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C&C3 Mod SDK and WB FAQ (updated 11/4/2017)

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This is the C&C3 Mod SDK Q&A thread that will answer most of the Mod SDK and WB questions regarding to C&C3 and KW (some Q&A are from JonWil). 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.

C&C3/KW Modding Q&A
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 can be informative but important. Some answers have been modified specifically for C&C3 and KW.

Note 2: 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?
C&C3 Tiberium Wars and/or Kane’s Wrath can be edited practically almost everything, 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 C&C3/KW?
Yes, most mods will not affect your main C&C3/KW files, so it will not prevent you from playing normal C&C3/KW games. In C&C Generals and older C&C games, it is possible that mods can affect the original files and affect the entire game(s). Some total conversion and/or balance mods for C&C3/KW may affect the original files as well.

7. Can I install and/or load multiple mods at the same time?
Yes, mods will usually not be in conflict with each other, 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 C&C3 Mod SDK and how to use it?
C&C3 Mod SDK v5 works only under C&C3 patch 1.09. All you need are:

C&C3 Mod SDK v5: http://bit.ly/1ZKBtgc
Bibber's extra CNC3 files (with dummy art files): http://bit.ly/1Z1wK7H
MS DotNet Framework 2.0: http://bit.ly/1O0L4u7
Visual C++ 2005 SP1: http://bit.ly/1z17kdA

Notes:
(1) When extracting Bibber's extra CNC3 files, put them into the MOD SDK folder where it is installed in your C&C3 game directory. Files required for C&C3 Mod SDK are mostly inside Bibber's extra CNC3 files. Overwrite the files when necessary. When using Bibber's buildmod executable (notably the modified RA3 Mod Build Studio):

--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 directory is "mods\your mod name\audio\music"
--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 "your mod name\art\your custom unit or structure" For portrait images and other textures, path is "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)
--For xsd files, path directory is "mods\your mod name\Misc\Data\xsd" (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.

(3) If you prefer to use the original buildmod.bat by EA or an edited version of the buildmod.bat to compile your mod, do not use the DOS Command Prompt and type in the entire path to build and compile your mod. The shortcut to this is by making a shortcut for the batch file which simplifies the process. After you create a shortcut, edit the shortcut and add in your mod name after the directory path of the batch executable. It will correspond to the mod name folder you create in the C&C3 Mod SDK "Mods" directory. When you are ready to compile your mod, run the edited shortcut.
 

9. Where can I get a better buildmod executable other than EALA's own buildmod.bat?
Bibber's modified RA3 Mod BuildStudio is the best buildmod tool so far, but if you're not satisfied with that, you can try those others:
---Codecat's version of the buildmod.bat: http://bit.ly/1MPtBAW
---Download of all different types of “buildmod.bat” other than EA’s and Bibber’s version (credits to Mustang2142 for the advanced buildmod.bat and credits to the other modders for the other buildmod versions): http://bit.ly/1SkEKP7

10. What are the system requirements for C&C3/KW WorldBuilder and C&C3 Mod SDK?
They are the same as C&C3 (Pentium-4 2.0 GHz, 512 MB RAM, 64 MB 3D video card). However for the KW WorldBuilder, it requires Pentium-4 2.2 GHz, 1.5 GB RAM and 64+ MB 3D video card. The KW game itself uses more RAM than C&C3.

11. Is there a C&C3/KW Mod SDK and/or C&C3/KW WorldBuilder for MAC, Linux or Xbox 360 for download?
Most game mods are not MAC or Linux compatible so EA does not support these very much. As for the WorldBuilder, it’s pretty much the same thing too. Same goes to the C&C3/KW Xbox 360 versions of the game as all of the game data files are digitally signed using a key only Microsoft and EA have.

12. How can I get started on C&C3 modding? Where can I get some C&C3 modding tutorials?
Most C&C websites are down for some of the good tutorials unless if there are some modders know of existing sites that involve with C&C3 modding. Here are some of the ones available:
C&C3 Modders Guide Coding
C&C3 Modders Guide Coding 2
PPMSite Guide 1
PPMSite Guide 2
Revora Guide

For creating and animating a new vehicle and integrate into C&C3 Mod SDK
For UV mapping
For animations

Other FAQs to get started on C&C3 modding:  
Link1
Link2
Link3

13. Why can’t I find certain buildings and/or units?
Certain units and structures were renamed at some point in the development cycle and the XML files have different names, as follows:

 

The C&C3 Units and Structures:
GDIArmory - GDI tech center
GDIMedicalBay - GDI armory
GDITerraformingStation - GDI sonic emitter
GDIAirTower - GDI airfield
GDIGolumCannon - GDI Guardian Cannon
NODDropZone - Nod War Factory
NODHangar - Nod Air Tower
NODRocketBunker - Nod Sam Turret
NODTechAssemblyPlant - Nod Tech Lab
NODTiberiumLiquidationFacility - Nod Tiberium Chemical Plant
NODRaiderTank - Nod Scorpion Tank
NODScorpionBuggy - Nod Raider Buggy
AlienControlCenter - Alien Nerve Center
AlienGateway - Alien Warp Sphere
AlienPowerProjector - Alien Reactor
AlienReactor - Alien Tech Assembler
AlienSporePod - Alien Growth Accelerator
AlienTiberiumTower - Alien Extractor
AlienWarpBeacon - Alien Gravity Stabilizer
AlienRazorDrones - Alien Disintegrator

The KW Units and Structures:
AlienBlinkMastermind - Alien Prodigy
AlienHive - Alien Warp Chasm
AlienCustomizableVehicle/AlienMillipedeBody/AlienMillipedeHead - Alien Mechapede
AlienStalker - Ravager
GDIAAScout - Slingshot
GDISonicTank - Shatterer
ImprovedSonicTank - Zone Shatterer
NodConfessorSquad - Confessor Cabal
NodBunkerTruck - Nod Reckoner
CyborgInfantry - Awakened
ImprovedCyborgInfantry - Enlightened
CustomWarmech - Purifier
WarmechFacility - Redeemer Engineering Facility
NodMetaUnit - Nod Redeemer
NodMobileArtillery - Nod Specter
NodPropagandaTower - Voice of Kane 

The C&C4 Units and Structures:
Mastodon - GDI_Vehicle_L
Zone Defender - GDI_Infantry_O
Zone Enforcer - GDI_Infantry_S
Zone Lancer - GDI_Infantry_T
Zone Captain - GDI_Infantry_W
Zone Trooper - GDI_Infantry_R
Zone Raider - GDI_Infantry_V
Armadillo - GDI_Vehicle_M
Sandstorm - GDI_Vehicle_H
ShockWave - GDI_Vehicle_P
Sheppard - GDI_Vehicle_AH
Spartan - GDI_Vehicle_Y
Talon - GDI_Vehicle_AC
Paladin - GDI_Aircraft_P
Engineer - GDI_Infantry_J
Wolf - GDI_Vehicle_AB
Hunter - GDI_Vehicle_V
Titan - GDI_Vehicle_AE
Bulldog - GDI_Vehicle_A
Striker - GDI_Vehicle_AD
Commando - GDI_Commando_A
Mammoth Tank - GDI_Vehicle_D_tech1
Refractor - GDI_Vehicle_AF
Dozer - GDI_Infantry_U
Rhino - GDI_Vehicle_AG_tech1
Juggernaut - GDI_Vehicle_G_tech1
Orca - GDI_Aircraft_A
Hurricane - GDI_Aircraft_C
Spanner - GDI_Aircraft_O
Hammerhead - GDI_Aircraft_Q
Conductor - GDI_Vehicle_AJ
Firehawk - GDI_Aircraft_H
Kodiak - GDI_Aircraft_F
Thunderhead - GDI_Vehicle_AK
Archangel - GDI_Aircraft_D

