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Before you start modding.


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#1 Nighthawk

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Posted 23 September 2007 - 04:40 PM

There have been a lot of posts recently from new modders unsuccessfully trying to do basic edits. To save Daz the trouble, I'm saying now, read the documentation that comes with the SDK before you even start editing a single XML.
Read the documentation, try to understand what it's saying, then start modding. Try basic things at first, like modding costs and build times, then move on to more complex things. You don't have to add new models straight away, it's perfectly alright to use existing ingame models to try adding a new unit or structure.

To edit the XML files, I would recommend a universal text editor that is capable of syntax highlighting. I personally use Notepad++.
For modelling, you need 3dsmax for the W3X converter. However, this is rather pricy for normal people, and unfortunately a converter for a free equivalent program has not been developed yet.
For maps, you need the updated WorldBuilder, downloadable from the C&C website. Older versions of WB are not capable of working with mods.
Lastly, you need the Mod SDK itself, downloadable from the C&C website, and Patch 1.09, downloadable from the same location, or automatically if you go into online play. There are also sample assets of various ingame units and textures available for download there too.
Note: For the Mod SDK to work correctly, you need the Required Applications, which can be downloaded from here.

Save and test your work frequently. Don't try and code everything first without testing it all at regular intervals. Regular testing of your work makes it easier for you to track down any potential or actual problems with your coding.

Don't be afraid to ask for help, I'm not trying to discourage that, it is our purpose to provide help for modding, however there is a difference between asking for help with something you have been having trouble with and attempted to fix; and whining on that your code doesn't work and wanting everyone else to sort out the problem for you. This is not a community of leechers, we don't take take take and do nothing in return, we help each other to become better modders, as cliché as that sounds.

The CNC3.net website contains a growing amount of tutorials designed for basic to advanced modders. When you've got your feet on the ground, so to speak, be sure to try some of these tutorials to expand your knowledge.

Thanks for reading this.

Nighthawk
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#2 Phil

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Posted 23 September 2007 - 06:01 PM

Might I also add that if you have no idea what XML is and how it "works", then you might want to take a look at the XML tutorial at W3Schools. To mod C&C3 you will only need a very small amount of the information provided there, but it's very helpful to understand the basics of XML and what you need to keep in mind when editing the files.

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#3 Daz

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Posted 24 September 2007 - 04:25 PM

I'd also like to add that if you're experiencing problems while running buildmod.bat, read the text log it produces while compiling.

It normally tells you which file the error is in, which line of that file and what the error actually is.

#4 Nighthawk

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Posted 14 October 2007 - 08:13 PM

Just to add something, whenever you are posting XML code in posts, there are two things you should adhere to:
  • Don't make it too long. If there's too much code in one post, we'll remove it and ask you to upload the file instead.
  • Use the bbcode 'CODE' tags to show us clearly where your code is. Don't just copy-paste straight from the XML. Put it in CODE tags, it's not that hard. Just put the word CODE (enclosed in square brackets []) at the start of your section of code, then put /CODE (also enclosed in square brackets, including forward slash) at the end of your code. These will not show up in your post and merely serve to format and highlight your code to us.

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