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blood1995

Adding a model inside a KW mod

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Hellow everyone, I would like to know what steps I must exactly follow to extract a model from Tiberium War and then add it inside KW.

 

I wanted to add Walls for both GDI & Nod, but Nod wall models seem to be broken.

 

Thanks for the help.

Edited by blood1995

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There isn't really a 1-2-3 kind of answer to that.

I would advice starting with reading the sticky faq on the forums here, you will find several topics on what tools you need to extract assets from TW and KW etc.

Then i would advice reading the documentation that comes with the wrathED sdk, also have a look how the sample mod there sets up its art assets and how it adds those to the game.

KW has some modified shaders compared to TW...so you might have to change the shader setting by hand depending on what model you extract.

 

But if its just about the walls... can't remember if there was a problem with those, you just needed to re-enable them. But i don't dable that much in KW.., there are a few more qualified KW modders that could tell you if they are broken or not tbh...

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I've took the .w3x files from Tiberium War and added them into my mod, but without result. I've noticed that these files were empty compare to the one of the MirageTank in the simple mod. So I decided to check all the .w3x files in the MOD SDK of TW and they were all empty.

 

I guess the solution would be to find the files of the wall to reload them into my mod, but I don't know how to get them, I've seen that they are inside 2 KW mods(KWWalls and OneVision). Is there a way to extract them from these mods?

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I managed to load the models from KW WB into my mod, but now comes another problem. :(

When I loaded the 1st model to make a Nod Research Lab it worked perfectly, but when I wanted to add a second model for a Nod Reinforcement Bay, the game started to crash at start, after that I removed the model of the Research Lab and it worked again.

So my conclusion is that if I load too many .w3x files the game will crash at start when loading my mod.

 

Any solution?

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The .w3x files from TW mod sdk are empty they are placeholders so the compiler doesnt nag about missing files, you have to extract the actuall files from the .bigs.

 

Normaly there isnt really a limit to how many things you can add. It is probably a error somewhere else, could be both objects had the same id, every object needs a unique id.

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Yes, I noticed that the models of TW MOD SDK were empty, so I managed to extract them from the game.

Talking about the id problem, is it possible even for .w3x to have the same id? Because I extracted them from TW/KW without editing them so I doubt that their id were the same at the begining, when I launch the game with 2 models loaded into my mod, Windows says that KW stopped to work without any information to help me about the crash.

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Seem to me like you forgot to check the addons section in moddb for the walls ;)

 

http://www.moddb.com/mods/the-end-of-all-things/addons/walls-kw

 

They're a bit broken so I fixed them for my mod (don't recall what was broken but I recall they didn't had sounds and could be powered off and on)

 

 

 

Also for your question regard the w3x ID

 

It really depends.

 

The thing is that (from what I understood at least) EA made them with the same ids while change their actual material in MAX, resulting in the SDK sees each w3x as something different even if they have the same ID

 

They also added "Include" line in many of their w3xs which tell them to look for the other w3xs, and if you tell the SDK to look for w3x that the files Already have include line that basically tells them to search for them,
it result in an error that tells you you have the same file twice.

Edited by Egozi44

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Thanks for the walls.

 

I can't confirm that the problem is from id because when I loaded the .w3x files of a model into one file it worked when it wasn't before, then I tried to merge all the .w3x into one file thinking that I found the solution but at the end the result was the same.

 

If I start to rename the id of the models then it's gonna take hours, I prefer to avoid that.

 

Another solution would be to be able to load KW WB models, is it possible like in TW?

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I don't really know what you trying to achive at this point and dk how WB can help you here but you can add stuff to kw's WB,

However you're going to need an update for WED which biber hide with many other stuff in is site for no clear reason

 

I have the link for it but after chatting with biber today I'm not sure if I can even share it, biber and megumi just leaves too many stuff with unclear answers and at the end of the day it just hurt the kw modders they spend hours make the tools for...

 

I really don't see how more people will be encouraged to mod kw when they give them so much hard time getting the tools, people can learn stuff by themselves to some degree but need a workplace in order to work :/

Edited by Egozi44

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"rolls up newspaper and smacks Egozi on the nose" "Bad Egozi, don't bite the hand that feeds you, bad dog!"

