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rebel5555
08-29-2007, 05:46 AM
In this tutorial I will show you how to enable walls to be built. This is very easy to do so follow the below steps to the letter(I'm assuming you already have your mod directory completely set up).

-Step 1: Open LogicCommandSet.xml in an Xml editor (If you don't have an XML editor go herehttp://notepad-plus.sourceforge.net/)

-Step 2: Find GDIConstructionYardCommandSet and add the following that will be in Green text
<LogicCommandSet
id="GDIConstructionYardCommandSet">
<Cmd>Command_ConstructGDIPowerPlant</Cmd>
<Cmd>Command_ConstructGDIRefinery</Cmd>
<Cmd>Command_ConstructGDIBarracks</Cmd>
<Cmd>Command_ConstructGDIWarfactory</Cmd>
<Cmd>Command_ConstructGDICommandPost</Cmd>
<Cmd>Command_ConstructGDIAirTower</Cmd>
<Cmd>Command_ConstructGDIMedicalCenter</Cmd>
<Cmd>Command_ConstructGDIArmory</Cmd>
<Cmd>Command_ConstructGDISpaceCommandUplink</Cmd>
<Cmd>Command_ConstructGDIWatchTower</Cmd>
<Cmd>Command_ConstructGDIGolumCannon</Cmd>
<Cmd>Command_ConstructGDIAABattery</Cmd>
<Cmd>Command_ConstructGDITiberiumSilo</Cmd>
<Cmd>Command_ConstructGDITerraformingStation</Cmd>
<Cmd>Command_ConstructGDIIonCannonControl</Cmd>
<Cmd>Command_ConstructGDICrane</Cmd>
<Cmd>Command_ConstructGDISurveyor</Cmd>
<Cmd>Command_ConstructGDIWallHub</Cmd>
<Cmd>Command_PackGDIMCV</Cmd>
<Cmd>Command_SelfRepair</Cmd>
<Cmd>Command_Sell</Cmd>
</LogicCommandSet>(Do the Same if you want the GDI Crane to build walls)

-Step 3: Find GDIWallHubCommandSetand add the following that will be in Green text
<LogicCommandSet
id="GDIWallHubCommandSet">
<Cmd>Command_GDI_BeginWallSpan</Cmd>
<Cmd>Command_SelfRepair</Cmd>
<Cmd>Command_Sell</Cmd>
</LogicCommandSet>-Step 4: To add walls for NOD & the Scrin find NODConstructionYardCommandSet, , NODWallHubCommandSet, AlienDronePlatformCommandSet, and AlienWallHubCommandSet and add the following under their command sets.

Command_NOD_BuildWallHub(NODConstructionYardCommandSet)
Command_ConstructAlienWallHub(AlienDronePlatformCommandSet)
Command_NOD_BeginWallSpan(NODWallHubCommandSet)
Command_Alien_BeginWallSpan(AlienWallHubCommandSet)

Congratulations! All you have to do is compile your mod and then enjoy.

CO Valle
08-30-2007, 02:05 PM
:hyper:, THANKS MAN!!!!!!!!

You just save me a lot of time trying to figure that out, I read there might be some bugs with it, I'll report back if I find any, but for the meantime, ITS MODDING TIME BABY! ;)

Musouka
09-05-2007, 11:14 AM
This did not work for me. I followed the instructions exactly as described but when I loaded the mod there were no walls to be found.

I built the mod for the fully patched 1.8 version of the game.

Any ideas why it didn't work?

CO Valle
09-06-2007, 10:40 AM
This did not work for me. I followed the instructions exactly as described but when I loaded the mod there were no walls to be found.

I built the mod for the fully patched 1.8 version of the game.

Any ideas why it didn't work?

I had a few problems at first, but I remembered I had not installed the MVP and ANTLR dlls, I did it, then I had a problem in the Mod.xml (the path for LogicCommandSet.xml was wrong).

The mod compiled (Before I changed the path), I started the game and there were no walls.
I recompiled the mod but this time I read the whole compiler output. When one reference on the Mod.xml is not found (such as my problem with the path) instead of sending you an error message it just skips the reference and continues.

It works! :hyper:

Musouka
09-08-2007, 07:43 AM
I have the ANTLR and MVP dlls installed but this is still not working for me.

I have read through the entire compiler output and found a critical error that I don't understand:

cnc3xml\static Stream complete
Critical: System.ArgumentException: An item with the same key has already been added.
at System.ThrowHelper.ThrowArgumentException(ExceptionResource resource)
at System.Collections.Generic.Dictionary`2.Insert(TKey key, TValue value, Boolean add)
at System.Collections.ObjectModel.KeyedCollection`2.AddKey(TKey key, TItem item)
at System.Collections.ObjectModel.KeyedCollection`2.InsertItem(Int32 index, TItem item)
at System.Collections.ObjectModel.Collection`1.Add(T item)
at BinaryAssetBuilder.Core.DocumentProcessor.LoadPrecompiledReference(AssetDeclarationDocument parentDoc, InclusionItem item)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessIncludedDocuments(AssetDeclarationDocument document, OutputManager outputManager)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessDocumentInternal(String logicalPath, String sourcePath, Boolean generateOutput, OutputManager outputManager, String basePatchStream)
at BinaryAssetBuilder.Core.DocumentProcessor.ProcessDocument(String fileName, Boolean generateOutput, Boolean outputStringHashes)
at BinaryAssetBuilder.BinaryAssetBuilder.DoBuildData()
at BinaryAssetBuilder.BinaryAssetBuilder.Run(String[] args)
at BinaryAssetBuilder.BinaryAssetBuilder.Main(String[] args)

