This is the Q&A thread that will answer most of the Mod SDK and WB questions regarding to Red Alert 3 and Uprising (some Q&A are from JonWil). Just remember that some links that lead to “Thundermods.net” are in German language. Please do not post anything else in this thread other than questions and their matching answers unless some topics are not covered in the FAQ. I want to make this FAQ as clear and comprehensive as possible.
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 that lead to an old official C&C forum no longer exist and may require updating from other users that can lead to other links or informative answers elsewhere.
Note 3: GameFront links are no longer accepted. Any previous GF download links inactive for 60 days with no one downloading will be automatically deleted. They need to be uploaded somewhere else 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:
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\movies" (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 and most links are gone, 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
Max Scripts and tutorials: http://www.cnclabs.c...pse-models.aspx
Moddb tutorials to get started:
14. Where can I see some examples of art for RA3?
Credits to Plokite_Wolf, here are the new download links:
*both files need to be downloaded to the same directory in order to work, best used with WinRAR (done to meet Mediafire's quota of 200 MB per file)
OR you can get them at the PROJECT PERFECT MOD site:
15. Where can I get full and/or modified unit source codes?
Here are some of them:
-- Ursa Major (modified by me): http://bit.ly/1ZSg0lL
-- Chief Scientist (modified by me): http://bit.ly/1O95fGg
-- TheWorms version of the ChronoTank: http://bit.ly/1ZSg4lv
-- Overmind's version of the Mumakil: http://bit.ly/1IUJXxa
--TheWorms modified Harbinger Gunship: http://bit.ly/1Pj8EjL
-- RA3 Paradox source code (Achelles version): http://bit.ly/1ZaRREy
-- TWF Imperial Air Force: http://bit.ly/1RdPfGK
-- TWF Model Pack: http://bit.ly/1Rp73Py
-- TWF C&C3 unit pack: http://bit.ly/1MXtP9f
-- OmegaCam: http://bit.ly/1OgediT
-- Tank Pack: http://bit.ly/1Pj8J6Z
-- Commie Lobster: http://bit.ly/1K2RdSH
-- Allied Airfield: http://bit.ly/1ZaRXMA
-- Tesla Tank: http://bit.ly/1S8DOAd
-- 4-row UI: http://bit.ly/1OSg5E1
-- 5-row UI: http://bit.ly/1ZSgl7Q
-- Lauren's (aka Asuka and Ju-Jin) version of the Tripod from C&C3: link is dead
-- Lauren's version of the Mumakil (with death animations): link is dead
-- AcidCrash modified Assault Destroyer: link is dead
-- AcidCrash modified Tesla Tank: link is dead
-- Davoplayer's Davoalert source code: link is dead
-- GoS_Ultima version of the Mumakil: link is dead
16. Where can I see examples of build icons, unit portraits and other such art?
To see all the build icons, unit portraits and other packed textures from RA3 and Uprising, you need to use Bibber’s BIG Extractor and C&C Asset Extractor. The original download link is gone.
17. Where do I get the UI files from the game?
See question 14 for the answer. Alternative download links are mentioned.
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?
Due to a dead old link, Bibber released a 5-row-per-build instead: http://bit.ly/1ZSgl7Q
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?
Due to a dead C&C forum link, the answer to this question will be edited later.
25. How do I add starting units?
Due to a dead C&C forum link, the answer to this question will be edited later.
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?
Due to a dead C&CMods forum link, the answer to this question will be edited later.
27. I am running a foreign language version of windows and the Mod SDK won't install, what can I do?
Due to a dead C&C forum link, the answer to this question will be edited later. 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 (or mod browser) is crashing/not working when loading, how do I fix it?
You need to delete the “LastReplay.RA3Replay” file from your RA3 replays folder, 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. Due to a dead C&C forum link, the answer to this question will be edited later.
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?
