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TheHostileNegotiator

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Everything posted by TheHostileNegotiator

  1. 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
  2. TheHostileNegotiator

    Kanes Wrath Missing Global Stream Schemas

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

    Kanes Wrath Missing Global Stream Schemas

    Can you show me what you are trying to compile? The xml in particular.
  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. It is the AI Schema .xml files for WrathEd. Extract the folder and put it into the schemas directory "...\WrathEd\Tools\Games\Kane's Wrath" Changed: Extract the folders and put it into the schemas directory "...\WrathEd\Tools\Games" Let me know if there are any issues when compiling AI or viewing AI in BigView. Hopefully, you should be able to mod almost anything regarding the AI and see new great potential (I would be curious if someone was to make a new faction with fully working AI, something seemingly impossible in TibWars). Update 1.5: If you have downloaded before 1.5, I would recommend replacing with this version. Self Patch Guide Patch Notes: 1.1: An Entry to EntryRelocation 1.2: Changed more Entry to EntryRelocation 1.3: Removed Entry that was not supposed to be there in AIBuildDelayRange which caused BigView to crash when looking at AI Personalities and potentially causing Compilation Errors (Thank you Boxhead78 for pointing out the crash). 1.4: Fixed AccountShare in AIBudgetStateDefinition -> Budget. Can now be viewed in BigView and be properly compiled. Added Tiberium Wars Schemas (To view AI in Tiberium Wars, particularly the campaign AI) 1.5: Fixed Target Heuristics SkirmishAI_1_5.zip
  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. 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.
  8. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    New Update 1.5
  9. 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
  10. 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.
  11. 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
  12. 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).
  13. TheHostileNegotiator

    Official Kane's Wrath Schema xsd files?

    Thank you very much
  14. 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
  15. 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.
  16. TheHostileNegotiator

    Artillery misfire issues

    Is the visual range of the unit shorter or the same as the attack range of the weapon? If the unit tries to shoot outside it's visual range it will fail to fire. It could be possible that the weapon fire bones just on the point of being in range and out of range, why the "occasional missfire".
  17. TheHostileNegotiator

    Simple Projectile Help

    I decided to have a look at the source of the glow. I extracted the Model and Textures used for the projectile. The source of the glow is from mesh NPMISSILE.RPG using textures FXMuzzle and FX2ndPassA. The color of the glow is determined by the vertex colors. Not entirely sure what controls the size of the glow but at least you'll know its in the mesh (I think). It could be possible to use Particle FX but again I'm not entirely sure. Hopefully this helps in some way.
  18. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    New update and added Tiberium Wars schemas to view AI definitions in Tiberium Wars .big files. Refer to Main (First) Post.
  19. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    Thank you for bringing my attention to this. I have provided a fix which you can view in the primary/starting post but for your convenience I'll post it here aswell. I apologize for the issue.
  20. TheHostileNegotiator

    Kanes Wrath Skirmish AI Schemas

    You... are... an... absolute... LIFESAVER and GENIUS, Thank You I might have to look through the rest of the files thanks to this new information
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