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where to put a mod to make it work >.<, Ok, this is just plain ridiculous now.. |
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Sep 3 2007, 08:16 PM
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Artillery
Group: Members
Posts: 988
Joined: 21-October 06
From: Barnsley, UK
Member No.: 61
Alliance: GDI
Favorite game: Tiberian Sun
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Where is it i have to put a mod for it to work? I've tried the directory i've tried putting it in: MOD SDK -> Mods -> Mod and that doesn't seem to work either, WTF is wrong?? I WANT TO MOD C&C3 FOR THE LOVE OF SCIENCE!! (XD)
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Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Sep 4 2007, 09:15 PM
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Artillery
Group: Members
Posts: 988
Joined: 21-October 06
From: Barnsley, UK
Member No.: 61
Alliance: GDI
Favorite game: Tiberian Sun
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btw do the XML files go straight in that mod file or do you have to use something to make it into a BIG file or something like that, hmm control panel... I never tried using that i'll have a go..
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Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Sep 5 2007, 02:57 PM
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Disc Thrower
Group: Members
Posts: 90
Joined: 21-October 06
From: Reading, England, Earth.
Member No.: 18
Alliance: Scrin
Favorite game: Tiberian Sun
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From what i have seen/heard you have to use the SDK big compiler to make it all into a .big file. There then needs to be a skudef file as well to tell it what to do. Also you seen to need to use the command centre to launcher mods, does mean you can run multiple mods though. I have downloaded a couple of mods from here:- http://forums.easports.com/mboards/forum.j...aMrQAAKDw.&Termination and jeeprubi are quite fun.
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The war is won if your enemy does not know he is fighting! - Sun tzu
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Sep 16 2007, 07:46 PM
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Artillery
Group: Members
Posts: 988
Joined: 21-October 06
From: Barnsley, UK
Member No.: 61
Alliance: GDI
Favorite game: Tiberian Sun
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(sorry for my late reply to this >.< ) i have framework, but i'm not sure about Visual C, link please. Oh and BTW where does my mod need to be for that big compiler to make it into a .big file?
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Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Sep 24 2007, 07:53 AM
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Stealth Tank
Group: Members
Posts: 1,025
Joined: 31-October 06
Member No.: 208
Alliance: GDI
Favorite game: Tiberian Sun
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Really, you need to head over to PPM and look around or read the documentation again. I cant help you here because i cant understand a dam thing your on about, do explain again... clearer this time please.
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Sep 29 2007, 09:32 AM
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Artillery
Group: Members
Posts: 988
Joined: 21-October 06
From: Barnsley, UK
Member No.: 61
Alliance: GDI
Favorite game: Tiberian Sun
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ok i got the BIG compiler to work, now i just need to know where to put my mod to make it work on C&C3 @TShyper I needed to know how to get the .big compiler to work, although i know now... I've made my mod now i just need to know where it has to go to work in C&C3, or is there something i have to do first?
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Signature By Aro^ "So long as there are men, there will be wars." - Albert Einstein. Flying Saucer..
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Oct 11 2007, 02:51 AM
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Grenadier
Group: Members
Posts: 27
Joined: 29-October 06
Member No.: 188
Favorite game: Tiberian Sun
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http://forums.revora.net/index.php?showforum=1477This subforum is the place to ask. We've added many new sides and mods. We are also working on a pristine mod that will simply add two new factions, each a clone version of GDI and NOD. This will help modders as you won't have to do all the hard work. You will have a template already with everything in place. Give us a few more days or a week or so. It should be ready for d/l This will save users ALOT of work. Great template for adding subfactions or if your are more bold you can change the new factions into your own. But at least you have all unique structures and units for you to replace. (EDIT) and yes Banshee from PPM also comes there alot as we are partners.
This post has been edited by Hostile: Oct 11 2007, 02:52 AM
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