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SEANBRUM
HI


Had a little look round the tiberian wars folders with mixer and came across the ini files in a "big" folder.
They , well the ones which i have found , are in a .big file called "misc" in CNC3/Core/1.0/....... .
Some look empty and some look hard coded(NOT GOOD) .

i hope these prove useful or at least get people thinking.

Sean
Roani52
Hey, sean.
Welcome here on TibWeb.

This might be helpfull for some TibWars modders.
I don't have TibWars, but anyways: Thanks
ORCACommander
you will need to go to Project Perfect Mod to get the right utilities to extract and edit the big files and ini files. How ever in the full version TW is supposed to use XML for coding
ZeroG_181
Is there any chance the files could be edited with ease and without some crazy coding program? Or will it take alot of work just to change how something is done?
ORCACommander
the inis and xml can be edited in word pad. no programs are required to do that but you will need the tools posted at ppm.
ZeroG_181
Is it easy and simple like the TS Inis or does it require some knowledge of the coding language and how to use it?
ORCACommander
don't ask me I don't have that POS game
Team Black
The "rules.ini" for CNC3 is actually contained in multiple ini's now, and yea they're more complicated.
AFAIK there's no gigantic need to know computer-language to edit them, but they are definitely not as straightforward as rules.ini, and it would take considerably longer to find out exactly what to edit, what isn't worth learning how to edit, and what will crash the game if edited...

IMO TS FTW XD lol
SEANBRUM
I agree this does not look easy , and i think there will be a lot of trial and error.

I am feeling some awesome mods though.
SEANBRUM
EA Games are apparently going to release a new SDK for the game which will make it easier to mod.
however , i have found some information on the net about what the files contain.

Core - Contains all the main game data. This includes models, skins, code, etc. The stuff in here is the stuff that makes the game what it is, basically.
EnglishAudio - Language-specific audio. This would be unit voices, EVA, etc.
LangEnglish - Other language-specific stuff. This includes the cnc3.csf file for ingame strings.
Movies - Ingame movies, obviously
MP - Multiplayer-specific data. Currently this is only used for the maps, but what if we stuck code files in here? Would we be able to mod only the multiplayer part of the game?
RetailExe - Contains the game engine itself, in the form of the cnc3game.dat file. Also has the ingame cursors.
SP - Single-player data. This has the maps for the singleplayer campaigns.

Also i found this :

Engine Info:
They use the Upgraded SAGA Engine with faster load time aka they fixed there loads into a STREAM engine
thats why they also uses .XML files

INI Editing:
They still use .INI files for some assets

Texturing:
They also use TGA files for map textures. but a difrent TGA file it cant be opened in Adobe Photoshop CS3. it seems they use a special compression of the TGA's

Shader Editing:
They also use Shader files named .FXO files

Map Editing:
they use Libary's for the game with XML scripts Maps will still be buildeble in the Worldbuilders and saved as *.map files.

Menu Editing:
The files are still .WND

Compressing:
They NOW use .BIN file and .BIG files for Compressed Archives.

Movies:
Not .BIK anymore changed to .VP6 Files "You still can use *.BIK files in C&C3"

Maps:
They still use the path's of "CC3Map"\Art\W3D or \Textures aslo still INI map files
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