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jonwil

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About jonwil

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  1. I have just uploaded a new version of my "SDK Extras" C&C3/RA3/C&C4 tools available at www.cncmods.net Changes in the new version: binview will now extract AudioFile assets containing EALayer3 audio (BIG thankyou to Ben Moench for figuring out the inner secrets of this format). It will now handle uncompressed audio, EA XAS ADPCM audio and EALayer3 audio (in the 3 known variants). It handles both streamed and non-streamed data. StreamGetCdataSize has been fixed to work for files stored locally on disk (as opposed to just files stored in a .big file) Also, everything has been updated to use Visual C++ 2010. Please let me know what you think. And if you find an AudioFile asset that my tools cant handle (crash, error, incorrect output etc) please let me know so I can fix the bug. Next on my list is to figure out the format of .mus files. .mus files are created by a tool we dont have and used as input to the SDK asset compiler as part of a PathMusicTrack asset. (a compiled PathMusicTrack asset is essentially the contents of the .mus file stored in the .cdata file for the asset) They contain EALayer3 compressed audio plus other unknown data. Figuring out the format will allow people to replace music in RA3 (once someone writes an EALayer3 encoder that is which is not as simple as it sounds) Also, if you didnt already see it, the previous version added C&C4 support and can read textures and audio from C&C4.
  2. I have just uploaded a new version of my "SDK Extras" C&C3/RA3/C&C4 tools available at www.cncmods.net Changes in the new version: binview will now extract AudioFile assets containing EALayer3 audio (BIG thankyou to Ben Moench for figuring out the inner secrets of this format). It will now handle uncompressed audio, EA XAS ADPCM audio and EALayer3 audio (in the 3 known variants). It handles both streamed and non-streamed data. StreamGetCdataSize has been fixed to work for files stored locally on disk (as opposed to just files stored in a .big file) Also, everything has been updated to use Visual C++ 2010. Please let me know what you think. And if you find an AudioFile asset that my tools cant handle (crash, error, incorrect output etc) please let me know so I can fix the bug. Next on my list is to figure out the format of .mus files. .mus files are created by a tool we dont have and used as input to the SDK asset compiler as part of a PathMusicTrack asset. (a compiled PathMusicTrack asset is essentially the contents of the .mus file stored in the .cdata file for the asset) They contain EALayer3 compressed audio plus other unknown data. Figuring out the format will allow people to replace music in RA3 (once someone writes an EALayer3 encoder that is which is not as simple as it sounds) Also, if you didnt already see it, the previous version added C&C4 support and can read textures and audio from C&C4.
  3. Go to www.cncmods.net and download a new version of my C&C3/ra3 tools. There are new tools to extract and reuse art and audio from Uprising. Note that the tutorial below assumes your SDK is in c:\RA3 MOD SDK and your mod is in c:\RA3 MOD SDK\mods\samplemod To use: 1.Extract the contents of the englishaudio.big, staticstream.big and wbdata.big files from Uprising with bigextract.exe 2.Go to your mods folder and create an assets folder (so e.g. C:\RA3 MOD SDK\mods\samplemod\data\assets) 3.Open wbdata.manifest or static.manifest in artdump.exe 4.Pick the GameObject you wish to extract (e.g. SovietDesolatorInfantry or AlliedFutureTank) and select "save art" and save the art to the asset folder you made in step 2. Repeat this for any other objects 5.Open audio.manifest in audiodump.exe 6.Pick the audio you want to dump and select "save audio" and save the audio to the asset folder you made in step 2. Repeat this for any other audio. 7.Create your mod and reference the assets you dumped. See the text files created in the assets folder for details of the assets that were dumped. 8.Run the "build mod, build low lod and build medium lod" steps. Also run the "civilian asset fix up" steps if needed. 9.Open a command prompt. Go to the folder containing assetmerge.exe. Type assetmerge "C:\RA3 MOD SDK\builtmods\mods\samplemod\data\mod" "C:\RA3 MOD SDK\mods\samplemod\data\assets" (replace the paths as appropriate for your mod and SDK paths). Repeat this for mod_l and mod_m (so e.g. replace the first path with C:\RA3 MOD SDK\builtmods\mods\samplemod\data\mod_l or C:\RA3 MOD SDK\builtmods\mods\samplemod\data\mod_m). This step will merge the assets you extracted with your compiled mod. 10.Run the remaining steps of the mod builder (copy str, build big, copy big, make skudef) 11.Test your mod. It should work and you should see the new art/audio. When rebuilding your mod, only steps 7,8,9,10,11 have to be run again. If someone wants to expand the defaultscript.cs file to support the assetmerge.exe steps, that would be great. If anyone has any bugs to report or other issues, let me know and I will fix them. Please provide any feedback also, anything you can say about this (good or bad) is appreciated. And do post pictures if you use it to extract art and put it into your mod :) EDIT: You also need to make sure that the shaders in the urshaders folder end up in the shaders\compiled folder in your mods big file as these are new shaders in Uprising and need to be included. (I dont have a list as to just which models use which shaders)
  4. I have now managed to get the "civilian asset reuse" tools (the ones that do the same as buildmodcivasset.bat from C&C3) to work. I compiled the samplemod and applied this and it worked. Download the new pack from the download page on www.cncmods.net Post if you have any problems with this new version.
