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TheHostileNegotiator

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  1. TheHostileNegotiator

    Kanes Wrath Missing Global Stream Schemas

    Update in regards to compiling Audio Files (does not necessarily pertain to commanderKW issue)
  2. TheHostileNegotiator

    Kanes Wrath Missing Global Stream Schemas

    Can you show me what you are trying to compile? The xml in particular.
  3. Missing Schemas in the Global Stream, probably of most interest the Audio Stuff SETUP: In the xml file "WrathEd\Tools\Games\Kane's Wrath\Includes\Base", add the following Assets if they are not there already (Friendly reminder to back up the schema folder, but don't leave it in the original directory) <Asset id="AudioEventInfoRef"> <EntryReference id="BaseAudioEventInfo" AssetType="BaseAudioEventInfo" /> </Asset> <Asset id="AudioEventInfoRefList"> </Asset> <Asset id="RealRange"> <Entry id="Low" AssetType="SageReal" IsRequired="true" IsAttribute="true" /> <Entry id="High" AssetType="SageReal" IsRequired="true" IsAttribute="true" /> </Asset> <Asset id="IntRange"> <Entry id="Low" AssetType="SageInt" IsRequired="true" IsAttribute="true" /> <Entry id="High" AssetType="SageInt" IsRequired="true" IsAttribute="true" /> </Asset> Download the ZIP file, Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath". Now you can edit sounds and change LOD settings As always, let me know if there are any issues in regards to this. Update 1.2: It turns out that WrathEd 1.08 had there own Audio Schemas (not all of it) and AudioFile.cs. The files have been changed based on them this should allow proper integration into 1.08 If you already have v1.0 or v1.1, replace AudioEvent.xml and add or replace AudioFile.cs Patch Notes: 1.1: Added AudioFile.cs in package 1.2: Changed AudioEvent.xml and AudioFile.cs in package to match 1.08 GlobalStreamsSchemas_1.2.zip
  4. There are no art files that come with the Mod SDK If you want the files you will need to extract them from the Static Stream In regards to the second post, just make another texture based on the green tiberium and change the hue
  5. ObjectsNODIonHull would only be used for the Railgun Accelerators as base Railguns use ObjectsNod Shaders. I assume because they wanted to add Scrolling Mask if you notice the FXShader in railgun subobject, that's why I made the shader. Should not be used for Adaptive Armor as their base shader is ObjectsGDI. The AlienIonHull shader is really just the base shader with a scrolling additive texture (IonHullTexture) over the top. That is how the new shaders were designed.
  6. In Kane's Wrath, when units utilise Adaptive Armor and Railgun Accelerators (swapping models or subobjects), the Model uses ObjectsAlienIonHull shader file. Because it use an Alien shader, this causes the diffuse texture to be darker and the HouseColor extremely bright and pulsating. Therefore, I made two new shader files so the units will retain it's original look and style. For reference a video showcasing the differences (Because its hard visualise ObjectsGDIIonHull with just images) First part shows adaptive armor using ObjectsAlienIonHull.fx (with fixed Specular Texture), Second part shows the new ObjectsGDIIonHull.fx What should the shaders be applied to? ObjectsGDIIonHull.fx for Adaptive Armor ObjectsNodIonHull.fx for RailgunAccelerator subobjects How can I use it in my mod? Download IonHullfxo_1_0.zip, extract the fxo files and in your mod directory, put it in ../YourMod/Misc/Shaders/Compiled. Then any models that you want to use the new shader on, reference it in the FXShader section of the Mesh Source: IonHullSourcefx_1_0.zip *These files were from the mac version of TW, modified to be used in KW for IonHull shader purposes only
  7. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    New Update 1.5
  8. TheHostileNegotiator

    Official Kane's Wrath Schema xsd files?

    The only xml pack I am aware of was that Black Friday release which only contained the xml files, no schemas.
  9. TheHostileNegotiator

    Kanes Wrath InGameUISettings Schemas

    Your not really editing the images, what I have shown is how you can change the color of unit ability and special power icons for each faction. So you could have Scrin use dark blue with a tint of red, Reaper17 with green and Traveler59 with purple icons. I am not entirely sure what is changed with the fonts Maybe I'll work on something, not sure about adding new buttons. I believe changing the faction names is already possible using the mod.str file. As I stated, I mainly did this on request of someone (Also I thought WrathEd already had this schema for KW).
  10. Hello Modders While not as exciting as the Skirmish AI schema, this release will allow you to make edits to the UI such as the icon colors for the factions special abilities, change UI fonts. Made as per request of commanderKW Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath" As always, let me know of any bugs and issues encountered InGameUISettitngs_1_0.zip Figure 1: Dock Icon was changed to Green instead of Blue
  11. TheHostileNegotiator

    Official Kane's Wrath Schema xsd files?

    Thank you very much
  12. As the title would suggest, I would like to know if there are any official Schemas, xsd files released for KW and if it is floating somewhere in the world of the internet. Thank you
  13. Looked into it; have no idea why but for some reason but the object id in the Logic Command does not match the Game Object ID. When I copied MarkedOfKaneTibTrooperSquad from this post to the GameObject xml file and used the find function on Notepad++ (Ctrl+F), the logic command version did not highlight. Then when I copied the object from your logic command, by pasting as plain text in here the result was; Mar kedOfKaneTibT rooperSqua d. So there is something extra present, albeit no idea what it is. Recommend retyping, see if it works
  14. TheHostileNegotiator

    Artillery misfire issues

    As an experiment, you could try using the Stealth Tank (or make a copy) and give it "Artillery parameters" such as long vision and attack range. See the results and maybe make something work with your original truck.
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