Frustrated over the idiotic way of Building a SDK .BIG
#21
Posted 30 August 2007 - 12:29 PM
It'd actually be quicker and easier to copy paste a line in mod.xml, change it to your next file name and do that until you've entered everything.
#22
Posted 30 August 2007 - 01:04 PM
My next step: try to determine how to NOT use the Autorun to launch/activate mods. I would prefer ONE shortcut = ONE Mod like it works perfectly in DoW.
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#23 Guest_Guest_*
Posted 30 August 2007 - 01:07 PM
Add "C:\Documents and Settings\<YourUsername>\My Documents\Command & Conquer 3 Tiberium Wars\mods\<MOD>\<MOD>_1.0.skudef"
(Torn)
#24 Guest_Guest_*
Posted 30 August 2007 - 01:09 PM
Meant to say add -modConfig "C:\Documents and Settings\<YourUsername>\My Documents\Command & Conquer 3 Tiberium Wars\mods\<MOD>\<MOD>_1.0.skudef" to the end of your shortcut to launch the game.
(Torn)
#25
Posted 30 August 2007 - 01:24 PM
Btw, sorry all for what seemed to appear as "general bi*chiness".. been getting only 4-5 hrs of sleep during the week due to work, homelife being a Daddy-o, and modding til, oh, 1-2am in the morning. Having too much fun takes its toll.
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#26
Posted 30 August 2007 - 07:18 PM
It's not nearly as hard as you think. It really only takes 50-100 lines of code in a good programming language. You can even make it a tree view with checkboxes, and you can just tick the box for the top directory, and have it add all of the files in that directory.Making an Application wich ask's what file's/folders you need and then it generates an mod.xml file... wich includes evrything.. might be a little hard work .. but if you can find an Source Code of some simmilair program.. that would be handy !.. but i wish good luck to the one creating it!...
Too cute! | Server Status: If you can read this, it's up |Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.
#27
Posted 01 September 2007 - 01:18 PM
http://forum.cncrene...showtopic=17506
- It can take the mod version and game version as second and third parameters. It assumes mod version 1.0 and game version 1.8 if nothing is specified.
- It automatically compiles mod_l.xml so that mods will work in low detail.
- And it just tells you whenever you forget to enter a mod name by accident rather than trying to run the mod builder anyway.
- It checks for a data/ini folder and copies it if found, so you no longer have to put your ini files straight in BuiltMods.
- It writes .SkuDef files automatically.
- It adds the mod version to the name of the .big file, making it easy to create 'incremented' mods.
Hope it's useful.
#28
Posted 01 September 2007 - 01:41 PM
set /P modname="Please enter the mod name: "
like I mentioned in this topic
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.
#29
Posted 01 September 2007 - 01:48 PM
When I want to build the mod I'm working on, I just go to Mod SDK\Mods\CnCClassic and doubleclick Build.bat. And after a while there it is.
#30
Posted 01 September 2007 - 01:49 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.
#32
Posted 01 September 2007 - 02:10 PM
#33
Posted 01 September 2007 - 02:12 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.
#35
Posted 04 September 2007 - 08:18 AM
#36
Posted 04 September 2007 - 04:03 PM
I updated it with a much needed feature: it now stops the build process if it encounters an error. Previously it would just carry on happily, but now it'll stop right when the error occurs and give you a chance to read it.
That could become very annoying if your using a lot of assets already in the game.
#37
Posted 04 September 2007 - 04:13 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.
#38
Posted 04 September 2007 - 04:59 PM
#39
Posted 05 September 2007 - 06:58 AM
However, I found out that all those w3x includes are simply not needed at all if you use existing models. So I just commented them all out. Now there's no missing w3x errors, but the game runs perfectly fine.
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