Hello everyone im working on a new mod.
It wont be out yet for a looong time particulary since im so new at modding.
So far heres what i've got basics of.
Downloaded Mod SDK
Downloaded ART packs
Got Bibbers toolset from his site after asking him about them and being pionted in correct direction.
Downloaded Various Big editors and using cnc 3 big extractor.
Got my very own copy of 3ds max version 9
followed the modelling tutorials not yet comlpeted animation tutorials havent even dented surface of what im supposed to do.
Downloaded Xnveiw and Shader map pro
Got photoshop + camera skills.
I can even Map with my downloaded wb.
Read the sdk roughly though much of it has me confused.
Found a tutorial in a spanish site that showed how to add a 3d model in video... however followed it and didnt get it to work right for me.. XML issues i think as i sent a m8 the w3d and his big file showed up the model. in game mine did not.. cannot seem to fully comprehend how my xml is so different.
HERE is Of course what I dont Know
how to mod correctly so that my models will show up in game.
Basic tutorials in the xml stuff for this game particularly so I can make boats that pirates can jump onto and fight on the deck ..boats im hoping to have behave like a bridge -- tanks(cannons) and soldiers fighting its just the bridge would be moving is all... yeah i know fully difficult and somewhat crazy.
i know that seems a little big a call from someone supposedly starting out but thats what i want to do.
Pointing me in the direction of some modding articles would be very helpful.
and who knows Maybe ill be able to complete this mod so that it looks good.
Any help
Folder Format is as follows this is predator xml under units folder and a folder in this called robot
where my two w3d files are placed robottank_skl.w3x and robottank_skn.w3x
my mate added those two files to his and did a xml and somehow got it working (he laid it out differently and renamed stuff but id rather keep this arrangement for organization)
ps the xml file that isnt working
his seems almost the same yet mine fails to work where it counts.. in game.
It wont be out yet for a looong time particulary since im so new at modding.
So far heres what i've got basics of.
Downloaded Mod SDK
Downloaded ART packs
Got Bibbers toolset from his site after asking him about them and being pionted in correct direction.
Downloaded Various Big editors and using cnc 3 big extractor.
Got my very own copy of 3ds max version 9
followed the modelling tutorials not yet comlpeted animation tutorials havent even dented surface of what im supposed to do.
Downloaded Xnveiw and Shader map pro
Got photoshop + camera skills.
I can even Map with my downloaded wb.
Read the sdk roughly though much of it has me confused.
Found a tutorial in a spanish site that showed how to add a 3d model in video... however followed it and didnt get it to work right for me.. XML issues i think as i sent a m8 the w3d and his big file showed up the model. in game mine did not.. cannot seem to fully comprehend how my xml is so different.
HERE is Of course what I dont Know
how to mod correctly so that my models will show up in game.
Basic tutorials in the xml stuff for this game particularly so I can make boats that pirates can jump onto and fight on the deck ..boats im hoping to have behave like a bridge -- tanks(cannons) and soldiers fighting its just the bridge would be moving is all... yeah i know fully difficult and somewhat crazy.
i know that seems a little big a call from someone supposedly starting out but thats what i want to do.
Pointing me in the direction of some modding articles would be very helpful.
and who knows Maybe ill be able to complete this mod so that it looks good.
