RA3 Mod SDK FAQs
Note: The first seven questions are based from a modder (credits to Celestial for the info) from another gaming forum because the very first seven questions are informative and important. Some answers have been modified specifically for Red Alert 3.
Note 2: Some of the answers to those questions lead to an old official C&C forum that no longer exists and may require updating from other users that can lead to other links or informative answers. Some Gamefront links need to be updated since they have a file download restriction. Any download links inactive for 60 days with no one downloading will be automatically deleted. They need to be uploaded somewhere else such as Moddb or Strategy Informer so they can’t be deleted even though no one is downloading it for a long period of time.
1. What is a mod?
The word “mod” stands for modification. It’s a shorthand term which refers to people who change the basic game mechanics into something of their own creation (Although this only really applies to custom skins or other art). Mods are usually a combination of user created art (Skins, icons, and menu items) and modifications of the game statistics, and of course making total new units, with their own specifications.
2. Why do people make mods?
There are different reasons why people can make a mod, sometimes it’s because the creator wants to add realism or just change statistics that he/she thinks should be changed to balance the game. Often the goal is to make it more historical, but even this is a personal taste.
3. What can be changed in a mod and what can’t?
Red Alert 3 can be edited practically in almost anything, except for some hardcoded key parts of the game.
4. How can I see whether a mod is loaded when I start the game?
In some mods the main menu Graphical User Interface (or GUI) is changed or with custom art, or sounds. You can also check in the multiplayer list if you can join all games. Of course when you launch a skirmish game or single-player campaign you can see the actual gameplay changes. If nothing is changed in-game you have to go back to your mod folder and see what you did wrong or did not include.
5. Can I play online ranked multiplayer games when a mod is loaded?
When you load a mod, it will prevent the user from playing in ranked online multiplayer games unless another user has the exact same version of the mod loaded.
6. When I install a mod, can I still play Red Alert 3?
Yes, a mod will not affect your main Red Alert 3 files, so it will not prevent you from playing normal RA3 games. In C&C Generals and older C&C games, it is possible that mods can affect the original files and they can affect the entire game(s).
7. Can I install and/or load multiple mods at the same time?
Yes, mods will usually not be in conflict with each other if you install multiples of mods at the same time, unless the mod folder has the same name, or when SKUDEF and BIG files are in conflict with each other. Two or more mods cannot be loaded simultaneously due to the different variables of the mods being changed in most cases.
8. What do I need to run a RA3 Mod SDK and how to use it?
The RA3 Mod SDK works on RA3 patch 1.10 and above versions. All you need are:
RA3 Mod SDK v3: http://na.llnet.cnc3...RA3ModSDKv3.exe
Bibber's RA3 extra files (comes with Uprising content): http://bibber.bplace...n=download&id=7
MS DotNet Framework 2.0: http://www.microsoft...1d-10e506da9d0f
Visual C++ 2005 SP1: http://www.microsoft...&displaylang=en
1) When using Bibber's buildmod executable:
--Make sure your mod.str is in the "mods\your mod name\misc\data" directory.
--For sound files, path directory is "mods\your mod name\audio\sounds"
--For music files, path is "mods\your mod name\audio\music" (does not work on RA3 yet due to encoding restrictions)
--For AptUI files, path directory is "mods\your mod name\Data\AptUI"
--For art/texture asset files, path directory is "mods\your mod name\assets".
--For art/texture files with W3X, DDS and/or TGA files, path directory is "mods\your mod name\art\your custom unit or structure" For portrait images and other textures, path is "mods\your mod name\art\images".
--For custom videos, path is "mods\your mod name\misc\data\Videos" (applies to all recent C&C games)
--For map files, path directory is "mods\your mod name\misc\data\maps" (applies to all recent C&C games)
--For INI files, path directory is "mods\your mod name\misc\data\INI" (does not apply to RA3)
2) If you are using Bibber's C&C Asset Extractor, files will be extracted as ASSET format unless when specified to extract as source files such as W3dMesh, W3dCollisionBox, W3dContainer, W3dHierarchy, W3dAnimation, TGA/DDS textures and WAV sounds.
9. Where do I get the RA3 Uprising Mod SDK?
The RA3 Uprising Mod SDK contains only the xmls, xsds, some map files and object assets released by JonWil through Apoc. These files are for Uprising and if only we have a real Uprising mod sdk executable to modify and enable mods for Uprising, this would have been possible in some way. Not all Uprising files will work under the RA3 Mod SDK due to some specific codes and assets not used in RA3. See question #8 for the Bibber's RA3 extra files since it comes with the Uprising Mod SDK content.
10. Can I modify RA3 Uprising with the RA3 Uprising Mod SDK?
Absolutely not as the RA3 Uprising Mod SDK release is only for the RA3 Mod SDK.
11. Can I integrate some C&C3 materials into RA3? Can I integrate some RA3 materials into C&C3?
Since the coding between C&C3 and RA3 are different, art assets won't be much of an issue. If you are an advanced modder and you do know where to code the parameters and edit the unit assets between C&C3 and RA3, you could do it. The only C&C3 unit with complete source codes and art assets into RA3 is the Annihilator Tripod released by Lauren.
12. Which versions of 3D Studio Max work under the RA3 Mod SDK?
Only 3D Studio Max versions 7 and 9 are compatible to work under the RA3 Mod SDK. 3D Studio Max versions 8, 10 and above are incompatible and unsupported since EA does not upgrade their 3DSMax software due to reasons we cannot explain. The same goes to animated max files, models, textures and shaders.
