Issue with unit rendering
1 post in this topic
Hello, I am trying to use Red Alert 3 SDK. I use 64 bit. It was crashing I updated the BinaryAssetBuilder to 64 bit ant worked. This time I see error at log sth like :
[00:00:01.4520502] Error: System.Xml.Schema.XmlSchemaException: simpleType 'uri:ea.com:eala:asset:BaseAssetReference' zaten bildirilmiŸ. (zaten bildirilmiŸ means already defined)
I get this error even I try to build samplemod. What's wrong ?
Allow me to set the stage:
Running Steam version of Kane's Wrath on a Windows 10 Box. Using WrathEd 1.08. Trying to modify the NODSaboteur. I extracted the xml data from CNC3EP1_english_1.2.SkuDef using WrathEd's Open SkuDef.
My file structure is Mods\Nod\Data\. In the Data folder is the Static.xml file which contains...
<?xml version="1.0" encoding="utf-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset"> <!-- Main Mod File for Static Data --> <Includes> <!-- Reference to the Game's Global Data --> <Include type="reference" source="Global.xml" /> <!-- Includes of the Mod's Static Data --> <Include type="all" source="Static/NODSaboteur.xml" /> </Includes> </AssetDeclaration> ...and the Static folder that contains the NODSaboteur.xml file. I created a bat file with the following command line C:\WrathEd1.08\BuildMod.bat Nod 2.0 and run it as administrator. When I build, the files that are created are placed in C:\Users\Clay\Documents\Command & Conquer 3 Kane's Wrath\Mods\nod (created by the game itself). This is what shows up in it:
I created several mods for TW and those files were a bit more than 1 kb...lol. As a sanity check I did a build of the sample mod. This was the results:
The mods were not incorporated at all. Any advice would be appreciated.
By Muhammad Ali
Sometimes in my mod the AI would rather build another attack force rather than sending the one it previously created. The 1st attack force just sits outside my base without attacking. Skirmishes are often just the AI building attack forces repeatedly causing a glob of idle units lagging the game. How can I fix this? Is this a result of having large attack teams with low number TeamDelays?
So I'm making my first mod for Zero Hour. I'm just about ready to put it in beta, I've just got two things left to do that I can't figure out how for the life of me.
Firstly, I want to add the ECM weapon and auto-firing behavior to the Tank General's Battlemaster and Overlord tanks. Trouble is, if I just copy and paste the behavior from the ECM, it animates their barrels as if they're firing their main weapon every time the effect repeats. If I try to make the ECM weapon have control over the secondary weapon slot so it doesn't do that, it crashes the game. If I try to make the tank's main weapon into its secondary weapon and change the animations accordingly, it crashes the game. I have no clue what to do here. So I thought I'd take the easy way out - instead of that, I'll just buff the tanks up a bit and make them EMP hardened (part of the mod includes a lot more EMP rockets from two generals). Unfortunately, that doesn't work either. I've made them immune to subdual damage and I added EMP_HARDENED to their KindOf, but it doesn't work. At this point I'm not sure which I'd prefer, but I'm leaning more towards the EMP hardening. But I don't know how to do either, and I can't find technical information on the EMP effects of the game anywhere, so I need some help, please.
The second thing is likely much simpler. I want Dr. Thrax's poison fields to heal all his units. I made custom armor for all of them that has poison as -100% damage, but that simply makes them immune. I don't know how to do this either. So again, help, plz.
So yeah. Other than those, the mod is ready to roll. If I could please get some help, I'd really appreciate it. Thanks.
I'd like to know more about some specs of the abandoned C&C Generals2:
- engine planned to be used?;
- textures formats?;
- polycounts of some units as average examples?;
- how the off-engine scripting was being handled?;
- Was it also a "browser" game?
The reason behind this is that I am evaluating the RTS games in general and see what assets they are using to develop their games.
You can also comment and compare other RTS games that will not be off-topic.
btw, I'm not developing any game and certainly won't.
Mods - Feel free to relocate this thread to the proper forum if convenient. I tried to put this on modding section, but IDK where.