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Modbuilder Util


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#1 KiLLer

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Posted 17 October 2007 - 11:07 AM

Version A.T.M V1.4



Im building a New modbuilder

One that will not only build your mod but also has the abilitie to generate your skudef file

This tool will work with a gui instead of a Batch file
so no more running a batch file


this is how it will look

Posted Image

after you managed al your info there and you click Generate Skudef


you will get this screen

Posted Image


just to see if info is correct and then you click ok
then you will have created your skudef with also the right name [Modname]_[Modversion].skudef

When you hit the other button buildmod

this will happen it wil create a progress bar on top
and the progress log will begin loging the things the assetbuilder is doing so if an error ocurs you can see it



that wil look like this



Posted Image


Included in de Download is a readme with al the needed info 2 files that both need to be installed in MOD SDK Folder



And a source file ( can be opened with notepad ) ( can be compiled with autoit )

for if you wanna make some enhancements be sure to keep the onexit function the same and keep my name as original author in the Readme File


Download Here

Edited by KiLLer, 19 October 2007 - 10:26 AM.


#2 Phil

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Posted 17 October 2007 - 11:20 AM

Hey and welcome to CNC3.net/Revora :good:

Very nice to see that somebody is actually making the effort to turn the mod building process into something else than pure command line. I shall certainly try this out when it is ready to be tested/used.
I wonder though, do you take EALA's original Buildmod.bat as a base or CodeCat's advanced version (which automatically copies the ini folder and uses error reporting)?

Just out of curiosity: what language are you developing the application in?

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#3 KiLLer

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Posted 17 October 2007 - 11:44 AM

at this moment im using EALA's but since you said this i will go over to the edited one


Well im using a simple language called autoit very handy for automating well almost anything :good:




well i made great progress now first i couldnt get the asssetbuilder running the right way from my tool but i just got it working

now im going to do the low LOD version

and then im halfway there already

Edited by KiLLer, 17 October 2007 - 12:35 PM.


#4 Phil

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Posted 17 October 2007 - 11:53 AM

Well, once a first version is operational and you feel you want to improve it, I can provide you with additional functionality to implement :good:
BTW: Link to CodeCat's advanced version

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#5 KiLLer

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Posted 17 October 2007 - 03:40 PM

1ste working version is out extract both files to your mod sdk folder and open the programm


in later versions i will try to let it work without putting in in there but for now you have this


here is the link

http://www.mediafire.com/?2edlhpfla9w



P.S : building aswell as generating skudeff works but the button to do both doesnt net yet im afraid

but good luck with this first version

#6 Mighty BOB!

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Posted 18 October 2007 - 06:49 AM

Awesome. I'll have to test this out this weekend.
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#7 KiLLer

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Posted 18 October 2007 - 08:18 AM

Welcome again guys i hope you all enjoyed the 1st version

At this moment im creating the second that begins to come at it's finishing point


Now the progress logs clears screen when one function is done so if you get error you know in what function to look

and it now has progress bar to see how far your build is also your mod builder window will now come to front when it's building Oh and before i forget the buildmod + skudef works now to

here's a screenshot

Posted Image





Edit

This version can now be your's to have
Any comment would be great

For error's in Progress log use forum to ask members theyl know what to do
Cause im still no genius :)

Hope you have fun with it

Edited by KiLLer, 19 October 2007 - 10:17 AM.


#8 GodSun666

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Posted 18 October 2007 - 07:51 PM

Looks nice! Keep up the good work!
And welcome!



Btw, i assume you are also from the Netherlands.


BTW : Waar woon je? Ik in Zuid-holland, Noordwijk!

[Translated for people out of curosity : Where do you live? I live in south-holland, Noordwijk)
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#9 KiLLer

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Posted 18 October 2007 - 11:05 PM

I Have a new version it now is 1.4

cause i just forgot something in 1.3
that is that it now asks if it should overwrite once a file witht that name is already found


Download Here

Also i would like to asks if anybody here knows some AutoIt scripting
Cause i wouldnt know how to make it better bofore i get working on the standalone
that wil make this code absolete anyway ( well most part of it )

therefore im releasing it's code now ( included in download as a Au3 file can be opened with notepad )

But i would like to ask you guys to keep my name as original author in the readme
and leave the onExit function on edited

Edited by KiLLer, 19 October 2007 - 10:17 AM.


#10 thudo

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Posted 24 November 2007 - 07:44 PM

Thanks Killer.. please keep this initiative moving forward.. We could use this especially in the forthcoming expansion!
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#11 jumesyn

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Posted 05 December 2007 - 10:15 AM

but where goes the mod.xml file? :D
i looked at C:\games files\Command & Conquer 3\MOD SDK\BuiltMods\mods, C:\games files\Command & Conquer 3\MOD SDK\Mods\mymod\data and C:\Documents and Settings\Administrator\my documents\Command & Conquer 3 Tiberium Wars\Mods\mymod and nothing!

where is it?, i am missing something?
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#12 Sedistix

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Posted 24 February 2008 - 10:10 AM

Thought I'd try this program to speed up my modding work, and I think it's got a problem.

Every time I use it, it deletes my INI folder and all files in it, from the builtmods folder. Rather then increasing my productivity this gem has decreased it. Nice work overall, but it's still got a few issues.




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