Any help
Folder Format is as follows this is predator xml under units folder and a folder in this called robot
where my two w3d files are placed robottank_skl.w3x and robottank_skn.w3x
my mate added those two files to his and did a xml and somehow got it working (he laid it out differently and renamed stuff but id rather keep this arrangement for organization)
ps the xml file that isnt working
Code:
<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<Tags></Tags>
<Includes>
<Include
type="all"
source="robot/robottank_SKN.w3x" />
<Include
type="all"
source="ART:GUPredTankR.w3x" />
<Include
type="all"
source="ART:GUPredTank_FP.w3x" />
<Include
type="all"
source="ART:GUPredatorTank_K.xml" />
<Include
type="all"
source="ART:GUPredatorTankD_K.xml" />
<Include
type="all"
source="ART:NUBeam.xml" />
<Include
type="all"
source="ART:FXWhiteSquare.xml" />
<Include
type="all"
source="ART:FXRailGunCoreMask.xml" />
<Include
type="all"
source="ART:FXRailGunCoreDistortion.xml" />
<Include
type="instance"
source="ART:EXTnkTrack.xml" />
<!-- Base Object -->
<Include
type="instance"
source="DATA:BaseObjects/BaseVehicle.xml" />
</Includes>
<GameObject
id="GDIPredator"
inheritFrom="BaseVehicle"
SelectPortrait="Portrait_GDIPredatorTank"
ButtonImage="Portrait_GDIPredatorTank"
Side="GDI"
EditorSorting="UNIT"
TransportSlotCount="1"
BuildCost="1100"
BuildTime="11"
CommandSet="GDIPredatorCommandSet"
CommandPoints="100"
KindOf="PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS SCORE VEHICLE CAN_REVERSE_MOVE CAN_BE_FAVORITE_UNIT"
RadarPriority="UNIT"
ThreatLevel="10"
ProductionQueueType="VEHICLE"
UnitCategory="VEHICLE"
WeaponCategory="CANNON"
VoicePriority="184"
EditorName="GDIPredator"
Description="Desc:GDIPredatorTank"
TypeDescription="Type:GDIPredatorTank">
<DisplayName
xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIPredatorTank</DisplayName>
<DisplayUpgrade>Upgrade_GDIArmoryRailgunTech</DisplayUpgrade>
<ArmorSet
Armor="GDIPredatorTankArmor"
DamageFX="VehicleDamageFX" />
<LocomotorSet
Locomotor="GDIPredatorTankLocomotor"
Condition="NORMAL"
Speed="60.0" />
<SkirmishAIInformation
UnitBuilderStandardCombatUnit="true" />
<!-- REMEMBER, tank treads will ONLY animate on U (not V) -->
<!-- TreadAnimationRate = amount of tread texture to move per second -->
<!-- TreadDriveSpeedFraction = fraction of locomotor speed below which treads stop moving. -->
<!-- TreadPivotSpeedFraction = fraction of locomotor speed below which we allow pivoting. -->
<Draws>
<TankDraw
id="ModuleTag_Draw"
OkToChangeModelColor="true"
ExtraPublicBone="FXTracksL FXTracksR FXMUZZLEFLASH"
TrackMarks="EXTnkTrack"
TrackMarksLeftBone="FXTracksL"
TrackMarksRightBone="FXTracksR"
TreadAnimationRate="0.15"
TreadDriveSpeedFraction="0.25"
TreadPivotSpeedFraction="0.9">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT"
RetainSubObjects="true">
<Model
Name="robottank_SKN" />
<WeaponFireFXBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<WeaponRecoilBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<WeaponMuzzleFlash
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<WeaponLaunchBone
WeaponSlotType="PRIMARY_WEAPON"
BoneName="FXMUZZLEFLASH" />
<Turret
TurretNameKey="Turret"
TurretPitch="Barrel"
TurretID="1" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING USER_5">
<Model
Name="GUPredTankR" />
<Texture
Original="GUPredatorTankD"
New="GUPredatorTankD_K" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFire"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="REALLYDAMAGED USER_5">