Avenger - NOD_Vehicle_W
Reaper - NOD_Infantry_U
Cyborg Commando - NOD_Commando_A
Engineer - NOD_Infantry_P
Raider - NOD_Vehicle_A
Mantis - NOD_Vehicle_AB
Scorpion - NOD_Vehicle_T
Attack Bike - NOD_Vehicle_B
Spider Tank - NOD_Vehicle_C
Flame Tank - NOD_Vehicle_F
Stealth Tank - NOD_Vehicle_E
Avatar - NOD_Vehicle_AC_tech1
Specter - NOD_Vehicle_L
Widow - NOD_Vehicle_AD_tech1
Slave - NOD_Vehicle_AE
Centurion - NOD_Vehicle_V
Enlightened - NOD_Infantry_S
Devout - NOD_Infantry_T
Ascended - NOD_Infantry_R
Black Hand - NOD_Infantry_B
Reckoner - NOD_Vehicle_M
High Confessor - NOD_Infantry_V
Aftershock - NOD_Vehicle_AF
Underminer - NOD_Vehicle_I
Venom - NOD_Aircraft_L
Cobra - NOD_Aircraft_D
Maruader - NOD_Vehicle_AG
Scalpel - NOD_Aircraft_J
Tyrant - NOD_Vehicle_H
Salamander - NOD_Aircraft_K
Hijacker - NOD_Infantry_C
Vertigo - NOD_Aircraft_C
Leviathan - NOD_Aircraft_M
Basilisk - NOD_Aircraft_N_tech1
Medusa - NOD_Aircraft_O_tech1

Scrapbus - Btn_Neutral_Vehicle_A_GDI
Ironback - Btn_Neutral_Infantry_B_GDI
Tiberium Control Network (TCN) - GoalStr_Neutral_GDI
Uplink Tower
- Neutral_TechStr_D_GDI
Artillery Turret - Neutral_TechStr_B_GDI
Anti-air Turret - Neutral_TechStr_E_GDI
Satellite Relay - Neutral_TechStr_N_GDI
Outpost - GDI_Structure_A_tech1
Bunker- GDI_Structure_B_tech1
Falcon MLRS - GDI_Structure_F_tech1
Focus Beam - GDI_Structure_G_tech1
Skystrike Artillery - GDI_Structure_H
Crystal Shield - GDI_Structure_I_tech1
Nod Rocket Pod - NOD_Structure_D_tech1
Nod outpost - NOD_Structure_A
Nod bunker - NOD_Structure_B_tech1
Flame tower - NOD_Structure_F_tech1
Incinerator - NOD_Structure_H
Viper Turret - NOD_Structure_C_tech1
Tractor Beam Power Generator - Neutral_TechStr_M

14. I get an error "Critical: System. FormatException:", how do I fix it?
You need to go into control panel then regional and language options then press "customize". Make sure that your decimal separator is set to a full stop and not a comma or anything else and it will go away. In other words, if you made a typo somewhere in your XML file(s) and you get this error, go back and check it, because it may lead to a crash even when you start the mod.

15. I get an error "Error: GameObject has an unnamed module "", how do I fix it?
This error is harmless and can be ignored as long as it only appears once for a given GameObject. If you name the module id correctly, this error won’t show up.

16. I get an error "Error: Input file "" not found, how do I fix it?
If you have Bibber’s extra C&C3 files, it contains the dummy art files so the errors will be less displayed. If you still get the same "file not found" error, check your mod for spelling mistakes and files in the wrong place. Any asset(s) outside of EA you have to provide your own files in order for them to compile correctly so else they won’t show up in-game.

17. I get an error "Warning: Unknown asset "" referenced from "", what do I do?
The one possibility is that you made a typo(s) somewhere in your XML file(s), go back and check it, because it may lead to a crash even when you start the mod.

18. The SDK does not work and produces no .big file (or a .big file that is really small and contains just shaderwritingexample.fx), how do I fix it?
The main cause of this problem is errors output by BinaryAssetBuilder.exe when you run EA’s Buildmod.bat itself. Go back and check the output from Buildmod.bat for errors. For Bibber's modified RA3 buildmod executable with his extra C&C3 files, the compiler automatically saves a backup for the mod (including a BIG file) even though the mod compiles correctly or not.

19. How can I create separate low-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. Bibber’s RA3 Mod BuildStudio defaults to high-detail models.

20. How can I load my mod into WorldBuilder?
Edit the file CNC3_wb_1.0.cfg (or the latest version) and add the line "try-add-config" where is the full path to the .skudef file of your mod. It’s highly recommended if you place your mod BIG file in the main C&C3 game directory where the full path of the .skudef file of your mod will be just that file name. C&C3 WorldBuilder will read your mod and allow you to place new material on maps. There is no C&C3 Worldbuilder Mod SDK available even though WBData.big was installed into C&C3, but the RA3 WB mod SDK did have one and the RA3 WBData.big was separated from the game installation. This method might also work with KW WorldBuilder via WrathEd.

21. How can I edit LUA scripts?
Open scripts.lua from the SDK and edit it. Make sure that it ends up as data\scripts.lua in your .big file. You may also wish to edit data\scriptevents.xml (extract that from the “core\1.9\patch9.big” file). Together both files give some potentially nice options for modders. For example you can trigger an event based on a given model condition or set of conditions (via the ModelConditionEvent tag) and based on a given object status (via the ObjectStatusEvent tag). It is not known what functions can be used inside these LUA scripts.

22. How can I edit STR and CSF files? (including Unicode and/or ANSI characters)
You need Bibber's String Editor: http://bibber.eu/downloads/cnc-string-editor/
You could translate some languages from English but you cannot save .str files in unicode (UTF-8) format since they can't be used in-game. All of these string and csf files are in English language.

23. How can I extract BIG files from C&C3 and KW?
You need Bibber's extra C&C3 tools that come with the BIG extractor which can extract anything from C&C Generals to C&C4. DO NOT USE FinalBig with C&C3 and all recent C&C games because it WON'T work.

24. How can I extract sounds and music from the game?
You need Bibber's C&C Asset Extractor which can extract any sounds and music from C&C3 to C&C4 (highly recommended). All sound effects, voice taunts and music audio are all extracted and saved in uncompressed wav format. You can also extract sound effects from the game using the “binview.exe” tool (see www.cncmods.net) for the download and info on how to use it). You can also extract music from the game at this time thanks to JonWil's music decoder with the binview.exe tool as well.

25. How can I create a new (or modified) object that uses art from a prop, tree, rock, civilian building, civilian unit, bridge or single player-only faction building?
You need to use the buildmodcivasset.bat file when building your mod. Other than that, it should be the same as building any other mod. You are better off sticking with Bibber’s RA3 Mod SDK Buildstudio compiler because it can do that and fix assets.

26. How can I extract 3D models from the game and load them into 3D Studio Max?
You cannot extract complete 3D models from the game in a format that 3D Studio Max can use. Remember that 3D Studio Max can open MAX files and can import 3DR, 3DS, OBJ, SHP, DWG, and XML (VIZ material only) files. Bibber's C&C Asset Extractor can extract all art assets in W3X format but art files are split into animation, container, collision box, hierarchy and mesh types and they can be edited using any notepad editor. If you wish to see examples of game art, download the sample art packages from the EA mod web site. Some tools do exist (w3dm2ase and Lauren/Megumi’s 3DSMax import tool) that can copy parts of a compiled W3X file into something 3D Studio Max and other 3D programs can use however they are unable to recover all the information (especially animation).

