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PurpleGaga27

Is it possible to split/run a mod into parts based on individual content?

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The C&C3 expansion mod I am currently developing may be bigger than usual and could be as big as Kane's Wrath itself once done. IDK if Bibber can really answer this tough question.

Would it be possible if the mod was split with other BIG files such as music, civilian assets, roads/shrubbery/ambient sounds for Worldbuilder and the core mod itself so they can run together as split BIG files, just like how mods are run in C&C Generals/Zero Hour and BFME I/II? It's already possible for AptUI, terrain textures and maps. In this way, the patching of the core mod should be smaller and easier to distribute rather than in a cumulative larger format.


I am also not sure if this following question will apply to the one mentioned above?

Based on question 55 from the C&C3 Mod SDK FAQ that was answered from Bibber a long time ago regarding patching a mod:

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


If there was a detailed example of this tough procedure, I would have known how to do it. One part I got confused was creating a new mod folder for 1.1, but of a different name or the same name from the mod that was 1.0? Another part I got confused was running the binary asset builder additionally with the parameter /bps:"BuiltMods\mod.manifest". I found that parameter can be added in the original BuildMod.bat. Something tells me this patching only works on the original BuildMod.Bat and not using Bibber's modified RA3 Mod Buildstudio. But can patching a mod work under Bibber's modified RA3 Mod Buildstudio or I have to use the original modified Buildmod.bat for this? If so, how?

The problem may lie in the structure organization of mod folders if patching a mod must use the original format. EA's Buildmod.bat does not use the Misc folder for mod.str, scripts and misc files being put there, and coding paths of sounds/music/images/art assets are mentioned in separate xml files in the art and audio folders of C&C3Xml and not in the mod folder.

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Dunno if I should laugh or cry, maybe I'll do both?

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No answer? I know this might sound like a complicated question, but I need to know if it can be done.

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It's actually not complicated at all, thus my answer.

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