Use Bibber’s C&C BIG Extractor (highly recommended): http://bibber.eu/dow...g-extractor/get
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 can I open 'bin', 'imp', 'manifest', 'relo' and 'cdata' files after extracted from the OS BIG editor or Jonwil's Big Extractor?
Bibber's C&C Asset Extractor, WrathEd, BinOpener and JonWil's BinView can open any manifest file as long as there is a bin file supporting it. You can ignore the rest of them. To extract art, assets, sounds and music, use Bibber's C&C Asset Extractor. Also if you extract files as GOB or Asset, they cannot be converted to XML format no matter what tool you use. You are better off viewing and copying existent xml asset content using WrathEd.
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 C&C BIG Extractor, 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 game. 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 and a RA3 music tool 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. As of now, the thread links that lead to the answers are now gone.
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?
Yes, Bibber released them for his Upheaval mod: http://bibber.eu/dow...source-code/get
And so do I (with the original art): http://www.moddb.com...-art-sound-pack
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:
42. What command line options does BinaryAssetBuilder.exe accept?
It accepts the following:
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: RAGDOLL_SWING_DISPLACEMENT, RAGDOLL_SWING_ANGLE, RAGDOLL_TWIST_DISPLACEMENT, RAGDOLL_TWIST_ANGLE, JAPAN_ARCHER_ARROW_BARRAGE_RADIUS, DESOLATOR_INFANTRY_SPRAY_ATTACH_RANGE
JAPAN_FORTRESS_UNPACK_TIME ...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: http://bibber.eu/dow...t-extractor/get
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. However though, the most important thing for a support power to be seen in-game is that the flag define name “IS_PLAYER_POWER” must be mentioned in the flags line in the SpecialPowerTemplates.
-- 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 that game engine uses that 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?
In C&C3, that section part of coding was HordeTransportContain or TransportContain, in which RA3 doesn't work on that. A different approach was done.
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
57. I changed the skirmish money settings, but it has no effect in the skirmish menu. What happened?
For this to work, you must compile this under Global data, not Static data. According to WrathEd and the latest Bibber’s RA3 Mod BuildStudio tool, you need to create a folder called “AdditionalMaps” (without the quotes) in your mod directory and also create a file called MapMetaData_Global.xml. That file treats like a mod.xml file. Do not reference MapMetaData_Global.xml in your mod.xml file; the mod compiler will automatically recognize the global data and compile anything that is modified there. Now add the modified MPGameRules.xml in AdditionalMaps folder, mention the path line in MapMetaData_Global.xml and that’s it.
58. Is it possible to change zooming and angle positions globally for all maps?
Yes, of course, without the need to modify every map in RA3 Worldbuilder! Modify CameraSettings.xml on any changed settings of your choice and just like question 57, you place the file in the AdditionalMaps folder of your mod directory since it must be compiled as Global data.
RA3 WorldBuilder FAQs
1. Where do I get the RA3 WorldBuilder?
Latest version download: http://bit.ly/1ZfGj8z
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://bit.ly/1O95P6Z
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: link dead
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 a good tutorial(s) from C&C3/KW, Protcow made a lot of the good ones: http://forums.cncnz....ilder-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.
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'
9. How can I enable shroud/fog on a mission/skirmish map?
The script(s) can be found in the Edit Script window. Examples:
--Map --> Shroud or reveal --> Shroud the entire map for Player
--Map --> Shroud or reveal --> Border Shroud is turned on
--Map --> Shroud or reveal --> Toggle Fog of War
10. How do I end a mission/skirmish game?
This only depends if you want all units or all structures or everything to be destroyed or capture/destroy an object or step/pass an area to activate the script. The script(s) can be found in the Edit Script window. Examples:
--Win & Loss --> Announce Victory or Announce Quick Win (for the win)
--Win & Loss --> Announce Defeat or Announce Local Defeat (for the loss)
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, Saturday, 9 January 2016 - 05:52 AM.