27. Can I edit Kane's Wrath?
Yes, you can now use the WrathEd tool to modify KW (including xml coding) since WrathEd is now part of the KW Mod SDK. You need MS Dotnet Framework 4.0 in order to use this program tool. The original KW xml files can be found hereAs for KW art models, Stygs did release some art models (through Apoc) in the Thundermods’ website involving Slingshot, Confessor Cabal, Nod Commando, Shatterer, Titan, Wolverine, some Scrin units and the Tiberium Field Suit upgrade for Riflemen Squad and Missile Squad, but no actual source code xmls are available for those. Some of them can be found here. For the complete art and sound packs for KW, get it here: http://bit.ly/1k5p05P

28. How can I use WrathEd?
The first versions of WrathEd were difficult and complex to use but in spite of that a tutorial is available. The tool contains all xml codings for KW via KW manifest files (rather than released as independent files), meaning you have to copy and paste the codings into those new xml files for your mod(s). You need to open static or global BIG files in order to open those manifest files and then view the xml codings for those objects. Currently most of the materials from the CNC3/RA3 Mod SDKs have been implemented into WrathEd and there are some parts (ie. AptUI, sounds, music) have yet to be implemented. A WrathEd Mod Launcher is also released in order to load KW mods correctly.

29. Is it now possible to extract all art, textures, sounds and music for C&C3 and KW?
Yes, all by using Bibber's C&C Asset Extractor. You can get it here: http://bit.ly/1PbB3bj
This is probably the best tool you'll ever have in CNC modding. Thanks to Bibber who created this, you can extract all source files of art assets in W3X format (animation, collisionbox, container, hierarchy, mesh), textures in DDS format (also comes with xmls), sounds and music (including PathMusic) from C&C3/KW, RA3/Uprising and C&C4. Just remember that container and hierarchy art files share the same name and hierarchy files are larger than container files. All sounds and music are extracted in uncompressed wav format. You can also extract other asset materials as well but the tool has yet to implement extracting such xml content.

30. Where are the INI files that I want to edit for C&C3 and KW?
There are INI files that can be found in Misc.big in both C&C3 and KW in the Core folder. Not all INI files can be modified and be working in-game. Under the new organization of the mod compilation, modified INI files are placed in “Misc\Data\INI” of your mod directory. This is not recommended for making mods with the original BuildMod.bat.

31. Can I integrate some C&C Generals/Zero Hour and/or BFME 1/2 content into C&C3/KW?
It is unlikely for both C&C3 and KW unless if you want to get sky textures and other textures into the game. You may attempt to integrate INI files from either C&C Generals/Zero Hour or BFME 1/2 into C&C3/KW but since the game engine is different, it may or may not work in-game. There have been works on converting some W3D files into W3X format but then you have to edit the models via 3DSMax and other programs in order to work into C&C3. As for INIs from other CNC games, most will not work and you cannot integrate a game object INI into C&C3/KW. Just do know that EA is most often using XML formats than INI formats on recent C&C games. You can also try to implement some definitions and other names into the “xsd(s)” from the C&C3 schemas.

32. Can I integrate some C&C3 materials into RA3? Can I integrate some RA3 materials into C&C3?
Since the coding of the game engine 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.

33. What are the latest versions of OS Big Editor and FinalBIG?
The latest version of OS Big Editor is version 0.58 as a beta. It's still buggy. You can get it here: http://www.petrolution.net/item-210?addview
FinalBIG's last version was 1.01. I recommend using Bibber's C&C Big Extractor to extract files from BIG files for all recent C&C games. Both FinalBIG and OS Big Editor are essentially working well in making BIG files.

34. How can I open 'bin', 'imp', 'manifest', 'relo' and 'cdata' files after extracted from C&C BIG Extractor, OS BIG Editor or FinalBIG?
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.

35. Is there any other way to edit models, for example in Blender, or convert 3DS models to file type supported by any freeware or easier-accessible program? Will they support animation or are there any known problems with such actions? Will they work with Mod SDK?
Gmax, Blender or any other type of model editing programs are not supported with the C&C3 Mod SDK as well as the RA3 Mod SDK. Only 3DSMax 7 and 9 are compatible with the C&C3 Mod SDK due to the plugins EALA used to develop C&C3/KW as well as RA3. You can edit them for animations, rigging and other stuff only for those programs.

36. How can I get rid of EA's Logo clip when I load C&C3 or KW?
You need to download a "no logo" mod for both C&C3 and KW in order to take this effect. However, if you want to mod it yourself, try this:
(1) Use a BIG editor to open Misc.big from the "Core\1.0" folder from either C&C3 or KW directory.
(2) Extract and open video.ini from the "data\ini" directory of the file.
(3) Either delete the EA Logo and ESRB lines based from those lines:

            Video EALogoMovie 
                 Filename = EALogo    
                 Comment = "This is the EA logo movie" 
                 Volume = 35 
             End 
              
             Video ESRBMovie 
                 Filename = ESRB // ESRB Rating movie. 
                 Comment = "This is the ESRB Rating movie" 
                 Volume = VIDEO_VOLUME 
             End

or put the // in each of those lines to disable the command. Once done, save the file.

(4). You can either do two things:
--- Make a BIG file using a BIG editor and import the video.ini in the directory "Data\INI" and save as any name you want as a BIG file. Then put it into the Core\1.0 directory. But then you have to edit the Config.txt file and add this line as "add-big yourmodname.big".
--- You can import it back into the Misc.big and overwrite it. But BIG editor programs don't do that. So you have to extract all files from the Misc.big to the hard drive and overwrite the video.ini with the edited one. Then make a BIG file using a BIG editor and save as Misc.big. In case of problems, make sure you backup the old misc.big before placing the modified one in the same folder.

(5) Run either C&C3 or KW. You will see that the EA Logo clip will not show up and the game goes straight to the main menu.
 

37. Where can I get a wall mod for C&C3/KW?
Because of the C&C3 Mod SDK, anyone can make a wall mod of their own. There was a wall mod for C&C3 (as EconMod) that contained walls to be buildable for all factions (created by myself). There was also a wall mod for KW that contains all the walls buildable for all factions (also created by myself). However though, those wall designs are terrible and even the AI (or units you control) when on aggressive mode will attack all wall segments.

38. How can I enable subtitles in movies for C&C3/KW?
They are not available in English versions except for foreign versions only. Kodaemon had released subtitles for both C&C3 and KW and they work for the English versions for C&C3/KW. However the subtitles are messed up and some parts of the text(s) cannot be shown in all types of screen monitors unless you edit the font to decrease the size. Once you put the subtitles in the C&C3 or KW core directory (you need to mention the file in the config.txt file), you cannot disable them in the options menu (because it's not available) unless you remove the files. A download link is provided here (on behalf of Kodaemon): http://bit.ly/1LA0alC

39. How can I increase the bloom shaders effect in-game?
Lauren (aka Megumi/Ju-Jin) made a "FX mod" for C&C3/KW that will increase the bloom shaders effect ingame. Since the original download link is gone, your best bet to get the bloom shader is via the ChronoShaders mod by Chronosheep: http://bit.ly/1PMUSuU

40. How can I add in the Engineer Capture Delay feature in C&C3?
In KW, only WrathEd can modify the Engineer Capture Delay via Engineer game object XMLs. In RA3, that Engineer Capture Delay cannot be removed and/or modified because it's hardcoded. Thanks to CGF123, you can get it here (on behalf of him):
http://bit.ly/1LA079q

41. How can I disable a structure or unit in a mod?
By editing LogicCommand.xml and LogicCommandSet.xml from the GlobalData folder of the Mod SDK, it has all the factional structures and units in the game. Select the line for the unit specified in a structure you wish to delete and that will disable the structure or unit in-game once you compiled your mod.