13. Where can I find some RA3 tutorials?
There aren't a lot for RA3, but C&C3 had some of them. Here are some of the RA3 tutorials that I had found:
W3X Viewer tutorial: www.youtube.com/watch?v=0LmIf66IIQA
Moddb tutorials to get started:
A basic tutorial(s) on how to edit UI here:
Max Scripts and tutorials: http://www.cnclabs.c...pse-models.aspx
14. Where can I see some examples of art for RA3?
Here are the download links:
15. Where can I get full and/or modified unit source codes?
Here are some of them:
-- TheWorms version of the ChronoTank: http://www.moddb.com...ogy-source-code
-- Lauren's (aka Asuka and Ju-Jin) version of the Tripod from C&C3: http://thundermods.n...tion=view&id=78
-- Lauren's version of the Mumakil (with death animations): http://thundermods.n...kil/Mumakil.rar
-- Overmind's version of the Mumakil: http://www.moddb.com...mod-source-code
-- GoS_Ultima version of the Mumakil: They used to be there but now all of his links are gone. See this thread for details:
--TheWorms modified Harbinger Gunship: http://www.moddb.com...inger-model-fix
--AcidCrash modified Assault Destroyer: http://forums.comman...list/12799.page
--AcidCrash modified Tesla Tank:
--Davoplayer's Davoalert source code: includes Desolator, Battle Fortress, Chrono Legionnaire, Mammoth Tank, Steel Ronin, Black Eagle, Harbinger Gunship, Desolator Bomber, Transport Helicopter:
http://www.davoonlin...Alertplanes.rar (no longer exists)
http://www.davoonlin...ertOriginal.rar (no longer exists)
-- Ursa Major (modified by me): http://www.strategyi.../mod/37723.html
-- Chief Scientist (modified by me): http://www.strategyi.../mod/37724.html
-- RA3 Paradox source code (Achelles version): http://www.moddb.com...-30-source-code
-- TWF Imperial Air Force: http://www.moddb.com...i-modsource-100
-- TWF Model Pack: http://www.moddb.com...-twf-model-pack
-- TWF C&C3 unit pack: http://www.moddb.com...ermods-art-pack
-- OmegaCam: http://www.moddb.com...for-red-alert-3
-- Tank Pack: http://www.moddb.com...s/zbi-tank-pack
-- Commie Lobster: http://www.moddb.com...cut-asset-gspcl
-- Allied Airfield: http://www.moddb.com...allied-airfield
-- Tesla Tank: http://www.moddb.com...tank-sourcecode
-- 4-row UI: http://www.moddb.com...s/4-row-headbar
16. Where can I see examples of build icons, unit portraits and other such art?
Download: http://www.cncmods.n...ackedimages.zip to see all the build icons, unit portraits and other packed textures from RA3 and Uprising.
17. Where do I get the UI files from the game?
18. How do I add UI to my mod?
You need to put the UI folder into the "data\aptui" folder inside your mod. The Mod Build Studio will do the rest (including creating the "babproj" file with the correct data in it)
19. How can I get the 4-rows-per-build-page UI from Uprising into RA3?
Download: http://www.cncmods.net/files/aptui.zip, and get that UI built for RA3. Just put the modified AptUI folder into your mod's folder. You don't need to mention any xml files of the AptUI in the file 'mod.xml'. The mod will overwrite the old AptUI with the modified one automatically when compiling the mod. If you want to get a 2-row or 5-row or more per build page UI, see question 49.
20. Is it possible to edit UI screens and add/subtract unit abilities and support powers?
As Jonwil had said before, some of the codes from C&C3 are not available in RA3. Unfortunately any one is restricted to a limitation of (no more or less than) 3 x 5 of the grid in special powers and only one unit ability per each unit. Support powers are changeable but you cannot add or subtract the number of support powers being used within the game. Otherwise, doing that will make your mod to get compiling errors and/or incidentally crash the game.
21. How do you edit the Main Menu UI screen?
As what Bibber said about this: You can download the UI Screens Source Pack from EA. The files you can edit are the textures and Apt files of "fe_shared_mainMenuLib" folder. For the Apt you can use JonWil's tools Apt2Xml and Xml2Apt. But this is not needed if you just want to replace textures.
22. How can I add Shogun Executioner, Emperor King Oni and Tesla Tank into the game even though they are seen only in SP campaign?
You need to set parameter code(s) in each unit, particularly for the CommandSet, LogicCommand and LogicCommandSet. You also need to set a price and build time for the unit as well. Before compiling, just be sure to use the latest version of Bibber's extra RA3 Mod SDK files.
23. How do you edit some units immune to the Magnetic Satellite support power?
The code "NOT_ATTRACTED_BY_MAGNETS" is a KindOf function that applies to any unit(s) in RA3 which will make it immune as long as this code is applied to the given unit.
24. How do you add new factions?
See this thread: http://forums.comman...list/12988.page for details on that.
25. How do I add starting units?
Bibber has written a sample code on this: http://forums.comman...831.page#212394
For editing the starting units in skirmish mode, all you need is to edit PlayerTemplates.xml.