  5. I released a download on my downloads page at www.cncmods.net titled Files for compiling mods in RA3 that use civilian assets, has anyone been able to get this to work? Has anyone tried? I tried it on the sample mod and the game crashed when I loaded (but if I didn't apply the civilian art reuse tool, it worked just fine)
  6. I have released (on the download page of www.cncmods.net) a zip containing all the unit portraits and other PackedTextureImages from RA3 and Uprising (well Uprising). Also included is an XML containing all the XML for both the <Texture> assets and the <PackedTextureAsset> assets. Hopefully this will be usefull to modders.
  7. I have released a new version of my tools at www.cncmods.net. Only changes are to support the new special ActionScript byte code EA_PUSHREGISTER (value B9) in eaf2swf.exe and in aptdump.exe and to correct a small issue with the format of .bin/.relo/.imp data in RA3/Uprising
  8. On my downloads page at www.cncmods.net, there is some hacked UI files that port across the UI from Uprising giving you 4 rows of build items per structure (i.e. 3 across by 4 down instead of 3 by 3 as in vanilla RA3) Hopefully these files will help out modders. Oh and boy did it take a while to get the math right for some things (especially the yellow border around the edge)
  9. For those wanting to add new 3d models to RA3, EA have released the 3DS Max shaders you need here: http://forums.commandandconquer.com/jforum...list/13120.page
  10. On my site cncmods.net, I have posted some RA3 related things. Firstly, there is a set of dummy art files similar to the one I made for C&C3. This makes it easier to see real errors about missing art without seeing all the errors about art that does exist in the game but does not exist in the SDK. Secondly, I have added links to the RA3 SDK and files. I have also updated my tools. The main change is that a number of obsolete tools have been removed. apt2xml, aptdump, eaf2swf and xml2apt have been tested and works with all RA3 UI files. aptextract has been removed since its obsolete audioextract has been removed, use binview to extract sound effects bigextract and binview work just fine with C&C3 and RA3 including Kane's Wrath and Uprising and all patches mapextract has been removed, use bigextract to extract map files minimapgen and towgen only work with C&C3, they dont work with RA3. I am looking into the relavent UI files of RA3 to see if similar programs for RA3 single player missions would be of benefit. modproject and xmledit have been removed, they were never very user friendly or useful. texturexml works with all known versions of the C&C3 SDK as well as the RA3 SDK. w3xdecompiler has been removed as it never really worked right and is incompatible with RA3. Better ways of reusing existing compiled art (including possibly ways to rename the art and change the names of textures or other things it points at) are being worked on. The final thing I added was some stuff that will allow you to get the same functionality as buildmodcivasset.bat from the C&C3 SDK but in RA3. Download the file. Then, put AssetResolver.exe in RA3 MOD SDK\tools. Put worldbuilder.manifest in RA3 MOD SDK\builtmods\sagexml. Replace defaultscript.cs with the new one. 3 new options will appear to run the asset resolver tool on normal, medium LOD and low LOD. Select these boxes if you are re-using civilian art. Then it will work just like buildmodcivasset.bat did for C&C3. The AssetResolver.exe file is the one from the C&C3 SDK with a change to point at the right location for RA3 (sagexml vs cnc3xml). The worldbuilder.manifest comes from the SDK worldbuilder version. The defaultscript.cs file is the one from the RA3 SDK with changes by me. I am currently looking into map compiling and making stuff to handle that as well as support for viewing 3D models in binview
  11. New in this version is support for Uprising in binview.exe (you can extract sounds and textures now just like with RA3 and TW and KW) and a small bug fix to apt2xml.exe to correctly convert & to & in the XML output. I havent tested it with RA3 1.08 since I cant seem to get RA3 to reinstall on this machine (the installer starts for a few seconds, displays nothing on the screen and then closes without ever doing anything) but unless EA changed the data formats, there is no reason it shouldn't work with 1.08