42. Is it possible to add sky textures into C&C3?
EALA did not put any sky textures in C&C3/KW as well as RA3/Uprising. It was seen in Generals/Zero Hour when players have viewed SP campaign maps in cinematic videos. It is recently seen in the C&C3 mods The Forgotten and C&C3 A New Experience. For the info on how to get sky textures on maps in C&C3, look for the tutorials in the C&C3 A New Experience mod page in ModDB. You may need to download both the mod and the source code in order to do this. Because without sky textures, players will be seeing black sky textures during a cinematic in some of the custom mission maps.

43. How can I make a model in 3DMax and export it to W3X?
A basic tutorial (such as this C&C tank) should get you started: http://www.derelictstudios.net/site/killasmods/tut1.php

44. Which versions of 3D Studio Max work under the C&C3 Mod SDK?
Only 3D Studio Max versions 7 and 9 are compatible to work under the C&C3 Mod SDK. The rest of the other versions are incompatible and are unsupported to the C&C3/RA3 Mod SDK since EALA does not upgrade their 3DSMax software due to unknown reasons. The same applies to animated MAX files, models, textures and shaders.

45. How can I edit the UI in C&C3/RA3 using apt2xml and xml2apt?
(For advanced modders) This is what JonWil said to this (from the old cncmods forums):
1. Download the relevant UI pack for the game you are editing (links are on the downloads page of the cncmods site)
2. Find the UI file you want to edit and extract its folder into your mod (the sample mods of both SDKs have examples of how to do this)
3. Edit the texture files where desired.
4. Download the "SDK extras" pack from this site
5. Copy the apt2xml.exe, xml2apt.exe and cc3tools.dll files into a folder.
6. Copy the APT, DAT and CONST files from the UI folder you are editing into the folder with the exe files in it.
7. Open the Command Prompt and navigate to the folder containing the files.
8. Type apt2xml "name" where "name" is the name of the UI folder (e.g. "TacticalHUDCommandListBox"). Do not include any extension.
9. An XML file should appear. Edit this XML (details of specific changes you can make will appear in future tutorials)
10. Delete the .apt file
11. Type xml2apt "name" where "name" is the name of the UI folder (e.g. "TacticalHUDCommandListBox"). Do not include any extension.
12. Copy the new apt file that is created back to the UI folder in your mod.
13. Build the mod. Your new APT file should get picked up and used.
This compilation of modified UI is to be used under EA’s or modified BuildMod.bat, not Bibber’s RA3 Mod Buildstudio since it can’t be compiled correctly. You are better off with using BuildModGUI.bat provided from the C&C3 A New Experience source code.

46. How can I replace and/or edit Earth texture/model for the C&C3 main menu?
I released a sample specifically for this so you don’t have to do the hard way: http://bit.ly/22HaOTY
(For advanced modders) But if you want to know how this is done, it’s a long process. You have to extract the MainMenu and ShellContent AptUI files from C&C3 using BIG extractor and C&C Asset Extractor. Also you need to download this AptUI source code to get the other files you need: http://bit.ly/22H9Tmu

Refer to Question 45 to edit their “apt to xml” files. Look for ShellEarth and change its name to whatever you like (ie. ShellEarth3 or ShellEarth4). In that way the ShellEarth or some other w3x file can be modified. Once those files are saved you have to convert “xml to apt” and compile those modified Apt files using the BuildModGUI.bat. To compile the modified ShellEarth.w3x (where you put it in any art folder), the path to the file needs to be mentioned in mod.xml (as if it’s an art asset file and it can be replaced) and you have to use Bibber’s RA3 Mod Buildstudio to compile it. The important files responsible for this are EarthC.tga, EarthC2.tga ShellEarth.W3X and ShellEarth2.W3X. To change the entire color of the Earth, you have to edit both the W3X model and the texture.

47. How can I replace the color for other UI screens?
You can edit the textures using Adobe Photoshop, GIMP or equivalent. The changing of the colors for those images won’t be confusing unless you know how to do it. Make sure you save them with alpha channel layers.

48. How can I add a new or edited unit or structure?
In the C&C3 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 C&C3 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.

49. I created a new PlayerPowerButtonTemplate or UnitAbilityButtonTemplate but it did not work in-game. How do I make it work?
Copy either PlayerPowerButtonTemplates.xml or UnitAbilityButtonTemplates.xml to your mod (and add the relevant tag in the relevant place). Then open the file and change where it says id="PlayerPowerButtonTemplateStore" or id="UnitAbilityButtonTemplateStore" to some other name. What you call it does not matter. Then you add your new buttons to these files and everything should work.

50. How can I add/edit an upgrade, support power or unit ability?
There is a tutorial referring to this. As for all support powers and upgrades, they need some mentioning of the coding in a structure xml in order to connect to the other xml files to work correctly.

-- For support powers, every one of them needs:
***SpecialPowerTemplate in SpecialPowerTemplates.xml (and also mentioning “IS_PLAYER_POWER” in the flags)
***PlayerPowerManager in PlayerSpellBook.xml
***PlayerPowerButtonTemplateStore in PlayerPowerButtonTemplates.xml (which contains TargetedPowerButton, MultipleTargetsTargetedPowerButton or PowerButton)
***UnitAbilityButtonTemplateStore in UnitAbilityButtonTemplates.xml (which contains TargetedSpecialPowerButton, PlayerUpgradeButton, SpecialPowerButton, ObjectUpgradeButton, EvacuateButton, BuildWallButton, SingleStateUnitAbility and StanceButton)

-- For upgrades, every one of them needs a UpgradeTemplate and AttributeModifier (only used for the increase/decrease of the unit's abilities). For attribute modifiers, see question 57.
-- For unit abilities, every one of them needs a SpecialPowerTemplate (if applicable), UpgradeTemplate (if applicable) and UnitAbilityButtonTemplateStore.

51. I have tried a new support power of my own (or modifying a new support power derived from an original support power), but how come that new support power doesn’t show up in-game?
Although complex and tricky, only an advanced modder can have the proper knowledge to do this since there are a lot of additions on the coding for a support power. The thing is creating new support powers may or may not need to have their LogicCommand and LogicCommandSet codings mentioned in the data except in the structure game object data. 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.

Only one time I did this correctly to three new support powers and they did work in-game without mentioning their LogicCommand data. Remember that any GameObject xml file, SpecialPowerTemplates.xml, PlayerSpellBook.xml, PlayerPowerButtonTemplates.xml, UnitAbilityButtonTemplates.xml and even either GDIPowerStore.xml or NodPowerStore.xml or AlienPowerStore.xml must mention a new parameter coding for every new support power created in order to make that support power show up in-game. Also you must edit the Module ID for PlayerPowerButtonTemplates and UnitAbilityButtonTemplates (such as PlayerPowerButtonTemplateStore_Override and UnitAbilityButtonTemplateStore_Override) in order for the new material to show up ingame. Although the KW xml files have the most and best coding examples for support powers than either C&C3 or RA3, I am not allowed to give that away.

