and are valid for this feature)

4.Would it be possible for EA to document the valid textures for the "Select Macro Texture", "Select Cloud Texture" and "Select Environment Map" menu options?

5.Would it be possible for EA to document the valid textures for the "Light Rays" and "Lookup Table" post effects

and 6.Would it be possible for EA to publish the Volume Map .tga files for the "Lookup Table" post effect (since as far as I know you can't convert from a Volume Map DDS file to a Volume Map TGA file and get a correct output file)

 

All of the other tga files can be extracted and converted from DDS to TGA just fine so EA wouldn't need to provide those

 

Anyone with more info feel free to chime in here :)

Edited by jonwil

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Hi,

 

just from where and how do you extract the dss files. I tried to get something from the Art.big with OS BIG but that would only give me the game's ground textures.

 

Unfortunately WB does not get fooled by simply creating empty tga-dummies with the correct file name under <CnC3>\Data\Art

 

Any help would be appreciated.

Thanks!

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