Hi!
I'm currently working on my own mod, inspired by Sedistix's Tactix mod (KaneG here from filefront forums). I have edited all the xml files I wanted for the game to drastically change and now I gave myself a hard work by trying to make a new faction. I know about editing playertemplates and then mod.str, what I wish to know is a quick story about how the xml files for it should be. I'm guessing I'll need to rename the xml's to (factionname)Avatar.xml and then change the includes of it to the model I'll be adding? Or can I even rename the Avatar part (it's an example anyway since it just represents a major unit, ofc it wouldn't be the only one) with combining renaming it in mod.str ??
Then even bigger question, since the faction I have in mind is Star Wars's Empire for the time being (I may be interested in adding more than 1 if I succeed in this one) I have installed Empire At War and it's expansion for that reason. With an extractor I extracted the neccessary ART files (models, textures, shaders) and even found an ALO importer/exporter as a plugin for the Studio Max (in which I have 0 experience but I'm eager to try my best to learn the simplest things at least). I have successfully imported the ALO model, for example Bobba Fett, AATurret & TieFighter but I have no idea what to do with them anyway. I have read the tutorial from here http://cncguild.net/item-148?addview and while some things are similar it is very different as the entire ALO model is already done. There's the basic model, muzzle flashes, etc., not everything has the right bones I guess as I've seen or what's it called but pretty much it's already done. I've installed the w3x export plugin from MOD SDK and exported it as the animated hiearchy or what's it called with the errors of DirectX shader 9, though I am using it. I've then put it in EU folder inside ART folder (the model was TieFighter) and according to the tutorial edited Stormriders xml code hoping it would work, since it wasn't about the tank it was even harder for me but still did it, ended up with an invisible model inside game, the mod compiled without a problem though!
I'm far from being an expert so I was wondering if anyone could help me with this to at least learn it myself, I'd appreciate if someone had the time to try installing Empire At War and then with the importer import the ALO file and check what can be done, not asking for the entire work to be done but I'd appreciate some good tips from someone who tried this so I could then do it myself, unless you would want to lol. Never had the touch for photoshop either or any other such program so manually making textures, meshes, muzzle flashes would be a pain in the ass if there is no way to make a working imported unit and structure from Empire At War.
Waiting anxiously for a reply ;]
Need some help with model export/editing/etc.
Started by JackTheCrack, May 31 2010 12:11 PM
3 replies to this topic
#1
Posted 31 May 2010 - 12:11 PM
#2
Posted 03 June 2010 - 07:36 AM
Heh still no reply but I got progress to post.
After 3 days of almost blowing my brains out I have finally made a step forward, I imported the .ALO model from Empire At War ART/MODELS, then I imported .DDS textures from ART/TEXTURES to Photoshop, saved them as 32bit imagines now at original size, then converted them to .TGA, (the one I did was for BobbaFett which would basically serve as a Commando).
After extensive search I finally managed to apply correct shaders, and textures neccessary (made NRM as addittional, SPEC was already done by LucasArts or whoever). For muzzle flashes I used from predator tank but w/e lol. I finally got to export the damn bobbafett to w3x without bullshit errors.
Problem came later when I made the EUBobbaFett.xml and since I only had 1 w3x and the .tgas for it had to delete a lot of code I borrowed from GDICommando, end result was game crashing & now I'm gonna even have to reinstall the game because game browser automatically crashes when I want to load my mod lol.
I checked the Art Pack 2 I downloaded separately and checked gdicommando as well as other models I saw there's multiple .max files there as well so my question is do I need those .max files inside my MOD/Art/EU folder or do I just need the .tga files + multiple w3x files for different animations depending what unit/structure it will be ?
There's also the problem with .ALO model already having the entire animation pasted together, BobbaFett goes from random moving to shooting, flying, moving, dying but I guess I can just export from different frames for different animation purposes.
Anyway, this is proof it is still very much doable, I'll be posting my progress and if I succeed in this I'll be happy to share the models (they're not mine after all anyway) as well as w3x files and everything neccessary should someone wish to include Empire as a new faction.
I might need help on coding the unit.xml's though since I'm not that good especially since I get lost in the animation states + extra bones and effects codes that are already done. Also i'd like to know where the hell would I add sounds for the models I don't want the unit to sound like a GDICommando after all, I have all the sounds neccessary for units and weapons.
PS: Forgot this, muzzle flash I understand I could change it's size as well as the color, but how would I make it look that the units shoot lasers like in actual Star Wars instead of bullets which you can't see at GDI & NOD?
After 3 days of almost blowing my brains out I have finally made a step forward, I imported the .ALO model from Empire At War ART/MODELS, then I imported .DDS textures from ART/TEXTURES to Photoshop, saved them as 32bit imagines now at original size, then converted them to .TGA, (the one I did was for BobbaFett which would basically serve as a Commando).
After extensive search I finally managed to apply correct shaders, and textures neccessary (made NRM as addittional, SPEC was already done by LucasArts or whoever). For muzzle flashes I used from predator tank but w/e lol. I finally got to export the damn bobbafett to w3x without bullshit errors.