52. What are the Attribute Modifier defines used in C&C3/KW?
These define-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

Other attribute modifiers from RA3 that may or may not work in C&C3 include:
AREA_OF_EFFECT, PRODUCTION_COST, POWER_BOOST, BROADCAST_RANGE, SPECIAL_ABILTY_RANGE, COLLISION_GEOMETRY_SIZE_MULT, PRODUCTION

53. How do you change the Scrin victory music since it sounds the same as Nod victory music?
Scrin victory music should be "victory_evil_v1", not "victory_evil" for the Nod victory music. "Victory_evil_v1" was never used ingame. This change works in both C&C3/KW Worldbuilder and in the PlayerTemplate.INI file (can be found in Misc.big for both C&C3 and KW). If you want, you could add a script to mention of a music change (named victory_evil_v1) whenever the Scrin wins a SP mission, skirmish or MP in the C&C3 or KW WorldBuilder.

54. Is it possible to run two C&C plugins (from C&C3 and RA3 Mod SDKs) together when running 3DSMax? Is it possible to export W3X models for C&C3 in this way since I want to use both C&C3 and RA3 plugins?
If placing the C&C3 plugin files in 3DSMax and then placing RA3 plugin files as well in the same directory will prompt for some files to be overwritten. The part that both C&C3 and RA3 are different is the game engine, so the way you export a model in this way (with C&C3 plugin first and then RA3) will be exported as a W3X for RA3 instead. Therefore, you cannot combine plugins together. Since the RA3 plugin is more updated than C&C3, use that instead. I believe the artist modders who successfully got the created units working in RA3 may also work into C&C3.

55. I want to create a patch for my mod instead of redoing and compiling the whole mod. How can I do it?
(For advanced modders) For a simpler solution, read this: https://forums.cncnz.com/topic/20135-for-modders-who-wanted-to-patch-their-own-mods-read-this-and-correct-me-if-i-am-wrong-on-some-parts

Thanks to Bibber who posted this in a thread to a modder:

Quote

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 file(s) 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.

For example, This is the main SkuDef:

mod-game 1.09
add-big Reloaded_1.0.big

This is the patch Skudef:

mod-game 1.09
add-big Reloaded_1.01.big
add-config Reloaded_1.0.SkuDef

56. How can I scale objects (ie. units, structures)?
First of all, you cannot scale objects using xml coding. You can scale W3X models using Bibber's C&C W3X Scale program. W3X files will be automatically saved once you modified the scaling. Do not attempt to scale W3X files unless you merge an all-in-one W3X file with animation, collision box, container, hierarchy and meshes coding in it. See question 62 on merging W3X files. You can also scale objects in 3D Studio Max and then re-export them in W3X. Fortunately C&C Asset Extractor can let you extract all W3X art assets for that particular object(s) and then convert them into a file format for each that can be imported or opened in 3D Studio Max.

57. Which sample unit, structure or other object source codes are available to download?

Here's a list of some:
Shatterer (recreated by Helge129 -- released on his behalf):
http://bit.ly/1ZKBfpu
Blood model from Isotx: http://bit.ly/1PXEhTA
Tiberium models by Helge129: http://bit.ly/1NbP8Zs
Tiberium models by Carnius: http://bit.ly/1NbPbV6
Engineer Capture Delay (by CGF123): http://bit.ly/1LA079q
RBBUIMod (by Richard Baxter): http://bit.ly/1Tf35Xi
C&C3 AptUI pack (credits to Lauren/Megumi for the upload): http://bit.ly/22H9Tmu
Special C&C3 Shader pack (credits to Egozi44 for the upload): http://bit.ly/1OJQPzL
Titan (by Golan): http://bit.ly/1KdoMBB
Kodiak (by Stygs): http://bit.ly/1OPusav
Salamander (by Stygs): http://bit.ly/1mZ5kE1

From Zocom7 (that's me):
C&C4 Art & Sound Pack:
http://bit.ly/1dWrsso
KW Art & Sound Pack: http://bit.ly/1k5p05P
RA3 Uprising Art & Sound Pack: http://bit.ly/1ow04Gk
C&C Ultimate Texture Pack: http://bit.ly/1lEHtGc
C&C Ultimate Texture Pack (with BFME textures): https://www.mediafire.com/?j97cvl413a1hgl8

From Madin (the king of customized source codes):
Scrin Custom Shields:
http://bit.ly/1kSdsoN
Nod Turret: http://bit.ly/1TdjoE7
Allied Pillbox: http://bit.ly/1R5onaE
Soviet YR Bunker: http://bit.ly/1MPMUvg
Soviet Bunker: http://bit.ly/1NqYnH1
NOD Harvester: http://bit.ly/1jiyJ9w
GDI Tiberium Silo: http://bit.ly/1P72jNn
Light Tank: http://bit.ly/1SizSdh
Classic Mammoth Tanks: http://bit.ly/1Of3AAy
Custom Infantry: http://bit.ly/1lgmZW4
Rhino Tank MKII: http://bit.ly/1XdcHrc
GDI/Nod Tiberium Silo: http://bit.ly/1N6FOSg
Allied Turret: http://bit.ly/1Of3EAw
GDI Sam Site: http://bit.ly/1I973zu
Patriot Missile Launcher: http://bit.ly/1kSdDQR
Khan Flame Tower: http://bit.ly/1QGN9ie
Ore Purifier: http://bit.ly/1Xphr80
NOD MLRS: http://bit.ly/1R5pffy
GLA Quad Cannon: http://bit.ly/1PXEJBo
China POW Truck: http://bit.ly/1NNRw4S
GDI Missile Tank: http://bit.ly/1TdkiAv
Allied and Nod Turrets: http://bit.ly/1Of3EAw
Soviet Psychic Sensor: http://bit.ly/1MPNVmM
USA Sniper Drone: http://bit.ly/1P72XKV
USA Guardian Drone: http://bit.ly/1YsELEa
NOD APC: http://bit.ly/1NbPlvN
Classic APCs: http://bit.ly/1OqOAxZ
Spy Satellite: http://bit.ly/1NNRie6
RA1 Radar Dome: http://bit.ly/1jiyY4j
GDI Orca Pad: http://bit.ly/1I97jib
Phase Transport: http://bit.ly/1MPNzws
Stealth Tank: http://bit.ly/2lM9v5Y

From Challenger13 (aka gdi_commando):
Mastodon KW:
http://bit.ly/1kSd9Kw
Mastodon art: http://bit.ly/1jiyyL9
Kane art: http://bit.ly/1Tdj6Ny
KW Walls: http://bit.ly/1MATOq1
TD Harvesters KW: http://bit.ly/1IeIdZY
Four KW Models: http://bit.ly/1YsE7Xi

58. Which C&C3 add-on mods have source codes to download?
Here's a short list of available C&C3 mods that have source codes to download:
C&C3 The Forgotten (by CNCLabs):
http://bit.ly/1kFUKzE
A New Experience (by OmegaGroup): http://bit.ly/1R5nv5R
Tiberium Birth (by CoreAngel): http://bit.ly/1MATFTJ
Kane's Revenge (by CoreAngel): http://bit.ly/1NqXPkA
Termination (by Overmind): http://bit.ly/21eIho2
Tower Defense (by Megumi/Lauren and others): http://bit.ly/1lIeL9X
KW Reloaded (by Zocom7): http://bit.ly/1NNQHJj
C&C3 Reloaded (by Zocom7): http://bit.ly/1I96Igc
Skullmod (by Skull-4-): http://bit.ly/1XpgpsI
Alphamod (by Rebelmoon): http://bit.ly/1T1qdI5
Xenoforce AI: http://bit.ly/1MD9vNz
Expanded Wars 2: http://bit.ly/1SkIP5Z
Red Alter: http://bit.ly/2vVkvSk


59. Can I change the frames per second limit from 30 to 60 (or greater) for C&C3 and KW?
Yes, if only SAGE can take it and your video card is a very fast card. All W3X files can be edited for the changing of the FPS limit, but it's going to take lots of time to do this since there are thousands of W3X files (if you really want the entire C&C3 game to go on 60 FPS). All map files opened in WorldBuilder can also input a script to force using FPS limit to 60 or beyond. You can also edit gamedata.ini to change the FPS limit as well. This may or may not be guaranteed to work depending on the results of your editing.

