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  1. #1

    compatable files?

    are the models and other data from RA3 compatable with CnC 3 TW/KW ?

    i want to import vehicles and buildings from RA3 to TW/KW, still working on the list.

  2. #2
    Lieutenant Bibber's Avatar
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    Germany
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    You would need to change the shader settings to one of the TW/KW shaders, either directly in the w3x or in 3DSMax.

  3. #3
    do you know of any tutorials on how i would do ether one? which one is less of a pain to do?

  4. #4
    how would i do that?

  5. #5
    Master Sergeant Stygs's Avatar
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    You open the unit file (lets say SUGrinderVehicle_SKN.w3x) with a text editor and search for "shader".
    Then you might find something like that:

    Code:
    		<FXShader ShaderName="ObjectsSoviet.fx" TechniqueIndex="0">
    			<Constants>
    				<Texture Name="DiffuseTexture">
    					<Value>SUGrinderVehicle</Value>
    				</Texture>
    				<Texture Name="NormalMap">
    					<Value>SUGrinderVehicle_NRM</Value>
    				</Texture>
    				<Texture Name="SpecMap">
    					<Value>SUGrinderVehicle_SPM</Value>
    				</Texture>
    				<Float Name="EnvMult">
    					<Value>1.000000</Value>
    				</Float>
    				<Bool Name="AlphaTestEnable">
    					<Value>false</Value>
    				</Bool>
    			</Constants>
    		</FXShader>
    The shader basicly tell the game what textures to use and how to apply them. Since ObjectsSoviet.fx doenst exist in TW, you need to replace it (and its settings) with one from TW, like ObjectsNOD.fx:

    Code:
    		<FXShader ShaderName="ObjectsNOD.fx" TechniqueIndex="0">
    			<Constants>
    				<Texture Name="DiffuseTexture">
    					<Value>SUGrinderVehicle</Value>
    				</Texture>
    				<Texture Name="NormalMap">
    					<Value>SUGrinderVehicle_NRM</Value>
    				</Texture>
    				<Texture Name="SpecMap">
    					<Value>SUGrinderVehicle_SPM</Value>
    				</Texture>
    				<Texture Name="ScrollingMaskTexture">
    					<Value>scrolltest</Value>
    				</Texture>
    				<Float Name="TexCoordTransform_0">
    					<Value>1.000000</Value>
    					<Value>1.000000</Value>
    					<Value>0.000000</Value>
    					<Value>0.000000</Value>
    				</Float>
    				<Float Name="EnvMult">
    					<Value>1.000000</Value>
    				</Float>
    				<Bool Name="AlphaTestEnable">
    					<Value>false</Value>
    				</Bool>
    			</Constants>
    		</FXShader>
    Just save it and you should be done. Just open the model in the TW w3x viewer - if it is shown, it means the shader works. If it is invisible, then theres some kind of problem.

    Note: Depending on the number of meshs/subobjects, a model might have more than one shader entry.

  6. #6
    ok but if i wanted to keep the actual textures of the unit, lets say the allied tank, maybe a logo change from the allied to UN or some thing.

    what would i have to do for that? make a new folder for the art files like ..... nobody's army, neutral army, or some thing and refernce that or what?

    i just want to make sure i get this all right.

  7. #7
    Master Sergeant Stygs's Avatar
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    The texture has nothing to do with it - the shader just define some internal settings for the game (like how the house color works or light effects), hence the RA3 shader need to be replaced.

    Textures and models need to be included in the same way you would include new models/textures in your mod.

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