<Model
Name="robottank_SKN" />
<Texture
Original="GUPredatorTank"
New="GUPredatorTankD_K" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFire"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="DYING">
<Model
Name="GUPredTankR" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFire"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="ROOTTRANSFORM"
FXParticleSystemTemplate="GDIDebrisSmallSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="REALLYDAMAGED">
<Model
Name="robottank_SKN" />
<Texture
Original="GUPredatorTank"
New="GUPredatorTankD" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFire"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedFireDistortion"
FollowBone="true" />
<ParticleSysBone
BoneName="BARREL"
FXParticleSystemTemplate="GDIPredDamagedSmoke"
FollowBone="true" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="FORMATION_PREVIEW">
<Model
Name="GUPredTank_FP" />
</ModelConditionState>
<ModelConditionState
ParseCondStateType="PARSE_NORMAL"
RetainSubObjects="true"
ConditionsYes="USER_5">
<Model
Name="robottank_SKN" />
<Texture
Original="GUPredatorTank"
New="GUPredatorTank_K" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_DEFAULT">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableShowSubObject("TreadsStop")
CurDrawableHideSubObject("TreadsMove")
CurDrawableHideSubObject("TreadsLeft")
CurDrawableHideSubObject("TreadsRight")
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING TURN_LEFT">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableHideSubObject("TreadsStop")
CurDrawableHideSubObject("TreadsMove")
CurDrawableShowSubObject("TreadsLeft")
CurDrawableHideSubObject("TreadsRight")
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING TURN_RIGHT">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableHideSubObject("TreadsStop")
CurDrawableHideSubObject("TreadsMove")
CurDrawableHideSubObject("TreadsLeft")
CurDrawableShowSubObject("TreadsRight")
</Script>
</AnimationState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING">
<!-- Circumvents blend issues when the arrow is being shown... -->
<Script>
CurDrawableHideSubObject("TreadsStop")
CurDrawableShowSubObject("TreadsMove")
CurDrawableHideSubObject("TreadsLeft")
CurDrawableHideSubObject("TreadsRight")
</Script>
</AnimationState>
<LeftTread>"TreadsL"</LeftTread>
<RightTread>"TreadsR"</RightTread>
</TankDraw>
<ScriptedModelDraw
id="ModuleTag_FX">
<ModelConditionState
ParseCondStateType="PARSE_DEFAULT">
<Model
Name="" />
</ModelConditionState>
<AnimationState
ParseCondStateType="PARSE_NORMAL"
ConditionsYes="MOVING">
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="TreadDustPred"
FollowBone="true" />
<ParticleSysBone
BoneName="NONE"
FXParticleSystemTemplate="TreadDirt"
FollowBone="true" />
</AnimationState>
</ScriptedModelDraw>
<LaserDraw
id="ModuleTag_LaserDistort"
UseDistortionShader="true"
Texture1_UTile="1"
Texture1_VTile=".5"
Texture1_UScrollRate="0"
Texture1_VScrollRate=".2"
Texture1_NumFrames="1"
Texture1_FrameRate="30"
Texture2_UTile="1"
Texture2_VTile=".01"
Texture2_UScrollRate="0"
Texture2_VScrollRate="1"
Texture2_NumFrames="1"
Texture2_FrameRate="1"
LaserWidth="50">
<FXShader
ShaderName="Laser.fx"
TechniqueIndex="0">
<Constants>
<Texture
Name="Texture1">
<Value>FXRailGunCoreDistortion</Value>
</Texture>
<Texture
Name="Texture2">
<Value>FXRailGunCoreMask</Value>
</Texture>
</Constants>
</FXShader>
</LaserDraw>
</Draws>
<Behaviors>
<ProductionUpdate
id="ProductionUpdateModuleTag"
