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#21 Boomerang Python

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Posted 28 August 2007 - 08:59 AM

the first two letters of the texture... right.. well that'll be annoying, since we tend to call our textures like... SMVRhino or SMVPredator.. so..
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#22 Daz

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Posted 28 August 2007 - 09:56 AM

How is that annoying?
You just put all your textures (and their corresponding.xml files) in a folder called SM.

I think the idea is you follow EA's naming convention of [FactionLetter][UnitOrStructure][Name][ExtraBit] for you models and textures.
So mine is "GUSgunT.w3x" (I know that is for the model, but when I do the texture it'll be called the same). Standing for GDI Unit Shotgun Tank.

#23 Boomerang Python

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Posted 28 August 2007 - 10:24 AM

Yeh but cant you just do it your own way, by changing the reference directory somewhere in the code..

Got it working now tho, cheers.

Edited by Boomerang Python, 28 August 2007 - 10:41 AM.

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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
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sitt välbekanta tvivel mot din sak

Om var minut av nitti sen kan fyllas
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min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#24 Daz

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Posted 28 August 2007 - 10:30 AM

It does seem odd that coding stuff doesn't matter but art does.
I suppose it's just how the engine reads art files.

At least it's not something massively complicated to comply with.

#25 Boomerang Python

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Posted 28 August 2007 - 11:55 AM

Btw daz, about that upgrade thing, have you looked in the "\MOD SDK\CnC3Xml\Includes" folder? theres some upgrade thingies there you might need to tamper with.
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"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
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Om var minut av nitti sen kan fyllas
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min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."

#26 Daz

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Posted 28 August 2007 - 01:18 PM

Cheers, but that stuff is powers rather than upgrades.

I did a find in file search and I've cloned every reference there is to the railgun upgrade, so there must be a problem with the code I've got (or how the game is reading it) rather than me having missed something.

#27 Boomerang Python

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Posted 28 August 2007 - 01:32 PM

Alright, well good luck sorting it :)
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"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."

#28 Phil

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Posted 29 August 2007 - 09:35 PM

Cheers, but that stuff is powers rather than upgrades.

I did a find in file search and I've cloned every reference there is to the railgun upgrade, so there must be a problem with the code I've got (or how the game is reading it) rather than me having missed something.

I've just been randomly browsing through the XML files when a thought hit me. As explained somewhere in the documentation, you sometimes have to rename stuff in order to get it working. For example, I had to change the ID tag of the MiscAudio block and then it worked. So I'm asking you if you also thought of changing the names/IDs of the UnitAbilityButtonTemplateStore (and possibly others)? Maybe that's the ciritcal factor...

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#29 Daz

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Posted 29 August 2007 - 10:12 PM

Genius!
That was exactly it.

Now I've only got my upgrade on the Tech Centre, so it appears that buttons need to be in the same store to be called on the same commandset.

Or you can probably work around that by cloning the entire UABT file and changing the store name.

Edited by Daz, 29 August 2007 - 10:14 PM.


#30 Mastermind

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Posted 29 August 2007 - 10:18 PM

You do have to copy the entire UABT store to add new buttons. There's no way to get the pipeline or the game to add new ones to the existing one.
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