26. How do you create collapse models and put them into RA3?
See the article: http://www.cnclabs.c...pse-models.aspx
27. I am running a foreign language version of windows and the Mod SDK won't install, what can I do?
Go here: http://forums.comman...list/13555.page, and download a zip file of the SDK. The only things the installer does other than copying files is to add an uninstall entry to add/remove programs and to add a start menu option
28. My mod browser is crashing/not working, how do I fix it?
You need to delete the “LastReplay.RA3Replay” file, sometimes this can get corrupted (especially if the game crashes in the middle of a game)
29. How can I create separate low-detail or medium-detail models for my mod?
You create art that is the same as the normal art but low-detail. The objects (meshes, skeletons, bones, animations etc) have the same name as the normal art. The only difference is that you append _l to the end of the filename. So if the normal art is test.w3x, the low-detail art is test_l.w3x. The SDK will then take care of the rest and compile your low-detail art correctly. For the medium-detail objects use _m.
30. Can I add custom music into the mod?
Yes, but only through maps (and not the menus). Zero has created a way any one can put custom music in-game under the WAV format instead of MP3 format. See this thread for details: http://www.commandan...-music-tutorial
You can add music with the tags AudioFileMP3Passthrough and MP3MusicTrack as samples, but remember that Music Palettes don't work anymore. You can just play those tracks via script in the WorldBuilder (deactivate dynamic pathmusic then). Changing the dynamic pathmusic isn't possible either. Because MP3 pathmusic is encoded, EA created the music in a format and compression that no one is able to replicate so no one has done a music encoder (as a third party plugin) that can work into the mod as of now.
31. How do I extract files from the .big files of RA3/Uprising?
JonWil's program called "bigextract.exe" can extract any BIG files from C&C3, KW and RA3. You can get that through his C&C3 Tools from www.cncmods.net. XCC Mixer, FinalBig and some other BIG programs won't work for RA3 or Uprising. OS BIG Editor also opens them all and it provides a nice and simple interface. Get that at: http://www.ppmsite.c...osbigeditorinfo
32. How do I open 'bin', 'imp', 'manifest', 'relo' and 'cdata' files after extracted from the OS BIG editor or Jonwil's Big Extractor?
A tool called "binviewer" from Jonwil's tools can only view and save texture files or audio files. It cannot view anything else. There's another program called BinOpener that can open 'manifest' files as long as there is a bin file supporting it but as for now, it does not work on RA3/Uprising at this time unless an update is issued. You can extract almost anything from the BinOpener. Cdata files are considered encrypted music and sound files. There is no program that can convert from CDATA into WAV or MP3 files.
33. How do you disable the EA Logo clip when I load RA3 and/or Uprising?
Fortunately there's no mod that can disable the EA logo. However, you can disable this by renaming a movie file:
1. Go to directory: "your drive name\Program Files\Electronic Arts\Red Alert 3\Data\Movies"
2. Rename "RA3_EA_logo.vp6" into "RA3_EA_logo.vp6.bak"
3. You're set to go. Notice after loading RA3, it skips the movie, shows the intro splash screen and goes to the main menu.
You can also use RA3 skirmish video remover (by Bibber) to disable and re-enable skirmish videos of co-commanders in-game.
34. How do I edit the XSD files?
Although it may look like certain things in the XSD files are editable, you should not edit them. As a general rule, the game will NOT work correctly if you edit the XSD files. The XSD files are run through a tool (that seems to be named xsd2cpp based on what I see in the comments) and compiled into the game and SDK compiler. If anyone knows of any XSD edits that are 100% known to work with NO problems, feel free to add them here.
35. How do I add new terrain?
Firstly, you need to make a copy of terrain.xml. Change the id="TerrainAssetStore" to something else and edit as appropriate. Then you compile your mod with this new terrain.xml file. You also need to make sure your terrain TGAs end up in “mods\your mod name\art\terrain” in your BIG file.
36. How do I enable shroud in RA3?
To enable RA3 shroud ingame to work, open and edit MultiplayerSettings.xml and change the "UseShroud" command line from False to True. Also add and edit the following settings in W3DDeviceSettings.xml:
<W3DDeviceSettings id="Settings_W3DDevice" DefaultShroudStatus="SHROUDED" ShroudAlpha="0" FogAlpha="128" ClearAlpha="255"> <ShroudColor R="0.0" G="0.0" B="0.0"/> <TreeFadeObjectFilter Rule="ANY" Include="INFANTRY CAVALRY" Exclude="HARVESTER IGNORED_IN_GUI" /> </W3DDeviceSettings>
Also Bibber wrote this just for explanation and finish this step: Global data (additionalmaps\mapmetadata_mod.xml) is just needed for things that don't take effect when adding to mod.xml e.g. MPGameRules or when changing the original audio events for EVA. So, create a file “RA3 Mod SDK\Mods\[YourMod]\Data\AdditionalMaps\
MapMetaData_WhateverYouWant.xml”; containing the W3DDeviceSettings and if you use my extra files, chose the option “Build global data” in the Mod Studio. Do not include the file into the Mod.xml. You have to replace it, not merge it. Don't forget to copy over you entries for copying scripts and terrain.
37. Can I put custom maps into my mod?
Yes, but you have to extract all the files from your mod first using JonWil's BigExtract or OS Big Editor. Then you have to use either FinalBIG or OS Big Editor to remake the BIG file by dragging all the extracted files and the custom maps into the program. Save the BIG file (name of your mod choice) as uncompressed. It works for C&C3 and KW, but I do not know if it really works in RA3 and Uprising. For custom maps involving custom music, you need to use BuildMap.bat to get the custom music files in your custom maps first before doing this.