60. How can I make the skirmish money settings to work in-game?
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 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 the AdditionalMaps folder, mention the path line in MapMetaData_Global.xml and that’s it.

61. When I compile a mod using Bibber's modified RA3 Mod BuildStudio, it's compiling too slow. Why?
From what I found out regarding this compilation tool, it only uses up one core of the overall CPU (such as a quad core) and never uses up the whole system. For large C&C3 mods, that's the way it goes no matter what PC or operating system you use with or without background applications. In the RA3 Mod SDK, that RA3 BuildMod Studio compiles way faster than this modified one. If there's a chance that tool can be tweaked just like EA's Buildmod.bat, the time it takes to compile into a mod would have been a lot shorter than expected, but remember it needs to compile both small and large level of details (LODs).

62. Which texture is better to use, DDS or TGA?
When compiling art files with TGA textures, the log will tell you the DXT1 alpha channel will have to be converted to DXT5 since it has one alpha channel layer. When art objects are shown in-game with the TGA textures, you will notice the lesser quality looks. TGA files are typically larger than DDS files but DDS files have much sharper and clearer looks and they have DXT5 alpha channel layers which they don't need conversion while compiling.

63. Which are the best program(s) to edit xml and W3X files?
There are some xml notepad programs but we recommend the SciTE editor, since it shows color on a specific text section. You can get it through JonWil's CNC tools. Since W3X can be treated as XML, I use the Notepad++ program (it’s free) since it can open multiple W3X files on the same window and W3X. It comes opened with tabs, enough to copy, paste and merge W3X files into one and save as one merged W3X file. It’s possible to merge W3X animation, collision box, container, hierarchy and mesh files together. Some coding defines in those W3X files may not work properly in C&C3 if you are editing a W3X file coming from KW, RA3 or C&C4.

64. Is it possible to build multiple queue structures just like units?
Yes, go to any Construction Yard XML file (based on the faction of your choice) and look for the ProductionUpdate in the Behaviors section where it contains a line to the MaxQueueEntries. The default is set to 1 but it can be changed to any other number.

65. Is it possible for vehicles to require power just like structures?
Yes, all you have to do is to add the EnergyProduction coding line to the Game Object of any vehicle unit to any number you wish.

66. How can I enable shroud in-game?
In the GlobalData folder, open MultiplayerSettings.xml and there is a section saying UseShroud is defaulted to false. Setting it to true will enable shroud in-game for skirmish and multiplayer modes. For SP missions, the shroud can be enabled only if you create a script to enable shroud for each mission map. This is not recommended for mods using assets from C&C3 A New Experience.

67. How can I make the Mothership buildable but not from a support power?
Well it’s that simple. In order to do that, you have to disable the Summon Mothership support power in the Signal Transmitter game object and have the Mothership buildable (i.e. from the Gravity Stabilizer) in LogicCommand and LogicCommandSet xmls.

68. How can I make the EMP support power to work for the GDI and/or other faction?
It’s like copying the support power source code from the EMP neutral structure to any other faction structure in the Behaviors section.

<OCLSpecialPower
                                    id="ModuleTag_OCLSpecialPowerEMP"
                                    SpecialPowerTemplate="SpecialPowerEMPControlCenter"
                                    UpdateModuleStartsAttack="true"
                                    AvailableAtStart="false"
                                    OCL="OCL_EMPControlCenterDestroyCiviliansHumanelyObject"
                                    CreateLocation="CREATE_AT_LOCATION"
                                    TriggerFX="FX_EMP_ControlCenter_WeaponStart" />
                        <WeaponFireSpecialAbilityUpdate
                                    id="ModuleTag_WeaponFireSpecialAbilityUpdateEMP"
                                    UnpackTime="2s"
                                    PreparationTime="0.1s"
                                    PackTime="2s"
                                    SpecialPowerTemplate="SpecialPowerEMPControlCenter"
                                    SpecialWeapon="EMPControlCenterWeapon"
                                    WhichSpecialWeapon="1" />
                        <AISpecialPowerUpdate
                                    id="ModuleTag_EMPControlCenterAI"
                                    CommandButtonName="Command_EMPControlCenterEMP"
                                    SpecialPowerRadius="99999.0"
                                    UnitKindOf="FS_POWER"
                                    SpecialPowerAIType="SPECIAL_POWER_ENEMY_TYPE_KILLER_STRUCTURES" />

You also have to set a parameter line to be mentioned in the LogicCommandSet to a structure given. For example:

<LogicCommandSet
                        id="GDISpaceCommandUplinkCommandSet">
                        <Cmd>Command_SpaceCommandGDIDropPods</Cmd>
                        <Cmd>Command_SpaceCommandGDIShockwave</Cmd>
                        <Cmd>Command_EMPControlCenterEMP</Cmd>
                        <Cmd>Command_TogglePower</Cmd>
                        <Cmd>Command_SelfRepair</Cmd>
                        <Cmd>Command_Sell</Cmd>
            </LogicCommandSet>

Thus in this way this will enable the EMP support power in-game for that structure built.

69. How can I make an Engineer unit capture a structure or vehicle?
According to this coding from the Behaviors section of a neutral structure (and it can even work for a vehicle):

<EngineerContain
                                                id="ModuleTag_EngineerContain"
                                                NameOfVoiceToUseForFriendlyEnter="VoiceEngineerRepair"
                                                NameOfVoiceToUseForHostileEnter="VoiceCaptureBuilding"
                                                EvaEventForRepair="BuildingRepaired"
                                                EvaEventForCapture="EnemyBuildingCaptured"
                                                FXForRepair="FX_Building_Repaired"
                                                FXForCapture="FX_Building_Captured"
                                                FXForCaptureAndReplace="FX_Building_Captured">
                                                <CanEnterFilter
                                                            Rule="NONE">
                                                            <IncludeThing>GDIEngineer</IncludeThing>
                                                            <IncludeThing>NODSaboteur</IncludeThing>
                                                            <IncludeThing>AlienAssimilator</IncludeThing>
                                                </CanEnterFilter>
                                    </EngineerContain>

This happens to be put in every enemy and neutral structure/vehicle (and bridges too) for the new Engineer to capture and/or repair it if you include a new Engineer in the IncludeThing list. Also in GenericEngineerContain.xml in the Includes folder will also have to mention a new Engineer in the IncludeThing list. There is no shortcut to this.

70. How can I change the overall font for the game?
Since the default ingame font is Russell Square, all you have to do is open Misc.big file from the Core\1.0 directory of C&C3 and extract the files. You can replace the font whether if it’s a truetype of opentype font of your choice. The files of HeaderTemplate.ini, Language.ini, FontSettings.ini and FontSubstitution.ini are the only files to be edited for changing the overall font of the game. For subtitle files, you can do the same if you have them. For the game itself without mods, remake Misc.big with the edited files using the OS Big Editor and replace the old Misc.big with the modified one. For the mod itself, you put the replaced font and the INI files in the Misc folder of your mod directory. The mod cannot run the new font unless the modified Misc.big with that same new font is in the C&C3 core directory.