This is an internal error or potentially a bug.The only other errors I see are the normal ones about missing files that are treated as empty and some about unknown assets like these:

Warning: Unknown asset 'AudioFile:NURaide_gunFire1h' referenced from 'AudioEvent:NOD_RaiderBuggy_GunFire_v1'
in 'file://d:\games\c&c3\mod sdk\cnc3xml\sounds\soundeffects.xml'
Warning: Unknown asset 'AudioFile:NURaide_idleLoopa' referenced from 'AudioEvent:NOD_RaiderBuggy_IdleLoop'
in 'file://d:\games\c&c3\mod sdk\cnc3xml\sounds\soundeffects.xml'
Warning: Unknown asset 'AudioFile:NURaide_idleLoopb' referenced from 'AudioEvent:NOD_RaiderBuggy_IdleLoop'
in 'file://d:\games\c&c3\mod sdk\cnc3xml\sounds\soundeffects.xml'
Warning: Unknown asset 'AudioFile:NURaide_idleLoopc' referenced from 'AudioEvent:NOD_RaiderBuggy_IdleLoop'
in 'file://d:\games\c&c3\mod sdk\cnc3xml\sounds\soundeffects.xml'Also, just in case it helps, this is what my buildmod.bat looks like:

@echo off
@echo Mod Name: %1
@echo Building Mod Data...
tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false /UsePrecompiled:true /LinkedStreams:true
@echo Building Mod Data in LOW LOD...
tools\binaryAssetBuilder.exe "%cd%\Mods\%1\data\mod.xml" /od:"%cd%\BuiltMods" /iod:"%cd%\BuiltMods" /vf:true /ls:false /gui:false /UsePrecompiled:true /LinkedStreams:true /BuildConfigurationName:LowLOD /BasePatchStream:"%cd%\builtmods\mods\%1\data\mod.manifest
@echo Copying str file if it exists...
IF EXIST "%cd%\Mods\%1\data\mod.str" copy "%cd%\Mods\%1\data\mod.str" "%cd%\BuiltMods\mods\%1\data"
@echo Copying Shaders...
IF NOT EXIST "%cd%\BuiltMods\mods\%1\Shaders" md "%cd%\BuiltMods\mods\%1\Shaders"
copy "%cd%\Shaders\*.fx" "%cd%\BuiltMods\mods\%1\Shaders"
del "%cd%\Builtmods\mods\%1\data\mod_l.version
@echo Creating Mod Big File...
tools\MakeBig.exe -f "%cd%\BuiltMods\mods\%1" -x:*.asset -o:"%cd%\BuiltMods\mods\%1.big"
@echo Copying built mod...
IF NOT EXIST "C:\Users\Musouka\Documents\Command & Conquer 3 Tiberium Wars\mods" md "C:\Users\Musouka\Documents\Command & Conquer 3 Tiberium Wars\mods
IF NOT EXIST "C:\Users\Musouka\Documents\Command & Conquer 3 Tiberium Wars\mods\%1" md "C:\Users\Musouka\Documents\Command & Conquer 3 Tiberium Wars\mods\%1
copy "builtmods\mods\%1.big" "C:\Users\Musouka\Documents\Command & Conquer 3 Tiberium Wars\mods\%1"I have no idea what to do at this point. HELP!:(

EDIT:

Ok, I figured it out. I can be such a dunce at times.

Thank you for all the help.

CO Valle
09-09-2007, 05:14 PM
Good to hear (..well actually read), you made it. But I'm curious, what was your problem?

Musouka
09-10-2007, 11:58 AM
Oh, I just forgot to update some of my references in mod.xml and I had been messing around with global.manifest & messed it up. :dunce:

CO Valle
09-13-2007, 06:25 PM
Oh, I just forgot to update some of my references in mod.xml ...


Yeah!, that has happened to me as well.:p

Black Hand
09-17-2007, 07:06 PM
This tutorial has proved very usefull to me. I have done it myself and worked.
We would really need more of such tutorials for music and other important game parts (units, structures, ecc)

Encryption
04-24-2008, 01:56 AM
I've been looking for this. Great Tut but I do have a question tho. Do you guys think it would be possible to use the much larger fortress walls that are in the game beside the smaller version walls? Also do you guys think it might be possible to be able to control how to make them to be more like how you build walls in Black & White 2 where you can make them curve around things ect?

Kurtisb
05-08-2008, 01:14 PM
I've been looking for this. Great Tut but I do have a question tho. Do you guys think it would be possible to use the much larger fortress walls that are in the game beside the smaller version walls? Also do you guys think it might be possible to be able to control how to make them to be more like how you build walls in Black & White 2 where you can make them curve around things ect?

You might be on-to a very interesting, and quite likely do-able idea.

I'll see about doing that with those huge towers as the wall-hubs when I'm done playing Kane's Wrath in skirmish mode. If I'm successful, I'll upload my mod for you. :)


Regards,

Kurtisb