38. Is it possible to make infantry squads and making more than one unit built at the same time?
Yes, it has been done but they wind up with errors, making some units unresponsive to move. Two modders, Davoplayer and R3ven (aka Huhnu), had once experimented this. Having squads on the battlefield can wind up being buggy since the front runner unit can fire properly and can garrison himself into a civilian structure while the other units in the same squad stand outside and guard (they cannot be selected). Having multiple units of the same unit type being built at the same time winds up having the front runner unit to move and attack correctly while the second (and so on) unit of the same type cannot move and attack properly.
One thread about infantry squads is discussed there: http://forums.comman...list/28861.page
...and the part where you can built a unit that came out two or more at a time (Mecha Tengu as an example) can be downloaded through DavoPlayer's mod source pack, DavoAlert: http://www.davoonlin...ertOriginal.rar (no longer exists)
39. I cannot compile a mod using the Uprising xmls and it gives me warnings and errors. What should I do?
Regarding the Uprising source code xmls/xsds and asset files available to the public, some xmls, defines, assets and base objects that do not work or are missing will not work for the RA3 Mod SDK. RA3 does not have the special coding and defines that had been used in Uprising, so there's nothing much we can do.
40. Is there a guarantee that the remaining of the RA3 Uprising unit art packs be released so we can modify/edit them and put into the mod?
No, not a chance. EA wouldn't want to do that because otherwise, it wouldn't be fair to the modding community that they can release all of the source assets from Uprising. As of now, Bibber's the one who has done all eleven RA3 Uprising units using extracted and re-used art assets. Unfortunately as of now, Bibber’s no longer releasing the completed and working Uprising unit source codes via the RA3 Upheaval mod.
41. When I extract the UI files, what UI should I edit based on what I am looking for?
Here is a list of all the UI files included with the UI download and what part of the UI they are for and for the ones that said”no idea” meaning no one has defined that UI name yet:
A01_Global_Briefing briefing for allied mission 1
A01_Objective_Briefing objective briefing for allied mission 1
A02_Global_Briefing briefing for allied mission 2
A02_Objective_Briefing objective briefing for allied mission 2
A03_Global_Briefing briefing for allied mission 3
A03_Objective_Briefing objective briefing for allied mission 3
A04_Global_Briefing briefing for allied mission 4
A04_Objective_Briefing objective briefing for allied mission 4
A05_Global_Briefing briefing for allied mission 5
A05_Objective_Briefing objective briefing for allied mission 5
A06_Global_Briefing briefing for allied mission 6
A06_Objective_Briefing objective briefing for allied mission 6
A07_Global_Briefing briefing for allied mission 7
A07_Objective_Briefing objective briefing for allied mission 7
A08_Global_Briefing briefing for allied mission 8
A08_Objective_Briefing objective briefing for allied mission 8
A09_Global_Briefing briefing for allied mission 9
A09_Objective_Briefing objective briefing for allied mission 9
blockTextComponent no idea
careerStatsComponent related to stats
chapterSelectComponent chapter selection dialog
chatComponent in game chat parts
fe_components no idea
fe_m_assets profile dialog
fe_m_assetsgamesetup stuff for game setup (i.e. initial map settings etc)
fe_m_generalscreencomponents no idea
fe_missionbriefingassets shared assets for mission briefings
fe_objectivebriefingassets shared assets for mission objective briefing assets
fe_onlinecomponents online stuff like player info (name, wins, losses, rank etc)
fe_sharedmainmenulib main menu background pieces including kirov, statue of liberty, bombs, searchlights etc
feg_m_background no idea
feg_m_comlink comlink on the main menu (star icon, gamespy logo etc)
feg_m_contextmenu no idea
feg_m_credits credits dialog
feg_m_disconnect disconnect dialog
feg_m_filmarchivetheater movie viewer dialog
feg_m_main main menu
feg_m_mainmenu main menu
feg_m_mainmenu3d more main menu
feg_m_messagebox message box
feg_m_newloadcontinue new game/load game/continue dialog
feg_m_optionssettings options dialog
feg_m_profilemanager profile manager
feg_m_profilestats profile stats
feg_m_recruitchooser recruit chooser
fem_m_automatchsearch auto match search
fem_m_automatchsetup auto match setup
fem_m_battlecast battlecast dialog
fem_m_coopstaging co-op staging dialog
fem_m_gamesignup game signup
fem_m_langamesetup lan game setup
fem_m_lanlobby lan lobby
fem_m_load load dialog
fem_m_onlinemultiplayer online multiplayer
fem_m_postgameroundup post-game roundup dialog
fes_m_chapterselect chapter select
fes_m_factionmenu faction select menu
fes_m_missionbriefing main mission briefing dialog
fes_m_objectivesbriefing main objectives briefing dialog
fes_m_postgameroundup post-game roundup dialog for missions
fes_m_singleplayermenu single player menu
fes_m_skirmishgamesetup skirmish game setup
globalclasses global classes used by everything
helpbox the info box that shows stuff about units etc
hudtickerpanel no idea
hudvoicechatcontrolpanel voice chat controls