  • Upvote 1

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Yep guys, I won't tell you how many years it took me to get the correct programs for modding.

And also for understanding KW WB.

 

Why I'm talking about WB for my models? Well it's because the models itself that I want to load is the NodRadarLab that is in WB only, and I've noticed that all the civilians stuff's models can't be loaded into your mod until you extract them.

Edited by blood1995

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"rolls up newspaper and smacks Egozi on the nose" "Bad Egozi, don't bite the hand that feeds you, bad dog!"

 

Why it the truth? :P

 

I didn't said it to offend anyone but just note what already there

 

Unless they made the tools for themselves and just end up sharing them on the process I can't see why they don't organized the means to get them, is it a copyright issue? is there any other matter that makes you keep secrecy (even though I have some quotes that say otherwise... )? no one knows because they didn't give a clear answer :P

 

And instead We (Well I and other KW's modders in this case) got pms from depressed people who asking for the tools they can't find anywhere on the net....

 

I'm aware each one have his/her/it own life, and that they're fairly busy, but if you don't organized stuff don't expect the mess to hide forever under the carpet xD

Edited by Egozi44

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What's so hard finding them? I can find them in under 5 seconds (not counting page load times), both the last version I released and the one Bibber released.

 

I even uploaded the source for a fair amount of time, so people who were interested could fix stuff, but that got mostly nowhere (apart from what jvm did). I haven't gotten any pm asking about stuff. If they are to scared or whatever to ask directly it's their fault. For you Mr Egozi: instead of spreading misinformation because you don't know **** and still aren't willing to learn just sit down and stfu.

 

It's also not our responsibility to get other people excited in modding KW or using the tools we made. If people don't want to mod kw they don't want to mod kw. If people want to mod kw and use the tools available they can just go to a dedicated cnc modding site like ppm and download them. If people want to mod kw but don't want to use our tools they have to sit down and learn how stuff works to create their own, sources are out there and there's nothing stopping them from asking if they're running into issues.

 

When the tools were worked on we tried a lot to promote them and encouraged feedback so they were easier to use (the UI and other stuffs were completely reworked 3 times because of that and had several modifications later). The topics in which this was discussed never got much attention (one reason was that most people at the time still thought it would be impossible) but just because you weren't there at the time Egozi doesn't mean they didn't exist. Again it's stuff you just made up in your mind because you just can't be bothered to invest time. It's people like you who turn and turned others off with misinformation and selling it as

the truth

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Yep guys, I won't tell you how many years it took me to get the correct programs for modding.

I would believe that if you lived in a country without google or any other search engine, and you were still a dial up modem....which would possibly take weeks at most, not years.

Most of us "oldies" have been at this across numerous sites, ppm, thundermods, cnclabs, the official forums, revora and ofc cncnz etc etc. So plenty of time to join us in discussion if you been "looking for years".

 

Ever googled worldbuilder tutorials + kanes wrath? searched for it in youtube? you find tons of **** then linked to gamereplays and even tons on youtube including protcows awseome tutorials for starting with WB.

Same for starting modding in the sage engine, from bfme, to c&c3.

 

The only reason i would believe you can't find anything on the internet is if your country was Sokovia and it got blown up by ultron and the avengers last year!

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No, you don't get it, in WB I'm talking especially for the AI(making him doing a certain action at a certain moment with that team) and special stuff as objective intro, I for sure checked all the tutorials but they were for beginners(PvP maps), the 1st maps that I was trying to do was a mission map, and here the difficulty was harder.

 

For example when you need to make a mission objective with the camera event, it's not possible with only KW WB so you had to download tons of **** for this action, and the worst part was of course the AI, making it able to rebuild the base that it lost without the BuildList tool was impossible, when they managed to do it on normal TW maps.

 

You can maybe think that I'm dumb, but yeah it took me a lot of time to find the correct programs to start modding, all people doesn't want to subscribe to a forum for something that is supposed to be easy like that, especially when the main website which host it is down, ModDb become pretty useless.

 

Without talking that there are no tutorials about ALL the coding/scripting part, you start opening the .xml files and then what?

You read and try to understand how it works by starting with editing the build cost and time.

 

So for sure I will admit that the support for KW modders is that worst that i've ever seen, and this is not the 1st game where I start modding this explain why I'm here with you, if it was a beginner totally new to modding he would have gave up a while ago.