GiveNoXP="true" />
<WeaponSetUpdate
id="ModuleTag_WeaponSetUpdate">
<WeaponSlotTurret
ID="1"
AllowInterleavedFiring="false"
InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIPredatorTankCannon" />
<Weapon
Ordering="PRIMARY_WEAPON"
Template="GDIPredatorTankRailgun"
ObjectStatus="WEAPON_UPGRADED_01" />
<TurretSettings
TurretTurnRate="200"
TurretPitchRate="40"
AllowsPitch="true"
MinIdleScanTime="1.0s"
MaxIdleScanTime="5.0s"
MinIdleScanAngle="0.0"
MaxIdleScanAngle="90.0">
<TurretAITargetChooserData
CanAcquireDynamicIfAssignedOutOfRange="true" />
</TurretSettings>
</WeaponSlotTurret>
</WeaponSetUpdate>
<LaserState
id="ModuleTag_LaserState"
LaserId="0"></LaserState>
<Physics
id="ModuleTag_Physics" />
<SlowDeath
id="ModuleTag_Death"
SinkDelay="3s"
SinkRate="1.0"
DestructionDelay="7s">
<OCL
Type="INITIAL">
<OCL>OCL_GDIPredatorTankDebris</OCL>
</OCL>
<DieMuxData
DeathTypes="ALL"
DeathTypesForbidden="TOPPLED" />
<Sound
Type="INITIAL"
List="GDI_Generic_VoiceDieMS" />
</SlowDeath>
<FXListBehavior
id="ModuleTag_FXList">
<DieMuxData
DeathTypes="ALL" />
<Event
Index="onDeath"
FX="FX_GDIMammothExplode" />
</FXListBehavior>
<SubObjectsUpgrade
id="ModuleTag_ShowRail"
ShowSubObjects="UGRAIL_01">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</SubObjectsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</StatusBitsUpgrade>
<xi:include
href="DATA:Includes/GDICallForTransportForVehicle.xml" />
<StatusBitsUpgrade
id="ModuleTag_VeterancyUpgrade"
StatusToSet="WEAPON_UPGRADED_03">
<TriggeredBy>Upgrade_Veterancy_HEROIC</TriggeredBy>
</StatusBitsUpgrade>
<ModelConditionUpgrade
id="ModuleTag_AllFactionUpgrade"
AddConditionFlags="USER_5">
<TriggeredBy>Upgrade_AllFactionUpgrade</TriggeredBy>
</ModelConditionUpgrade>
<AudioLoopUpgrade
id="RailCannonUpgradeSound"
SoundToPlay="GDI_RailCannon_Upgrade">
<TriggeredBy>Upgrade_GDIArmoryRailgunTech</TriggeredBy>
</AudioLoopUpgrade>
</Behaviors>
<AI>
<AIUpdate
id="ModuleTag_AI"
AutoAcquireEnemiesWhenIdle="YES"
AILuaEventsList="GDIPredatorFunctions">
<UnitAITargetChooserData
CanPickDynamicTargets="false"
SympathyRange="100.0" />
</AIUpdate>
</AI>
<Body>
<ActiveBody
id="ModuleTag_Body"
MaxHealth="3400" />
</Body>
<Geometry
IsSmall="false">
<Shape
Type="BOX"
MajorRadius="18.0"
MinorRadius="12.0"
Height="10.0"
ContactPointGeneration="VEHICLE" />
</Geometry>
<AudioArrayVoice>
<AudioEntry
Sound="GDI_PredatorTank_VoiceAttack"
AudioType="voiceAttack" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceCreate"
AudioType="voiceCreated" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceCreate"
AudioType="voiceFullyCreated" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceMove"
AudioType="voiceGuard" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceMoveAttack"
AudioType="voiceAttackAfterMoving" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceMove"
AudioType="voiceMove" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceRetreat"
AudioType="voiceRetreatToCastle" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceSelectMS"
AudioType="voiceSelect" />
<AudioEntry
Sound="GDI_PredatorTank_VoiceSelectBattleMS"
AudioType="voiceSelectBattle" />
</AudioArrayVoice>
<AudioArraySound>
<AudioEntry
Sound="PredatorIdleLoop"
AudioType="soundAmbient" />
<AudioEntry
Sound="PredatorMoveStart"
AudioType="soundMoveStart" />
</AudioArraySound>
<ShadowInfo
Type="VOLUME" />
<VisionInfo
VisionRange="350"
ShroudClearingRange="400" />
</GameObject>
</AssetDeclaration>
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