ig_aitargetindicator ai target indicator
ig_drawableoverlaystage no idea
ig_hud shared HUD stuff
ig_infobox no idea
ig_libhud shared HUD stuff
ig_missionmap objective dialog overlays
ig_missionmaphotspotlayer objective dialog overlays
ig_radarbridgelayer radar overlays
ig_radarcoopaitargetlayer radar overlays
ig_radarobjectiveslayer radar overlays
igm_gadgetflashstage no idea
igm_pausemenu pause menu
igm_playertechstoredialog dialog for selection of player special powers
igm_replaycontrolpanel replay control panel
igm_shellroot shell root
igm_unitintrodialog unit profile dialog
ingamechat leftover from Tiberium Wars
ingamecheckbox leftover from Tiberium Wars
J01_Global_Briefing briefing for japanese mission 1
J01_Objective_Briefing objective briefing for japanese mission 1
J02_Global_Briefing briefing for japanese mission 2
J02_Objective_Briefing objective briefing for japanese mission 2
J03_Global_Briefing briefing for japanese mission 3
J03_Objective_Briefing objective briefing for japanese mission 3
J04_Global_Briefing briefing for japanese mission 4
J04_Objective_Briefing objective briefing for japanese mission 4
J05_Global_Briefing briefing for japanese mission 5
J05_Objective_Briefing objective briefing for japanese mission 5
J06_Global_Briefing briefing for japanese mission 6
J06_Objective_Briefing objective briefing for japanese mission 6
J07_Global_Briefing briefing for japanese mission 7
J07_Objective_Briefing objective briefing for japanese mission 7
J08_Global_Briefing briefing for japanese mission 8
J08_Objective_Briefing objective briefing for japanese mission 8
J09_Global_Briefing briefing for japanese mission 9
J09_Objective_Briefing objective briefing for japanese mission 9
libprogressbar leftover from Tiberium Wars
loadscreen leftover from Tiberium Wars
loadscreencampaign leftover from Tiberium Wars
loadscreenimage leftover from Tiberium Wars
main_mouse no idea
mouse_chapterselectcomponent chapter select stuff
notificationpopup no idea
popupfactionlogo leftover from Tiberium Wars
S01_Global_Briefing briefing for soviet mission 1
S01_Objective_Briefing objective briefing for soviet mission 1
S02_Global_Briefing briefing for soviet mission 2
S02_Objective_Briefing objective briefing for soviet mission 2
S03_Global_Briefing briefing for soviet mission 3
S03_Objective_Briefing objective briefing for soviet mission 3
S04_Global_Briefing briefing for soviet mission 4
S04_Objective_Briefing objective briefing for soviet mission 4
S05_Global_Briefing briefing for soviet mission 5
S05_Objective_Briefing objective briefing for soviet mission 5
S06_Global_Briefing briefing for soviet mission 6
S06_Objective_Briefing objective briefing for soviet mission 6
S07_Global_Briefing briefing for soviet mission 7
S07_Objective_Briefing objective briefing for soviet mission 7
S08_Global_Briefing briefing for soviet mission 8
S08_Objective_Briefing objective briefing for soviet mission 8
S09_Global_Briefing briefing for soviet mission 9
S09_Objective_Briefing objective briefing for soviet mission 9
samplemissionbriefing no idea
sampleobjectivebriefing no idea
skins no idea
standardcommandbutton standard in-game command button
std_mouseaccordianbutton main menu slide-out button
std_mousebutton push button
std_mousedrowndownmenu dropdown combo box
std_mouseradiobutton radio button
std_mousescrollbar scroll bar
std_mousescrollinglistbox list box
std_mousetextinputfield text input
tacticalendgamedialog end game dialog (with vicory/defeat images)
tacticalhud main HUD
tacticalhudbeaconstage stuff for timebomb
tacticalhudbuildqueuepage build queue pages
tacticalhudcommandlistbox command list box used for build queue pages and for selection pages
tacticalhudcommandmodebar commands like sell, repair etc
tacitcalhudcoopaiorderpanel co-op ai order buttons
tacticalhudenergymeter power meter
tacticalhudexperiencepanel panel showing your special power points
tacticalhudmaincommandbar main command bar and tabs (for selecting infantry/vehicles/structures/etc build queue pages)
tacticalhudobjectiveindicatorstage leftover from Tiberium Wars I think
tacticalhudobservercontrolpanel observer control panel
tacticalhudtelestratorcontrolpanel telestrator control panel
tacticalmissionhotspotpopup popup for when you can order the AI to do specific things
tacticalmpbeacondialog multiplayer beacon dialog
tacticalobjectiveicon objective icons
tacticalobjectiveindicatorpopup no idea
tacticalobjectiveintropopup leftover from Tiberium Wars
tacticalplayerpowercommandbutton player power command button
tacticalplayerstatusdialog leftover from Tiberium Wars
tacticalquickchatdialog no idea
tacticaltextchatdialog in-game chat dialog
testcafeui no clue
verticalscrollbar leftover from Tiberium Wars
yesnodialog yes/no select dialog
42. What command line options does BinaryAssetBuilder.exe accept?
It accepts the following:
/AlwaysTouchCache Touch files in build cache even when not copied
/BasePatchStream Base stream upon which to do a patch
/BuildCache Enable build cache
/BuildCacheDirectory Directory used for caching assets on the network
/BuildConfigurationName Name of build configuration to use
/CompressedSessionCache Generate compressed session cache
/CustomPostFix If specified, appends this postfix to the configuration-defined stream postfix. Useful for versioning.
