Sagiy19
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Download the C&C 3 Mod SDK
Sagiy19 replied to Sonic's topic in Tiberium Wars / Kane's Wrath Maps & Modding
And I guess the cnc3sdk_extrafiles.zip package wouldn't hurt either. Solved me a few critical errors while compiling mods. -
- Had to double post. O.K. so I managed to successfully compile and play my first C&C3 mod... which changes the GDI Barracks cost to 5000 and build time to 50 seconds. Radoxxx, I used the MOD.xml file from the SampleMod folder to include my edited GDIBarracks.xml file. Read the documentation that comes with the MOD SDK for more information. This is how my MOD.xml file looks like. <?xml version="1.0" encoding="UTF-8"?> <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"> <Tags></Tags> <Includes> <!-- mod.xml is the central include for mod setup data. --> <Include type="reference" source="DATA:static.xml" /> <Include type="reference" source="DATA:global.xml" /> <!--GDI Barracks--> <Include type="all" source="DATA:TempMod/Data/GDI/Structures/GDIBarracks.xml"/> </Includes> </AssetDeclaration> But I had critical errors while compiling... so after downloading and unpacking the cnc3sdk_extrafiles.zip package I had only false positive errors. So the mod now works perfect. Launch it from the C&C3 Control Center. Good luck!
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Right, and then how do you use these files? What is their path!? Maybe... "Command & Conquer 3\Data\GDI\Units\GDIAPC.xml" for instance!?!? Or do you have to compile them and put them in a .big file? And if so how do you compile them and so forth!? P.S. With C&C Generals I just used FinalBIG to extract the .ini files and then just edit them.... no need to repack them or anything else what so ever. It had a higher priority for the files sitting in my "data\GLA\Units\..." (or something like that... don't remember the exact path..) folder. So how do you go about using these edited .xml files?! Oh, and for the record, I have the MOD SDK. Thanks for anyone who could help!