Koen 2 Posted August 25, 2007 There are 82 different Asset Types (like GameObject, AmbientStream, etc) and there are 8616 assets in total. These stats are for the SampleMod, so the game itself will have a few less (no Elven unit there). Share this post Link to post
AlexioCommando 0 Posted August 25, 2007 why would u have elven units anyway lol???? :wink: Share this post Link to post
Koen 2 Posted August 25, 2007 Excluding the SampleMod, the stats are these: contains 72 assets types and 8502 assets. Not sure where those 10 Asset Types went... I think they are like AptGeometryData (the updated menu art), which by default is not in the CNC3XML folder. Share this post Link to post
AlexioCommando 0 Posted August 25, 2007 o...k... im not sure wot ure on about lol. Share this post Link to post
Koen 2 Posted August 25, 2007 There is a sample mod included with the Mod SDK. This contains an elven unit. The numbers above are statistics about the XML files found in the Mod SDK. Share this post Link to post
AlexioCommando 0 Posted August 26, 2007 yea i kno about the sample mod, but ELVEN UNIT (lol) wot were they thinking???? :? Share this post Link to post
Henners 0 Posted August 30, 2007 There are 82 different Asset Types (like GameObject, AmbientStream, etc) and there are 8616 assets in total. These stats are for the SampleMod, so the game itself will have a few less (no Elven unit there). Do you know which part of the .xmls is related to selecting the assets? I heard in another thread where I'm having troubles with adjusting cost of units/structures where they become invisible.. an solutions were: mod_l.xml & also a standard mod variable with graphics up high an still nothing.. (the game reads mod_l.xml when loaded in low settings which i gots) Then they said I need the assets because the game cant find the imagery.. But I've got the 2 .xml still there in the builtmods/c&c3.xml global/static manifests.. sdk is confuzzled me.. :S Share this post Link to post