/DataRoot Directory used as a root for all stream XML files
/DefaultArtPaths Default search paths for ART: path alias
/DefaultAudioPaths Default search paths for AUDIO: path alias
/DefaultDataPaths Default search paths for DATA: path alias
/ErrorLevel Error level for reporting
/ForceSlowCleanup Forces the slow asset and cdata cleanup
/FreezeSessionCache Prevents updating the session cache (used for debugging
/GuiMode Creates a new window for text output
/IntermediateOutputDirectory Directory for intermediate files
/LinkedStreams Enables linked streams
/MetricsReporting Enables metrics reporting
/MonitorPaths Additional paths which should be monitored for changes in persistent mode
/OldOutputFormat Uses the old asset output format with three separate files
/OutputAssetReport Specifies whether to compile an asset report
/OutputDirectory Output directory for generated data
/OutputIntermediateXml Generates intermediate XML files for testing purposes
/PartialSessionCache Save session cache on aborted build
/Pauseonerror Pause after build is complete if errors occurred
/Resident If true, BAB runs as a background process to greatly reduce load/shutdown times
/SchemaPath Schema describing the XML file processed
/SessionCache Enable session cache
/SessionCacheDirectory Directory used for storing the session cache
/SingleFile Enable single file mode
/StableSort Sort assets in a manner that is stable, but slower
/StreamHints If true, the stream hints saved in the session cache will be used to only build the streams that have dirty assets in them.
/TargetPlatform Target platform for generated data
/TraceLevel Trace level for used for output
/UsePrecompliled If true, referenced streams will not be compiled if their .manifest output is available
/VersionFiles If true, generates a .version file for each stream containing the stream suffix used
43. Which shaders have changed in RA3 Uprising?
The following shaders are new to Uprising:
The following shaders have changed in Uprising: (none of the changes seem to affect models in any way, all objects I can find that have any of these shaders attached to them are identical in both RA3 and Uprising)
44. What are the new define names used in RA3 Uprising?
The following defines are used in Uprising:
...and more to come
45. What are the Attribute Modifier defines used in RA3?
These contains increase or decrease of the following define names to given unit(s) and structure(s): HEALTH_MULT, DAMAGE_MULT, RATE_OF_FIRE, SUPPRESSABILITY, EXPERIENCE, RANGE, VISION, SPEED, ARMOR, SHROUD_CLEARING, CRUSHER_LEVEL, INVULNERABLE, RESIST_EMP, RECHARGE_TIME, AREA_OF_EFFECT, PRODUCTION_COST, POWER_BOOST, BROADCAST_RANGE, SPECIAL_ABILTY_RANGE, COLLISION_GEOMETRY_SIZE_MULT, PRODUCTION.
46. Why can't I find certain buildings and units?
This part is so hectic that EA has made most units and buildings with substituted names such as anti-infantry infantry, anti-vehicle vehicle, anti-air vehicle, anti-naval ship, tech structure, superweapon, etc. Most certain buildings and units were renamed at some point in the development cycle and the XML files have different names, as follows:
AlliedBaseDefense --> Multigunner Turret
AlliedBaseDefenseAdvanced --> Spectrum Tower
AlliedOutpost --> Command Post
AlliedTechStructure --> Defense Bureau
AlliedSuperWeapon --> Chronosphere
AlliedSuperWeaponAdvanced --> Proton Collider
JapanBaseDefense --> DefenderXV
JapanBaseDefenseAdvanced --> Waveforce Tower
JapanTechStructure --> Defense Bureau
JapanSuperWeapon --> Nanoswarm Hive
JapanSuperWeaponAdvanced --> Psyonic Decimator
SovietBaseDefense --> Sentry Gun
SovietBaseDefenseAdvanced --> Tesla Coil
SovietOutpost --> Command Post
SovietTechStructure --> Tech Center
SovietSuperWeapon --> Iron Curtain
SovietSuperWeaponAdvanced --> Vacuum Imploder
JapanEmperorMecha --> Greater King Oni
JapanMechaKing --> Shogun Executioner
AlliedArtilleryVehicle --> Pacifier FAV
AlliedFutureTank --> Future Tank X-1
AlliedGunshipAircraft --> Harbinger Gunship
AlliedLegionnaireInfantry --> Cyro Legionnaire
JapanArcherInfantry --> Archer Maiden
JapanFortressShip --> Giga-Fortress
JapanSentinelVehicle --> Steel Ronin
SovietDesolatorInfantry --> Desolator Trooper
SovietHeavyWalkerVehicle --> Reaper
SovietChiefEngineer --> Chief Scientist
SovietLargeScoutInfantry --> Ursa Major (aka Giant War Bear)
47. Is it now possible to extract all art, textures, sounds and music for RA3 and Uprising?
Yes, all by using Bibber's C&C Asset Extractor tool (now includes PathMusic extraction). Download at: http://bibber.bplace...=download&id=20
There are still some technical issues extracting some animations and meshes. The extraction of art files may be slow, but that's the way it goes. All sound effects, voice taunts and music audio are all extracted and saved in uncompressed wav format.
48. Can I fix assets that are Worldbuilder compatible?
Back then, we can fix assets that are not WB compatible when compiling a mod. If you are missing assets and you need to fix them (such as the modification changes of base Ore Nodes, Ore Miners and Oil Derricks), right now you can. Thanks to Bibber who re-modified the Asset Resolver, you can download Bibber's extra RA3 Mod SDK files (see question 8). The RA3 Mod SDK must be updated to the latest version in order to work.
