EAWFAN AOSW;3415516cnc uses ini files(at least generals) i found those like reading english when i made my little private mod. personally i dont think you are a real modder unless you can use a good old notepad editor, but thats just me :P xml's are VERY easy, the only hard stuff is changing something to an extent that you need to get a bit creative on some of teh stuff...but that still isnt too difficult. so my advice to you is open up the xml files, study em a bit, learn where everything is at, then it will be very easy to do what you want.
I think he means TibEdit...It's kinda like one of those editors for M:TW data files (real useful when you are just trying to cheat lol) It has a weapons strength column, speed, etc.
codeuser;3417055I think he means TibEdit...It's kinda like one of those editors for M:TW data files (real useful when you are just trying to cheat lol) It has a weapons strength column, speed, etc.
It does more than just allow you to cheat, and that's not the program's name.. You can load new units through it. Mod new and standard unit attributes. Basically, it does all the text editing for you. People who made new units created a ini file that the program would intigrate into the main unit ini. From there, the unit attibutes could be altered. This is why I was able to use a Ford F-150 and a Chevy Corvette as attack vehicles for GDI and KARR (from Knight Rider) for NOD. Load new unit, load unit attributes, and save. So simple it should be against the law.
Yeah like i said though it would be to hard to make one of those for eaw as their is to much customibilty in eaw.
Not impossible, just too much work involved for one game. The Tiberian Sun mod worked for all of the C&C games up to that point, so it was worth doing. The guy obviously put much effort into making it user friendly. Maybe if LucasArts does more games similar to EAW, someone may make a program like that for the franchise?? It would certainly make modding easier for those who are interested but lack the ability.
I didn't make it!
I was planning on making a pack that included mod tools like:
map editor DAT editor meg extracted xmls or meg extractor A notepad document that includes blank entries like: 1.5 patch modding tutorials
Maybe more, but would it be legal? It would attract much more modders..
I don't see why it wouldn't be legal. It's just a mod tool combo. In other new, I was able to add the Steiner versions of the Executor and the Home One into my game. Now I just need to go through the XML files and clean them up of units I won't have in the game, plus, I may need to take out a few Art files that aren't needed. It took a little trial and error. I decided to use them since they won't need a new CB icon. At first the Executor didn't have engine glow. Then I found a model file PE_SSD_ENGINES.dds. that provided the glow. The SSD was stupid, and that meant it was missing something; script files. Lasers were also missing. I through in some XML's like Particles, and that fixed the problem. At the moment, I get the odd error but that is because it's looking for stuff that no longer exists. Could someone please help me with the engine glow of the SSD? I want it to be more red. Also, at a distance they look square. I should be able to get the rest done myself.
After finally getting the SSD into my game, the mod worked a few times and now I get errors. Apparently modding is supposed to be easy, and yet I receive no freaking help whatsoever. Ask for help, all I hear are termites eating. When I complain about a problem I'm having, I get blabbed at about the simplicity of XML editing. If it was so easy, I'd actually find a mod with more than 10 new units that worked without flaws, and most of them would be done within a few weeks, not a year later. Maybe by some miracle, these RTS SW games will gain a fan base as large as C&C, and just maybe someone will make a easy to use program for incorporating indivdual units into their game.
The big mods need to take time to model and skin units, mapping also takes time along with other things. There are more variables than just level of difficulty: experience, number of members, type of members, size of mod, etc.