71. How can I add maps to the mod and run from it?
Like all official C&C3 maps, modded or not, they are put into “Misc\Data\Maps\Official” or “Misc\Data\Maps\Unofficial” of your mod directory. If you declare that created maps are not official, you type false in the MapMetaData of that map and those maps will be placed in the unofficial folder. Also if you typed false on multiplayer, those maps will not show up in the skirmish and MP menus. To mention the new maps, make a file called KWMapMetaData.xml or something else like that in your mod directory. Map description and name must also be mentioned in the mod.str file. In C&C3 A New Experience, it is done the other way by referencing the MapMetaData file path in the mod.xml. For custom maps involving custom music and other assets, you need to use BuildMap.bat to get the custom music files and other assets in your custom maps first before integrating them into a mod. In the following example from KWMapMetaData.xml:

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset">
            <MapMetaData
                        id="TheMapCache">
                        <MapMetaData
                                    BorderSize="30"
                                    CRC="0"
                                    Description="Map:MAP_SP_Tutorial_360/Desc"
                                    DisplayName="CNC3 Tutorial X360"
                                    FileName="Data\maps\official\MAP_SP_Tutorial_360\MAP_SP_Tutorial_360.map"
                                    Height="385"
                                    IsMultiplayer="false"
                                    IsOfficial="false"
                                    NumPlayers="1"
                                    Width="435">
                                    <StartPosition
                                                Name="InitialCameraPosition">
                                                <Position
                                                            x="529.856"
                                                            y="1932.96"
                                                            z="0"/>
                                    </StartPosition>
                                    <StartPosition
                                                Name="Player_1_Start">
                                                <Position
                                                            x="0"
                                                            y="0"
                                                            z="0"/>
                                    </StartPosition>
                        </MapMetaData>
            </MapMetaData>
</AssetDeclaration>

72. How do I change the Main Menu logo?
Since EA did not provide this coding, and credits to Bibber for this, here’s a sample coding from MainMenuImages.xml:

<?xml version='1.0' encoding='UTF-8'?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
            <OnDemandTexture
                        id="TDLogo"
                        File="ART:Images/TacitusLogo.tga"
                        Type="StandardTexture"
                        GenerateMipMaps="false"
                        OutputFormat="A8R8G8B8"
                        AllowAutomaticResize="false" />
            <OnDemandTextureImage
                        id="MainMenuLogo"
                        Texture="TDLogo"
                        Rotated="false">
                        <Dimensions x="256" y="135" />
                        <Coords x="0" y="0" />
                        <TextureDimensions x="256" y="256" />
            </OnDemandTextureImage>
            <OnDemandTextureImage
                        id="MainMenuLogoKane"
                        Texture="TDLogo"
                        Rotated="false">
                        <Dimensions x="256" y="135" />
                        <Coords x="0" y="0" />
                        <TextureDimensions x="256" y="256" />
            </OnDemandTextureImage>
</AssetDeclaration>

73. How do I open/edit/re-insert VP6 files?
If using the modern format using Bibber’s tools, all movies are placed in “Misc\Data\Movies” in your mod directory.
For a quick tutorial about opening, editing or re-inserting VP6 and audio files, read it here:
http://bit.ly/1mvFyad
For the complete download package of required apps, get it here (credits to Plokite for that): http://bit.ly/1O6K9q1

74. Is it possible to have an infiltrator or spy unit to work on an enemy building?
Yes, but to make it work in-game requires advanced coding and there’s little guarantee it will work.
Source Code by Lauren (original thread is gone):
http://pastebin.com/cJJcByfv

75. Is it possible for a special commander to issue upgrades, commands, etc.?
Yes, but to make it work in-game requires advanced coding and there’s little guarantee it will work.
Source Code download (on behalf of Lauren – original thread is gone):
http://bit.ly/1PGcPZD

76. How can I set glowing FX and flashing lights to a created and/or customized object?
Ask Lauren/Megumi via PM for answers. The old thread link that mentioned the answer is long gone and I cannot recall what was mentioned there.

77. How do I disable the Contextual Window and/or Common Command Bar in C&C3/KW?
(For advanced modders) While some of you may or may not approve this, the thing is that both the Contextual Window and Common Command Bar cover redundant room in-game, leaving some of the battlefield covered by those. Whether you enlarge or shrink the resolution, those windows/bars remain unchanged. Back in 2008 Richard Bruce Baxter provided a mod, source code and tutorial for this (re-released on his behalf): http://bit.ly/1Tf35Xi
To compile this correctly, I highly recommended the BuildModGUI.bat from C&C3 A New Experience source code. Then compile it again with Bibber’s RA3 Buildstudio compilation tool.

78. My mod (or mod browser) is crashing/not working when loading, how do I fix it?
You need to delete the “LastReplay.CNC3Replay” file from your C&C3 replays folder, sometimes this can get corrupted (especially if the game crashes in the middle of a game).

79. How do I make camera settings zoom in or out correctly with inputted skyboxes/sky textures?
See this thread for details: https://forums.cncnz.com/topic/19757-for-those-modders-having-trouble-with-the-camera-settings-involving-skyboxes

80. How do I add new Intel Database entries?
For this to work, you must compile IntelDB.xml under Global Data, not Static Data. See question 60 for details. IntelDB.xml can be found in the Art directory (of the C&C3 Mod SDK) under the folder IntelDB. For Kane's Wrath database entries, you may have to find them with WrathEd. Also you need both the C&C3 and KW string files since they have defines for those entries, and the save files all of those claimed Intel Database entries into your user profile. It's up to you how you want to include custom or already in-game images of those entries. The ID entries must match in order for them to show up ingame. Also using other C&C3 mods will overwrite the inis of the Intel Database back to default which is why you MUST backup the edited files.

81. When I input KW, RA3 or C&C4 objects into C&C3, I am not seeing any textures with those unit(s) ingame, why is this happening?
Since KW, RA3 and C&C4 objects are using their own shaders, you have to input those shaders from their games into C&C3 in order for those objects to be seen correctly (along with their own textures). For example, the Shatterer W3X from KW that used the shader file objectsGDI.fx should be added and renamed as objectsGDI_KW.fx instead to avoid the conflict with the C&C3 version of objectsGDI.fx so it should not be shown as a pink shader ingame.

82. How can I edit the mod I downloaded?
You cannot edit the mod unless you have the original source code and compile them again with the C&C3 Mod SDK. Only in C&C Generals/Zero Hour you can due to the usage of ini files in BIG files. All C&C3/RA3/C&C4 BIG files uses xml coding only to be compiled as compressed asset files which cannot be edited but can be viewed via WrathEd. The only exception to edit are the INI, script and shader files which can be seen (for example) in a Misc.big file.

83. I want to disable superweapons in the mod. How can I do it?
Well you should know the game cannot add new options in the skirmish/options menus unless you replace the options. (ie. Spawn Crates -->
 No Superweapons). You can get it here.
 

C&C3/KW WorldBuilder Q&A

1. Where can I download C&C3 and KW WorldBuilder?
For the C&C3 WB (latest version is 2.0): http://bit.ly/1kFUQY9
For the KW WB (latest version is 1.01): http://bit.ly/1OHa5YA

2. Where can I get some C&C3/KW WorldBuilder tutorials?
Protcow links (very useful to start here): https://forums.cncnz.com/topic/19699-tiberium-wars-worldbuilder-tutorials
Revora Tutorial links: http://bit.ly/1OHdg2k
Basic guides for WB: http://bit.ly/1mAUa7v
Economy guides for WB: http://bit.ly/1ZKD0my
Mission scripts for WB: http://bit.ly/1Z1x9qN
Getting started for KW WB: https://www.youtube.com/watch?v=aXmchOkCGog
Fix black minimap: https://youtu.be/hyhkEVilqAs
First steps: https://youtu.be/l9CKCsEkyHA
Making ocean & river: https://youtu.be/I0jM2oaGX5Q
Making mtns & ditches: https://youtu.be/Y2y8ccMz8FI
Making grove, ramp & road: https://youtu.be/4m3fUFGltuY
Disable superweapons: https://www.youtube.com/watch?v=43v2tCwiucw
C&C3 WB Tutorial(s) in German: http://www.tksworld.de/cc3/tutorial.html

3. How to change the starting money for a created or edited map?
That only depends on changing the Player's values in C&C3/KW WorldBuilder, not the Mod SDK. In the Mod SDK, the MultiplayerSettings.xml file is responsible for the starting value which is defaulted to 1500 (only for custom SP missions). The script responsible to activate this effect is: Set 'Player' money to 'amount of money in credits'.