Problem came later when I made the EUBobbaFett.xml and since I only had 1 w3x and the .tgas for it had to delete a lot of code I borrowed from GDICommando, end result was game crashing & now I'm gonna even have to reinstall the game because game browser automatically crashes when I want to load my mod lol.
I checked the Art Pack 2 I downloaded separately and checked gdicommando as well as other models I saw there's multiple .max files there as well so my question is do I need those .max files inside my MOD/Art/EU folder or do I just need the .tga files + multiple w3x files for different animations depending what unit/structure it will be ?
There's also the problem with .ALO model already having the entire animation pasted together, BobbaFett goes from random moving to shooting, flying, moving, dying but I guess I can just export from different frames for different animation purposes.
Anyway, this is proof it is still very much doable, I'll be posting my progress and if I succeed in this I'll be happy to share the models (they're not mine after all anyway) as well as w3x files and everything neccessary should someone wish to include Empire as a new faction.
I might need help on coding the unit.xml's though since I'm not that good especially since I get lost in the animation states + extra bones and effects codes that are already done. Also i'd like to know where the hell would I add sounds for the models I don't want the unit to sound like a GDICommando after all, I have all the sounds neccessary for units and weapons.
PS: Forgot this, muzzle flash I understand I could change it's size as well as the color, but how would I make it look that the units shoot lasers like in actual Star Wars instead of bullets which you can't see at GDI & NOD?
#3
Posted 03 June 2010 - 07:33 PM
Well, first of all welcome to CnC Guild Forums!
I personally don't think that you are abble to get models from another game and try to import it (nor legally allowed to realease) but seens like that you have made sucess...and it's for your personal use
I'm not an expert with C&C 3 Modding... I tried many times with RA3 and total failled
----
I guess your probleman must be inside the codes that you added...The W3X are fine...they need to be inside the Art Folder as they are...
You don't need .max files They are just there, so you can see how a model is setuped in-game - like bones, muzzle flashes, ect.
I hope i helped a little bit
-Gen.Kenobi
I personally don't think that you are abble to get models from another game and try to import it (nor legally allowed to realease) but seens like that you have made sucess...and it's for your personal use
I'm not an expert with C&C 3 Modding... I tried many times with RA3 and total failled
----
I guess your probleman must be inside the codes that you added...The W3X are fine...they need to be inside the Art Folder as they are...
You don't need .max files They are just there, so you can see how a model is setuped in-game - like bones, muzzle flashes, ect.
I hope i helped a little bit
-Gen.Kenobi
#4
Posted 10 June 2010 - 10:34 PM
You should take a look on youtube for videos of the Halo mod for C&C 3. Was some promising work, with some beautiful modding, but the whole project was shut down by an injunction from Microsoft. Can’t use commercial media in mod projects, unless it’s strictly private, but then, whats the point? Keep that in mind as you do your project. Liabilities could potentially be rendered if your project were leaked, even without monetary gain there are risks.
Moving past that, don’t bother uninstalling your game when you can’t get the Game browser to work. it’s a bug you can fix by simply deleting your last game replay. See your mod corrupted the replay, not the game, and when you tried to access the browser, that corrupted reply crashed the UI. (Had that happen to me a few times, and I of course reinstalled too, and like I’m doing here, was told of an easier fix) Simply delete your last game replay.
As for adding new units. If you haven’t already, take a look at Golan’s Titan Source Pack mod on PPM, and moddb. It comes with everything you’ll need to add the titan unit to the gdi. Its great for getting an idea of what you’ll need for your own new units.
I never tried for new units so I can‘t assist you beyond this. I strictly work with what was provided in the original game and as I mentioned earlier, borrowing material just isn’t worth it when the best part of modding is in the sharing of work with others.
Now the coding if you want to change from bullets to lasers just look at the tracer code for nod units/structures. Its not as bad as it seems and if you get stuck post your examples for scrutiny.
Good luck
Moving past that, don’t bother uninstalling your game when you can’t get the Game browser to work. it’s a bug you can fix by simply deleting your last game replay. See your mod corrupted the replay, not the game, and when you tried to access the browser, that corrupted reply crashed the UI. (Had that happen to me a few times, and I of course reinstalled too, and like I’m doing here, was told of an easier fix) Simply delete your last game replay.
As for adding new units. If you haven’t already, take a look at Golan’s Titan Source Pack mod on PPM, and moddb. It comes with everything you’ll need to add the titan unit to the gdi. Its great for getting an idea of what you’ll need for your own new units.
I never tried for new units so I can‘t assist you beyond this. I strictly work with what was provided in the original game and as I mentioned earlier, borrowing material just isn’t worth it when the best part of modding is in the sharing of work with others.
Now the coding if you want to change from bullets to lasers just look at the tracer code for nod units/structures. Its not as bad as it seems and if you get stuck post your examples for scrutiny.
Good luck
Edited by Sedistix, 10 June 2010 - 10:36 PM.
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