49. How do I change the grid size for the build tabs in RA3?
From what JonWil had answered (from the cncmods.net forums): This follows on from my APT editing tutorial and assumes you know all the stuff in that. To change the size of the build tabs in RA3, edit the TacticalHUDCommandListBox. Follow the APT editing tutorial to see how to do that. What you want to do when editing the XML is look for the line:
<byte action="162" val="26" /> then the line <byte action="181" val="3" /> then the line <noarg action="29" /> The 3 is the number of columns
Then find this line
<byte action="162" val="42" /> then the line <byte action="181" val="3" /> then the line <noarg action="29" /> The 3 in this case is the number of rows.
After you edit these, rebuild the UI as per the APT editing tutorial.
I have confirmed that if you change the number of columns from 3 to 4, it does work and you do get 4 columns (with the last column being partially off-screen for obvious reasons). Also, I confirmed that if you edit the number of rows from 3 to 2, you can’t see or build the items in row 3 (say, the Allied Defense Bureau).
50. How do I create/edit a unit or structure?
In the RA3 Mod SDK, you are given unit and structure templates to get started. Try looking at other game object xmls referring to units as examples. Some selected RA3 mods have xml source codes available with custom units and structures. I cannot give away something big as an example since this part requires large detailed information.
51. How do I create/edit a support power, unit ability or upgrade?
-- For support powers, every one of them needs a SpecialPowerTemplate, PlayerPowerManager in PlayerSpellBook.xml, PlayerPowerButtonTemplateStore in PlayerPowerTemplates.xml (which contains TargetedPowerButton, MultipleTargetsTargetedPowerButton or PowerButton), UnitAbilityButtonTemplateStore in UnitAbilityButtonTemplates.xml (which contains TargetedSpecialPowerButton, PlayerUpgradeButton, SpecialPowerButton, ObjectUpgradeButton, EvacuateButton, BuildWallButton, SingleStateUnitAbility and StanceButton). UnitAbilityButtonTemplates.xml also accepts upgrades and unit abilities coding. Support powers have two ways to be enabled, one through applying in the support powers window when you have enough experience points and the other can be enabled immediately after a structure is built.
-- For unit abilities, every one of them needs a SpecialPowerTemplate (if applicable), UpgradeTemplate (if applicable) and UnitAbilityButtonTemplateStore. However you cannot add more than one unit ability per unit, except in C&C3 where any unit can have up to four abilities.
-- For upgrades, every one of them needs a UpgradeTemplate and AttributeModifier (only used for the increase/decrease of the unit's abilities). There aren't much upgrades in RA3 and like the one unit ability to almost every unit, every structure only has one empty slot for an upgrade such as the packed Allied Command Outpost.
52. Where are the INI files that I want to edit for RA3 and Uprising?
Unlike CNC3 and KW, there are no INI files to be found in RA3's Misc.big as well as the other same Misc.big in RA3 Uprising. All coding files compiled into those BIG files are xmls, XSDS and STR formats. Therefore you cannot integrate INI files from C&C Generals and Zero Hour into RA3 or the RA3 Mod SDK since the game engine uses xml, XSD and script content.
53. Can I integrate C&C Generals and Zero Hour content into RA3?
The answer to this is a mighty no since RA3 does not use INI formats. DavoPlayer did experiment something in a test mod with getting some Generals and Zero Hour content in the RA3 Mod SDK and compiled them without getting any errors. From his test mod source codes he gave away, what I do know is that he was able to compile an Allied air unit with W3D animations along with DDS files and worked in-game. There have been works on converting some W3D files into W3X format but then you have to edit the models via 3DSMax.
54. Can I integrate C&C3 and KW content into RA3?
Yes, but you need to adjust the coding compatible for the RA3 Mod SDK.
55. How do I make infantry attack from inside a transport?
Use this coding instead for any infantry unit (thanks to Slye_Fox for the coding):
<OpenContain id="ModuleTag_HordeGarrison" ContainMax="5" EnterSound="VehicleEnter" ExitSound="VehicleExit" AllowEnemiesInside="false" AllowAlliesInside="true" AllowNeutralInside="false" AllowOwnPlayerInsideOverride="true" ShowPips="false" ObjectStatusOfContained="CAN_ATTACK"> <PassengerFilter Rule="ANY" Include="INFANTRY"> </PassengerFilter> <DieMuxData DeathTypes="ALL" /> <PassengerData BonePrefix="BoneGarrison"> <Filter Rule="NONE" Include="INFANTRY" /> </PassengerData> </OpenContain>
56. I want to create a patch for the mod instead of redoing the whole thing. How can I do it?
Thanks to Bibber who posted this in a thread:
Well, it is difficult to explain. You need to use a different way to compile a patch. Create a new mod folder for the patch v1.01 with a new mod.xml containing only your changes and the default references to static, global and audio. Also include the mod.xml (type=“all”) of v1.0. Now copy the mod.manifest of v1.0 to Mod SDK\BuiltMods folder. Then you have to run the binary asset builder additionally with the parameter /bps:”BuiltMods\mod.manifest”. Then create the low and medium LOD files and append _1.01 to all the new compiled files of v1.01 (e.g. mod_1.01.manifest, mod_1.01.bin, mod_m_1.01.manifest etc.). Create a file mod.version with the following content: _1.01
Put that v1.01 files into your big file and you are done. Your skudef files were already correct. Note that you also can patch a patch with the same technique. As I said it is hard to explain.