 

Now let's go back to the main subject, the problem that I'm trying to make you understand is that when I try to launch my mods with a certain amount of loaded .w3x, KW crash at start without giving me any information, any of you had a problem similar to this or not?

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The number of files doesn't really matter.

 

Crashes happen because of :

 

Invalid or broken code..anything the engine can't read

if you are copying stuff from TW...some of the schematics/default designs have changed in KW..so blindly copying them might not work anymore. Same if you are importing models, some shaders have changed and the old w3x still reference those old shader settings, you might need to manually alter those.

 

or duplicate Id's....check you haven't got 2 object xml's with the same id, or if you aren't referencing things double in your static.xml or any other xml file you use as a reference file.

 

Also check your /documents/wrathed/logs/ log files for any info about the crashes.

 

So for sure I will admit that the support for KW modders is that worst that i've ever seen, and this is not the 1st game where I start modding this explain why I'm here with you, if it was a beginner totally new to modding he would have gave up a while ago.

 

Most games either have dev support behind their mod sdk's or an active community.

 

KW was hired out to another dev company and not EALA. That company never created mod support for KW. Unofficialy i heared that a while after KW released that company(can't remember the name) did reach out to the community but they got a underwelming response so they never pushed the issue for a mod sdk. Not sure how much to that rumour is true but the the issue that stands is:

 

KW modding is unofficial....anything you can do with it atm is pure community effort. Atm maybe a handfull of people or less make it/made it possible to be able to mod KW at all, pure out of hobby and in their free time....a decade after release....Don't bite that hand that feeds you, because if it was up to EA and affiliates you wouldn't get fed at all.

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Thanks for the help, I will try another approach for the .w3x files.

 

And yeah sorry for complaining, the problem is that when we want to mode a game we don't really check all forums to know the current situation of who is supporting the moding tools, if I knew that EA doesn't care about KW modding then I wouldn't have ask so much.

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On 14/03/2016 at 9:50 AM, Lauren said:

What's so hard finding them? I can find them in under 5 seconds (not counting page load times), both the last version I released and the one Bibber released.

 

I even uploaded the source for a fair amount of time, so people who were interested could fix stuff, but that got mostly nowhere (apart from what jvm did). I haven't gotten any pm asking about stuff. If they are to scared or whatever to ask directly it's their fault. For you Mr Egozi: instead of spreading misinformation because you don't know **** and still aren't willing to learn just sit down and stfu.

 

It's also not our responsibility to get other people excited in modding KW or using the tools we made. If people don't want to mod kw they don't want to mod kw. If people want to mod kw and use the tools available they can just go to a dedicated cnc modding site like ppm and download them. If people want to mod kw but don't want to use our tools they have to sit down and learn how stuff works to create their own, sources are out there and there's nothing stopping them from asking if they're running into issues.

 

When the tools were worked on we tried a lot to promote them and encouraged feedback so they were easier to use (the UI and other stuffs were completely reworked 3 times because of that and had several modifications later). The topics in which this was discussed never got much attention (one reason was that most people at the time still thought it would be impossible) but just because you weren't there at the time Egozi doesn't mean they didn't exist. Again it's stuff you just made up in your mind because you just can't be bothered to invest time. It's people like you who turn and turned others off with misinformation and selling it as

 

I think you took me the wrong way megumi...

 

I'm not trying to get you mad and not was mad when I wrote it, what I said is based on my experience after I asked few other people and got pms for the tools myself, don't take everything the negative way (if you did)

 

The last ver of WED you made don't work for me at all for some reason (not compiles my codes) and don't support sounds,
ver 1.07 works but again don't support sounds and give you a few broken lines when you extract the xml,
1.08 buggy ver (which is rare to get on the net because you considered it as buggy ver) Does support sounds and don't extract broken lines 90% of the time, but extract the xml with fewer lines and shows then in horizontal order over a vertical one,
Zypherbullet have yet another rare in-between ver of 1.08 that supports sound after biber tweaked it for him, and it also extract xml with fewer lines but not shows them in vertical order, and it also compiles my xmls (I sent him few of my codes before and they compiled without any issue),
Aside from him I know other modders who're around for some time now and dk which WEd to use.