  12. Firstly, to let everyone know, my site at www.cncmods.net is back up. Sorry for the downtime, the motherboard on the server it was hosted on died. Secondly, I have uploaded a new version of my tools to the site. You can now extract audio. (the list displayed will also show w3dcontainers as well as textures and audio but you can ignore those for now as I havent written the w3x rendering code yet) How to use it to extract audio: 1.Open a .big file in my bigextract program as follows: (english version, other languages may have other .big files that contain audio) Tiberium Wars Core\1.0\GlobalStream.big Core\1.5\Patch5.big EnglishAudio\1.0\EnglishAudio.big EnglishAudio\1.5\Patch5.big Kane's Wrath Core\1.0\GlobalStream.big Core\1.1\Patch1.big EnglishAudio\1.0\EnglishAudio.big EnglishAudio\1.1\Patch1.big Red Alert 3 Data\English.big 2.Create a folder somewhere 3.Use the "extract all" option and extract the desired .big file to the folder you created 4.Open the .manfest file you just extracted as follows: (again, this may differ if you extract from another language version of the game) Tiberium Wars data\global_common.manifest data\global_common_5.manifest data\global_english.manifest data\global_english_5.manifest Kane's Wrath data\global_common.manifest data\global_common_1.manifest data\global_english.manifest data\global_english_1.manifest Red Alert 3 data\audio.manifest 5.You should see a list which will show a bunch of items labeled "AudioFile" 6.Select one and press "file-save". If it does nothing, the audio file is in a format we cannot yet decode (i.e. music). If it displays a save-as dialog box, puck a location to save and it will save a .wav file 7.Repeat step 6 for more audio files until you get all the files you want. I have tested this and can confirm it works for all the manifest files listed above (from KW, TW and RA3) for a random selection of sound effects picked from the games (it definatly works for audio from the new RA3) Should anyone find a sound effect that makes it crash or that doesn't extract properly, please let me know and I will fix it as soon as possible. I am doing my best to find out how the EALayer3 codec (used for the music) works so that I can add support for it into my tool.
  13. Firstly, to let everyone know, my site at www.cncmods.net is back up. Sorry for the downtime, the motherboard on the server it was hosted on died. Secondly, I have uploaded a new version of my tools to the site. You can now extract audio. (the list displayed will also show w3dcontainers as well as textures and audio but you can ignore those for now as I havent written the w3x rendering code yet) How to use it to extract audio: 1.Open a .big file in my bigextract program as follows: (english version, other languages may have other .big files that contain audio) Tiberium Wars Core\1.0\GlobalStream.big Core\1.5\Patch5.big EnglishAudio\1.0\EnglishAudio.big EnglishAudio\1.5\Patch5.big Kane's Wrath Core\1.0\GlobalStream.big Core\1.1\Patch1.big EnglishAudio\1.0\EnglishAudio.big EnglishAudio\1.1\Patch1.big Red Alert 3 Data\English.big 2.Create a folder somewhere 3.Use the "extract all" option and extract the desired .big file to the folder you created 4.Open the .manfest file you just extracted as follows: (again, this may differ if you extract from another language version of the game) Tiberium Wars data\global_common.manifest data\global_common_5.manifest data\global_english.manifest data\global_english_5.manifest Kane's Wrath data\global_common.manifest data\global_common_1.manifest data\global_english.manifest data\global_english_1.manifest Red Alert 3 data\audio.manifest 5.You should see a list which will show a bunch of items labeled "AudioFile" 6.Select one and press "file-save". If it does nothing, the audio file is in a format we cannot yet decode (i.e. music). If it displays a save-as dialog box, puck a location to save and it will save a .wav file 7.Repeat step 6 for more audio files until you get all the files you want. I have tested this and can confirm it works for all the manifest files listed above (from KW, TW and RA3) for a random selection of sound effects picked from the games (it definatly works for audio from the new RA3) Should anyone find a sound effect that makes it crash or that doesn't extract properly, please let me know and I will fix it as soon as possible. I am doing my best to find out how the EALayer3 codec (used for the music) works so that I can add support for it into my tool.
  14. A new version of the tools has been uploaded at the same URL. The texture save now saves as dds. Also, I redid the code to use less memory on big files, it now handles worldbuilder.manifest from RA3 just fine on my machine.
  15. A new version of the tools has been uploaded at the same URL. The texture save now saves as dds. Also, I redid the code to use less memory on big files, it now handles worldbuilder.manifest from RA3 just fine on my machine.
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