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  • WrathEd 1.0.4 help

    #1
    I downloaded the new WrathEd early this morning and have since been attempting to use it.
    I've worked off the SampleMod to structure my mod and add units to it. When I run the BuildMod however it very quickly flashes a few files but doesn't seem to compile any of the art elements that I've added.
    I wrote the XML same as the sample unit where the XML references seperate items and objects listed in individual XMLs but it still doesn't seem to compile. What am I doing wrong? I'm pretty sure that I'm messing up somewhere.

  • #2
    Without being able to see your xml the error could be anywhere.

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    • #3
      https://rapidshare.com/files/2306489423/KW_mod_XML.rar

      That's everything I've done so far, it's just a GDI version of the Titan and my attempt at adding the Mastadon.

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      • #4
        It seems you didn't read the documentation as for now this:
        Code:
        					<Model
        						Name="GUVEHICLEF_SKN"
        						ExtraMesh="False" />
        has to be this:
        Code:
        					<Model
        						Name="W3DContainer:GUVEHICLEF_SKN"
        						ExtraMesh="False" />
        Also the other Model elements have to be changed accordingly (and audio references have to be prefixed, usually with AudioEvent: )
        I will try to remove that later on.

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        • #5
          Ok, thank you very much Lauren ^_^ I forgot about adding that to the Titan xml.

          **UPDATE**

          Awesome, the MOD SDK works perfectly. Now have my Titan up and running. Another question though is, is there a KW WorldBuilder that can load up mods? The one I have at the minute has all the 1.1 configs set rather than the 1.2 so I was wondering if there was a newer one.
          Last edited by Challenger13; 09-29-2011, 05:49 PM.

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          • #6
            Just edit the cfg to use 1.2 instead of 1.1

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            • #7
              Thanks Lauren, that worked like a charm.
              I have another question, I followed the example mod exactly for the audio assets even down to making the entries "AudioEvent:GDI_Mastadon_VoiceAttack" and made sure the XMLs for the audio files, events and multisounds were exactly the same but it doesn't appear to be compiling my sounds. All the XMLs are set out exactly like the Mirage Tank sample. Any suggestion as to what could be wrong?

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              • #8
                Sound compiling is one of the last things I still got to do, sorry.

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                • #9
                  No need to apologise ^_^ what you've done so far is amazing.

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                  • #10
                    Lauren! I hope it's ok for me to ask another question wrathed related in this thread, but i am looking to remove the reveal stealth timer in global conquest.

                    As someone who has probably tested wrathed a lot, have you come accross any of the settings on this at all? i'm beginning to think it's in-built into the game engine

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                    • #11
                      It's in some of the script libraries. Just extract them all (they are just maps) and open them with Worldbuilder. Then go to scripts and set the timers. (you can delete the actions but don't delete the scripts)

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                      • #12
                        Quick question. I have completely forgotten what to do with the CSF file when it's been edited. What program do I use and what do I do with it? I'm at a loss >.<

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                        • #13
                          forgive me, but i'm not sure how to extract the global conquest script libraries/maps - should i be using wrathed to do it or?

                          once i have the maps, i should be able to edit the scripts without further help as i have experience in that area :-)

                          thanks so much!

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                          • #14
                            Originally posted by Challenger13 View Post
                            Quick question. I have completely forgotten what to do with the CSF file when it's been edited. What program do I use and what do I do with it? I'm at a loss >.<
                            The only CSF editor I knew back then is the 1.00 beta used for C&C Generals/Zero Hour. So far no one in the C&C community has been able to re-modify the program tool for about 8 years. IDK if that tool is compatible with the recent C&C games.

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                            • #15
                              http://bibber.bplaced.net/index.php?...nloads&cat=1#2

                              There some more editors available. Google might help ...

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