4. I need some sample scripts for C&C3/KW. Where can I get them?
If EALA was supportive on C&C3/KW WB, they should release the mission map source pack just like the RA3 mission map source pack. You can extract all C&C3/KW maps from the Maps.big file with a BIG editor and attempt to open with the WB but those maps took a long time to open since those maps have imported scripts in them. You can view the scripts for understanding but they are complex and hard to use and learn.

5. How can I use my mod with the C&C3 WorldBuilder?
If you want to use a mod into the C&C3 WorldBuilder, you need to compile and build your mod first and then do the following: Add your .big file to the C&C3 WorldBuilder CFG file in the C&C3 directory. Remember, your mod needs to be tested first in C&C3 if it works before attempting to put your mod into the C&C3 WorldBuilder. Same goes to the KW Worldbuilder but you need a compiled mod from WrathEd.

6. How can 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

7. How can I disable a support power, upgrade or unit ability for the map I am making or editing?
Trying to disable upgrades isn't working well in C&C3 and 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'

8. 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
This is not recommended for usage with assets from C&C3 A New Experience because the shroud covers the sky texture and cannot be shown unless you mentioned a script to show all of the map. Same goes to the fact that enabling fog also covers the sky texture with a given color of the fog.

9. 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 C&C3/KW Q&A until I have more information to update. Some links may be outdated and may not work. 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 PurpleGaga27
Fixed formatting and updated links.
  • Upvote 4

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63. Which sample unit, structure or other object source codes are available to download?

C&C4 Neutral Structures: http://www.gamefront...Neutral Str.rar

C&C4 Art Pack: http://www.gamefront...C4 Art Pack.rar

KW Art Pack: http://www.gamefront...KW Art Pack.rar

KW Sound Pack: http://www.gamefront..._Sound_Pack_rar

Links for these are broken.

 

C&C4 Neutral Structures: needs source link, unreachable atm

C&C4 Art Pack: http://www.gamefront.com/files/20854415/CNC4+Art+Pack.rar

KW Art Pack: http://www.gamefront.com/files/20837678/KW+Art+Pack.rar

KW Sound Pack: http://www.gamefront.com/files/20034929/KW_Sound_Pack_rar

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Edited the C&C4 art pack and KW art/sound pack links. All the unit source codes from me need new links. The C&C4 Neutral Structure pack also needs a new link.

 

Some other links may have to be updated as well.

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I updated/modified some questions/answers, updated some links and added a couple of new questions to the FAQ.

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Once again, I updated the first post. However, there is an error editing that post, thinking after editing it still wants me to enter a post.

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Updated the page for broken/simplified links and some simplified questions. Some questions have been eliminated from this FAQ.

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BTW can't you extract stuff like the Titan and the Kidak again from your mod or Stygs mod and re-add them? they were available before so it not like you stealing them......

Edited by Egozi44

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I have those files from my KW Reloaded mod, but the source codes are not mine to give away. Also I seemed to have lost some of the recent C&C3 source code files from other users during the time I was installing a new OS in my spare hard drive. If Stygs and Golan accept the new permissions, I will reupload the Titan, Kodiak and Salamander source codes.

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Need to renew our license aren't we? xD

 

Well try ask them away (golden is not available though)

 

Theses stuff were in the net before for some years under their permission, so I assume they will agree

 

Ask them away just to be sure though

 

 

P.s Rebelmoon don't mind if we share his orca with MG, mammoth without missile pod, bulldog with beta skins (drivers look different), and most of his work if we credit him

 

 

Issue is they only in max files, I imported them to w3x but materials are missing, I assume they just the textures of NM, and SPM map though and can be added manually

 

 

Oh and if you haven't already, add Stygs predator missile model and these shaders to the list

 

http://www.moddb.com/members/egozi44/addons/cc3-shader-pack

Edited by Egozi44

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What operating systems is WrathEd known to work on?

 

I'm on windows 10, and I have got WrathEd versions 1.05, 1.07, and 2.0, I've just been trying to get the SampleMod to compile with little success.

 

in v1.05 i can run the BuildMod.bat and it opens the cool KW-style gui showing the progress bar and I can see the the art assets for the Mirage Tank being processed however when I open the final .big file for the compiled mod, it only contains the mod.str string file, the video.ini, and the shader file, no .manifest or .bin and no XML assets seemed to have made it into the .big.

 

in v1.07 the buildmod.bat file still runs but the KW gui does not open, also I cant get the big viewer to open either (I am using WrathEd.exe in the tools folder as a big viewer). I just double click and nothing happens.

 

in v2.0 there is no buildmod.bat and the WrathEd.exe file wont open either, the same way it wont in v1.07 I have tried some windows compatibility settings and running as admin, but nothing is working.

 

oh I should add that the regular cnc3 SDK can compile mods just fine once you enable .Net 3.5.. well the XML assets at least.

Edited by GodofDeath

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There is no public version of 2.0

What's this?

 

http://www.ppmsite.com/?go=download&file=cnc3kw_wrathed2Beta_Jun2014.7z&classic=true

I cant find any version information in the files so this may not be genuine.

 

I figured out why WrathEd was crashing, but I still cant get anything to compile properly, looks like its not an OS issue though.

Edited by GodofDeath

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It's 1.7, the one who placed it in their download section is just an ... and even after being told it's not 2.0 he seems to have refused to change it.

Which is why for any new version I will release I will change the versioning, so WrathEd 2 (which has no public release nor public source code) will be called WrathEd 2016.

 

You can also see the version in Help->About

Edited by Lauren

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I've finally fixed the formatting on the guide, which you broke with two [ /ulr] (instead of [ /url]) tags in question 12, which led to everything beyond that be the link to one and the same thread on Revora. You'll have to find those links for question 12 on your own, though. And do use something more useful than bit.ly.

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Well, Plokite. Ever since Zee Hypnotist took over operations and changed the forums, the formatting got all messed up, especially on what you mentioned. I'll fix them later though (including RA3 Mod SDK FAQs), including updating outdated links.

But what's better than bit.ly? The shorter the links, the less text and size used in one post.

Edited by PurpleGaga27

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9 minutes ago, PurpleGaga27 said:

Ever since Zee Hypnotist took over operations and changed the forums, the formatting got all messed up

It was the upgrade to IPS4 that messed stuff up, Zee took over two months later.

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58 minutes ago, PurpleGaga27 said:

the formatting got all messed up,

That's on you, because of the mentioned misused tags. That sort of thing can happen to anyone, though.

58 minutes ago, PurpleGaga27 said:

But what's better than bit.ly?

Using full links. You can attach links to custom text, you know.

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Seven years since I first posted this FAQ, I finally re-edited the first post and fixed back the formatting and updated links. Now with 83 questions for the C&C3 Mod SDK and 8 for the Worldbuilder, that is huge.

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