Jump to content


Photo

where do i put the XML files?


  • Please log in to reply
30 replies to this topic

#1 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 24 November 2007 - 09:21 PM

hi
i just downloaded and instaled the sdk 4 and its pre requisites
and i wanted to know one thing, do i have to make a .big file or a can just put the xml file somewere in the games folder?

thanks for the attention

#2 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 24 November 2007 - 09:31 PM

Your XML files should go in "Mod SDK\Mods\*MODNAME*\data\" . Check the Mod SDK documentation for further details ;)

Btw: Welcome to CNC3.net :)

Edited by Dark Lord of the Sith, 24 November 2007 - 09:31 PM.

revorapresident.jpg
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.


#3 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 24 November 2007 - 09:41 PM

thanks

but before i start reading the documentation, i just wanted to know, do i really need to make a .big file?

#4 Daz

Daz

    title available

  • Hosted
  • 2,654 posts
  •  Revora Co-Founder

Posted 24 November 2007 - 09:47 PM

Yes

#5 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 24 November 2007 - 09:48 PM

Nope, the tools provided by EALA will do that for you once you run buildmod.bat. C&C3 modding takes a little getting used to, so reading the documentation is practically unavoidable.

revorapresident.jpg
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.


#6 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 25 November 2007 - 02:04 PM

i am reading but its hard to understand
on the BuildModExpress, what do i need to mark to make the .big file?

#7 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 25 November 2007 - 05:00 PM

What exactly is this BuildModExpress?

revorapresident.jpg
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 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 25 November 2007 - 10:06 PM

Posted Image

#9 Golan

Golan
  • Members
  • 120 posts
  •  Off-Duty

Posted 25 November 2007 - 11:10 PM

He was probably asking for some more precise informations - like what it does and where you git it from.

Posted Image


#10 Phil

Phil

    Force Majeure

  • Network Leaders
  • 7,976 posts
  • Location:Switzerland
  • Projects:Revora, C&C:Online
  •  Thought Police
  • Division:Revora
  • Job:Network Leader
  • Donated
  • Association

Posted 25 November 2007 - 11:14 PM

Yeah, I haven't heard of that before. Was that done by EALA or is it a third-party program? If it's the latter, you might not get a decent answer here, rather read the readme or help file that came with it.

revorapresident.jpg
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.


#11 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 26 November 2007 - 01:46 AM

so, tel me, how do you make yours .big files?
maybe with you explanation i can understand better!

and theres no help file for the BuildModExpress
Posted Image

Edited by jumesyn, 26 November 2007 - 01:48 AM.


#12 Golan

Golan
  • Members
  • 120 posts
  •  Off-Duty

Posted 26 November 2007 - 07:43 AM

You make .big files by compiling your mod. That´s what the whole SDK is about. :ohmy: You should seriously consider reading the documentation of the SDK - it´s there for a reason...

About the MBE: Is it this one? Anyways, judging from the UI, you have to mark all options (the ones on the lower right) in order for the program to build your mod correctly.

Edited by Golan, 26 November 2007 - 07:47 AM.

Posted Image


#13 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 29 November 2007 - 12:12 AM

i guess im starting to get the hang of it, a little but better than nothing :mad2:

and i need to know something about the WeaponSpeed, the lower value the faster?, or the higher value the faster?

thanks

#14 Golan

Golan
  • Members
  • 120 posts
  •  Off-Duty

Posted 29 November 2007 - 11:22 AM

Speed is the distance per time, so higher values equal faster movement. In TW, distance is measured for speed as it is for e.g. weapon ranges, time is measured in seconds; if weapon range and weapon speed are equal, the projectile will hit with 1 second delay, if weapon speed is half the weapon range, the projectile takes 2 seconds, and so on.

Edited by Golan, 29 November 2007 - 11:22 AM.

Posted Image


#15 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 29 November 2007 - 02:40 PM

so, where do i change to make, for example, the predator fire like a machinegun?

#16 Nighthawk

Nighthawk

    Grumble Grumble.

  • Division Leaders
  • 2,946 posts
  • Location:Edinburgh
  • Projects:The Third War, Ares, misc side projects.
  •  Strategist and Modder
  • Division:C&C Guild
  • Job:Division Leader
  • Association

Posted 29 November 2007 - 04:44 PM

Do you mean fire a machine gun like the GDI Watchtower, or have it fire its shells in a rapid-fire motion like a chaingun?
Posted Image
Posted Image
Job Openings with the Guild: Division Staff, News Posters.
Job Openings with Ares: Documentation Maintainer, Active Testers.

PM if interested.

#17 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 30 November 2007 - 10:30 AM

have it fire its shells in a rapid-fire motion like a chaingun

#18 Daz

Daz

    title available

  • Hosted
  • 2,654 posts
  •  Revora Co-Founder

Posted 30 November 2007 - 02:44 PM

You change the rates associated with that weapon.

It's either the reload rate or a fire rate.

#19 jumesyn

jumesyn
  • Members
  • 17 posts

Posted 30 November 2007 - 04:36 PM

You change the rates associated with that weapon.

It's either the reload rate or a fire rate.


sorry but i still do not understand :)
please, read this little file and tell me where it is
i copied it form globaldata/weapon

Attached Files



#20 Daz

Daz

    title available

  • Hosted
  • 2,654 posts
  •  Revora Co-Founder

Posted 30 November 2007 - 04:47 PM

This is the time in seconds between shots in a clip. As you can see it's quite short.

<FiringDuration
MinSeconds="0.3s"
MaxSeconds="0.3s" />

However,

ClipSize="1"

A clip is only one shot. So the above firing duration means very little.

This is the time it takes to reload a clip.

<ClipReloadTime
MinSeconds="1.9s"
MaxSeconds="2.1s" />


You can either:
Reduce ClipReloadTime to have it fire one shot clips, but fire the next clip sooner.
Increase ClipSize to have it fire however many shots per clip with FiringDuration's time value between each shot.

A clip is like a magazine in an FPS game.
I could have 10 rounds in my rifle's magazine which I can fire rapidly and once I've fired those 10 shots I need to reload.
I could have 1 round in my grenade launcher's magazine and have to reload after every shot.

The Predator's cannon is like the grenade launcher, whereas the Rifle Infantry's assault rife is like the rifle.

Edited by Daz, 30 November 2007 - 04:51 PM.





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users