Tutorials
More Tutorials.
killakanz's Tutorial for C&C3 Vehicles
Hello all. To start off I'd like to thank everyone for the amazing support and feedback over the years about the original tank tutorials. Sorry I haven't written any more for such a long time, but real life kinda took over. Also this new one for C&C3 turned up a bit later than planned, but I couldn't work on figuring this stuff out while I was in Iraq!
Read more!
Last 5 discussions
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 (no animations), textures and sounds/music (no pathmusic). So, source extraction is supported for the following asset types: AudioFile, AudioFileMP3Passthrough, OnDemandTexture, Texture, 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:
[url=http://bibber.bplaced.net/index.php?action=download&id=20][b]C&C Asset Extractor[/b][/url]
Feel free to contact me if you find bugs/errors or if you just have questions.
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 (no animations), textures and sounds/music (no pathmusic). So, source extraction is supported for the following asset types: AudioFile, AudioFileMP3Passthrough, OnDemandTexture, Texture, 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:
[url=http://bibber.bplaced.net/index.php?action=download&id=20][b]C&C Asset Extractor[/b][/url]
Feel free to contact me if you find bugs/errors or if you just have questions.
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.
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.
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'.