Here more examples:

In order to use KW in WB we need that biber's update which is hidden at his site for unclear reason and we need to pm modders and hope they have it or just wait for one of the "VIP" modders that have access to the hidden section (or biber himself) in biber's site to dd them so they will appear on the main page for a bit as "last downloads" history or else there's no way to find it from the site itself as no button leads there.

 

You can tell people to search however you like and expect them to find stuff alone, but the sad truth is that they asking us after claims they failed to find it via Google or other means, many links are dead or just don't have the ver that support everything from the box thx to the many random ver of WEd that were uploaded out there

 

It just goes like: "I found WEd yayy I can mod :D "

"Wait.. mine don't work with sounds.. how you manage to make it work on your side Egozi?"

"I can't find any ver that support sound on the net can you send me your... "
 

"How can I make KW to load my stutf on WB?"

"I need some update for the compiler that can add strings? Where I can get it?"


And so on,
people indeed can find random links on youtube, ppm, here, gamereplays, how much they wants but the fact that they don't have one clear website that have everything on it (and open to public) still remain (At least for now).
 

Also if you uploaded stuff to German sites (only if) and expect people to find the links there it most likely won't happend for obvious reasons (unless other modders will be kind enough to add them to sites with English lang)

 

Again I'm just telling what I saw and what I understood from my and other modders experience, I'm not trying to get Anyone to be angry.


Many people (And Governments and politicals) also tend to be sure in many cases that the ideas they came up with are working for everyone and that everything is "alright" because it easy to see it from their point of view (Dk about the politicians though xD)

But that not always mean that it's the case, and rather than fight over who think what is yadayada,
it's best to look at things again from other view and see if it's possible to aim for the middle ground to make thing easier for both sides.

 

Lets take things from the PoV you gave me so far over the years I've got to know you,
Most people are "stupid", I included,
why not making one site that have all of the versions of the sdk and tools so they will stop asking for them (and bother you and people in the progress?)


We can keep go in circles around the fire but eventually someone will need to extinguish it, and it's best to do so while you corporate with others rather than do it in a one sided way and make others to "turn on you" from how you described it in past conv.

 

Ah... I never was good at giving examples >.>

Edited by Egozi44

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I actually tried to add the model from the GDI Artillery Tower on the single mission campagn of Nod, so I managed to extract the files and add them into my mode(there were like 15 .w3x files), but here again after compiling my mod when I launch the game with it.

 

The screen is black(because I've to wait), and then the game stop working.

 

I want to say that I use the nologo mod and the 4 GB ram patch, is it possible that they are the cause of the problem?

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I want to say that I use the nologo mod and the 4 GB ram patch, is it possible that they are the cause of the problem?

The nologo May (only may) be the cause, and the 4gb thing could give you issues if you don't actually have 4gb of ram,
but I don't believe any of them are actually the ones causing the issues here.

 

The game usually crash with an error code if you added something incorrectly, usually because of IDs issue (like when you have the same ID twice)

 

For now try disable the nologo mod, if it didn't work try disable the 4 gb tool,
if it still happens we can assume it not relate to both

 

 

Edit

 

I forgot one more import thing, do you use the last version of the WED mod launcher?

Edited by Egozi44

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I forgot the version that I had, so I downloaded the v1.11, but here again the same problem is still happening, I've even removed the nologo mod and 4gb RAM patch but still happening.

 

The only important message that I found in the logs is "2016-03-17 08:34:48 - EXITING GAME".

 

I even renamed all the id of the models into something that wasn't used, I've also noticed that the bug doesn't happen when I don't load the .w3x files with the suffix "_HRC" but with that the models won't show in game.

 

EDIT: Here again I tried to merge all the .w3x files into one, and what... IT WORKED!

 

I'm confused because that way doesn't always work, do you guys have any idea why this solution worked for me?

 

EDIT2: Well I tried it again for the scrins Relay Nod in the final GDI mission, and here the problem restarted again.

 

Here is a screen if this can help.

 

a28d46ccf3af120a979a4a7758b1ae34.png

Edited by blood1995

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I've found a strange solution, when I load new .w3x files into my mode, I just have to don't load all the models, so I just use the normal and _D3 when it's destroyed.

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