This is the main SkuDef:
mod-game 1.12 add-big Paradox_1.0.big
This is the patch Skudef:
mod-game 1.12 add-big Paradox_1.01.big add-config Paradox_1.0.SkuDef
RA3 WorldBuilder FAQs
1. Where do I get the RA3 WorldBuilder?
Latest version download: http://na.llnet.cnc3...ldBuilderV2.exe
2. Where do I get the RA3 Mod SDK WorldBuilder?
This RA3 Mod SDK WorldBuilder is required along with the original RA3 WorldBuilder. Latest version download: http://na.llnet.cnc3..._ModSDKv112.exe
3. How can I use my mod with the SDK WorldBuilder?
If you want to use a mod into the SDK WorldBuilder, you need to compile and build your mod first and then do the following: Add your BIG file to the RA3 WorldBuilder CFG file. Remember, your mod needs to be tested first in RA3 if it works before attempting to put your mod into the WorldBuilder. Because of bugs/limitations in WorldBuilder and the SDK, if you have used the civilian asset fix on your mod, it will fail. Thanks to Tsumetai, we have some info on damage textures: The RGB channels of the Damaged texture multiplies themselves to the RBG channels of the diffuse map, and the A channel of the Damaged texture adds itself to the A channel of the diffuse map. The catch is that the damaged map has to be mapped on UVW mapping channel #2. This plus the sample art (and its MAX files) should provide all the needed info to make it work.
4. How do I set the WorldBuilder cloud texture, macro texture, lookup table postfx texture, ocean model, depth tint, etc?
Download either one of these links and unzip it into your RA3 data folder:
Then WorldBuilder will be able to find the art. With regards to the shaders in RA3 and the specular maps, this was what EA_Apoc had said: The green channel of the spec map is not used in RA3. It used to be that red was specular strength and green environment map strength, but we consolidated the specular lighting to be purely done through an environment map, so now we only need one of the two numbers for both.
5. Where can I find RA3 WorldBuilder tutorials?
For how to get started:
Part 1: www.youtu.be/t6aTzWciXT4, Part 2: www.youtu.be/SIgX_EI8i1s
Part 1: www.youtu.be/3fiEvjLZQCo, Part 2: www.youtu.be/3Ln-IGiHOl0
For making the first map:
Part 1: www.youtu.be/hON08992dhQ; Part 2: www.youtu.be/rfGd93dZclM
For making the scripts: http://www.youtube.c...h?v=N63AhXeoaOg
For custom mapping: http://www.youtube.c...h?v=768-wiJQzVc
Tutorials credited by JeepRubi
From Nothing To Something; Your First Map: http://www.cncworld....ts/introduction
Creating Cliffs: http://www.cncworld....3maptuts/cliffs
Water Tools: http://www.cncworld....a3maptuts/water
Tutorials by FRISH
The main tutorial links contain the following:
Part 1 goes into how to set up a map and demonstrates the use of each tool.
Part 2 continues demonstrating the tool list and explains how to make a mini-map.
Part 1: http://www.youtube.c...h?v=iepck9Fg_10
Part 2: http://www.youtube.c...h?v=QuGL0EAlSKI
Part 3: http://www.youtube.c...h?v=TRcQ-ZjQEec
Old Tutorial Pt 1: http://www.youtube.c...h?v=99VvsE7hYDE
Old Tutorial Pt 2: http://www.youtube.c...h?v=SX3f4ZboXeQ
As what FRISH already added:
Note in map.str this is the text inside it since its not clear on the vid:
"Welcome to my map \n have fun"
"Chronoshpere active in:"
Creating a Minimap
In worldbuilder set the camera to top down view and zoom out so you get the whole map,
Take a screenshot,
Open it in something that can save as .tga image type (gimp is free),
Resize it, Make it 256x256 or 512x512,
Save as .tga and call it the same as your map name adding _art at the end. so its 'yourmap'_art,
Place in your map folder.
Red Alert 3 the official maps they look different. With some simple tools you can you use on GIMP, Photoshop etc. you can make it look official.
6. Will there be a RA3 Uprising WorldBuilder available to use?
No, there won't be one since EA had no support on updating RA3 Uprising at all.
7. How do I disable a unit or structure for the map I am making or editing?
The script(s) can be found in the Edit Script window. Examples:
Player --> Build -- > Player 'Player 1' is able to build from 'object'
Player --> Build -- > Player 'Player 1' is unable to build from 'object'
Player --> Build -- > Player 'Player 1' allowed to build 'object' is 'true/false'
Player --> Build -- > Player 'Player 1' is allowed to build ALL buildings is 'true/false'
Player --> Build -- > Permissions --> 'Player' is able/unable to build buildings or 'Player' is able/unable to build units
8. How do I disable a support power, upgrade or unit ability for the map I am making or editing?
Trying to disable upgrades isn't working in KW WB (even when edited with a script) but works okay for support powers. The script(s) can be found in the Edit Script window.
--Support Power or Unit Ability: Player --> Special Power --> 'Player' set 'Special Power' availability to 'Available/Disabled/Hidden'
--Upgrade: you need to make that structure have a name to work)
--Unit (includes structures): Action --> Upgrades --> Remove upgrade 'upgrade name' from named Unit 'name'
There will be more RA3 Q&A until I have more information to update. Some links mentioned here may be outdated or no longer existent. Feel free to post any Q&A here instead and I'll update them if those questions do get answered. Updates on FAQs can be changed without notice.
Edited by zocom7, Thursday, 8 November 2012 - 12:51 AM.