New file format for modding cnc3
#1
Posted 13 December 2006 - 10:45 PM
INI (most of them) will be replaced with XML files. Modding these will be so much easier, especially for global changes.
W3D format will be replaced with W3X format. This will allow model changes to be done within an XML file as well as the 3dmax file. (I will find out more about this via future communications)
Our existing SDK tools will not work for modding cnc3. We'll be getting a new w3x viewer, exporter, and many other tools. It will be released a few months after the game. They are currently working on it now.
Save the environment, use green text
Some Bullshit Somewhere
#2
Posted 14 December 2006 - 07:34 AM
Moving to XML files? So, will the coding process be the same, or will it be "dumbed down"? I just finished learning SAGE INI, I don't want to learn another EA Coding language... I am definitely going to be buying (and modding) this game, but just the suggestion that we might be learning a new format of coding discourages me.
-Fin
#3
Posted 14 December 2006 - 08:30 AM
I wasn't aware it was possible to dumb-down SAGE's ini configuration scripts.
Hopefully, the new format will allow for increased versatility in modding, so that modders aren't as restricted to the existing features of the game as they were before. If it is or isn't, I get the feeling this would be a byproduct of the change, not because it was intentional (unless Mr Asset.Dat Creator has a new set of surprises for us).
I'm always very, very dubious when they say that the tools will come out after the game. If this is anything like previous experiences, it's going to be a LONG wait. It took years just to get a decent exporter script for the W3D format, let alone anything else...
#4
Posted 14 December 2006 - 09:40 AM
I've never modded a command and conquer game before, but I might just start with this one. Even if it will be the littlest of addons.
#5
Posted 14 December 2006 - 02:57 PM
Why not just distribute the tools used to construct the game, just like other games do? It's not as if you can't deal with the licensing and legal issues whilst CnC 3 is in development.
#6
Posted 14 December 2006 - 04:37 PM
I actually got to watch and question an EA modeler creating a destruction animation for a civilian building. You'd be surprised. It's a program that does the destruction mesh animation. Cheaters.
But I was made aware so far there are only 4 damage types. So we suggested strongly at the summit to increase that for obvious reasons.
There will be no legacy code from previous games, zilch. So much for tunnel logic with unit filters. :(
Reading this stuff over and over again from you is really getting old. Seriously dude...I wasn't aware it was possible to dumb-down SAGE's ini configuration scripts.
Save the environment, use green text
Some Bullshit Somewhere
#7
Posted 14 December 2006 - 10:07 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#8
Posted 14 December 2006 - 11:54 PM
I have a history of joining communities one year after the game goes out of style. This time I'll be here to learn with everyone else! Should be interesting to be in a community where nobody knows anything about how the engine works. Instead of joining a dying community, I can be part of a growing one. Should be interesting!
#9
Posted 15 December 2006 - 09:53 PM
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#10
Posted 17 December 2006 - 02:34 AM
Save the environment, use green text
Some Bullshit Somewhere
#12
Posted 09 January 2007 - 01:38 PM
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#13
Posted 10 January 2007 - 06:27 AM
Moving swiftly on. The best thing with Generals in my opinion was how easy it was to make particle effects. It was a great system. You could make a particle and colour it however you wanted, then whip as many particles together as you wanted into an FX list... then you can do all sorts of fun things.
EAW sucked, you could use their particles or fuck off.
the tags really annoy me in XML's too... They're easy to use though... so long you don't go missing tags off O_o
#14
Posted 23 January 2007 - 01:01 PM
I'm in to help figure the the game out.
After all, I only really got into the games years after they came out.
This should be interesting.
Same here, i'd love to learn some new modding skills, and better if the game is brand new .
#15
Posted 23 January 2007 - 07:19 PM
In other words: you're always welcome
My Political Compass
Sieben Elefanten hatte Herr Dschin
Und da war dann noch der achte.
Sieben waren wild und der achte war zahm
Und der achte war's, der sie bewachte.
#16
Posted 28 January 2007 - 05:41 PM
the tags really annoy me in XML's too... They're easy to use though... so long you don't go missing tags off O_o
Use Dreamweaver, it'll pick up missing tags
Editing models with xml files could be fun, however im guessing its likely to be little more than scaling and rotation of models you've already created, i.e. you can't just open an xml file and start making a tank, but you may be able to use bits of things you've already created, slap them together a bit like lego and presto new model.......maybe
#17
Posted 29 January 2007 - 04:04 PM
#18
Posted 11 February 2007 - 04:32 PM
I'm actually more interested to know what texture channels are supported for a model, i.e. diffuse, normal, luminance, opacity.
#19
Posted 11 February 2007 - 04:49 PM
I've heard from 'sources' the new format allows swapping textures on a model in game, as opposed to changing out the entire W3D for a new one when there is a state change. To me that hints at textures being refernced in the XML for a unit.
actually, BfME already supported this using the SubObjectsUpgrade logic. You could Show/Hide any subobject of a model, or update any texture.
#20
Posted 11 February 2007 - 07:21 PM
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