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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 5:13:11 AM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 496
Location: Germany
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This asset resolver fixes the assets of a mod and still lets you load this mod with the worldbuilder.
Also, you can now change values like deposit amount of an oil derrick with mods instead of modified maps.
Usage: AssetResolver.exe MapOrModManifestFile
MapOrModManifestFile = location of your map's or mod's manifest file
Installation:
Just extract the files to your Mod SDK installation directory.
In order to make the program work, you need to install the RA3 Mod SDK Worldbuilder or extract the WBData_12.big (shipped with the RA3 Mod SDK Worldbuilder) and copy the four stream files (bin, imp, manifest, relo) to your "RA3 Mod SDK\BuiltMods" folder and overwrite existing ones.
It is now part of my Red Alert 3 Mod SDK Extra Files.
Greetings
Bibber
This message was edited 4 times. Last update was at 3/2/10 5:01:00 AM
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 7:49:33 AM
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gamecraziness
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Joined: 11/11/08 6:24:35 PM
Messages: 3905
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Wow.
Finally a WB compatible asset resolver. You are awesome, Bibber, enough said.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 12:17:36 PM
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Slye_Fox
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Joined: 12/17/08 4:43:45 PM
Messages: 704
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Where can I get the .bin file?
My big extractor crashes when I try to extract it.
But it extracted the other files fine.
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 2:54:48 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 496
Location: Germany
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You have to extract it, too. The problem is that this file is very large (1.21 GB) and some BIG editors can't handle it sometimes and give an "Out of memory" error or crash. I used jonwil's BigExtract.exe to extract it. Sometimes a restart of Windows helps.
I will check if I can implement an automatic extract routine.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 7:40:30 PM
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FRISH#2
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Joined: 12/4/09 7:33:54 PM
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gamecraziness wrote:Wow.
Finally a WB compatible asset resolver. You are awesome, Bibber, enough said.
^this
not sure if ill ever get change to use it, but got it just incase
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 9:05:25 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 496
Location: Germany
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Updated the file. It should extract the worldbuilder stream files now if they don't exist. And look at the Readme.txt, please.
gamecraziness wrote:Finally a WB compatible asset resolver. You are awesome, Bibber, enough said.
Yeah lol. And you can change things like deposit amount of oil derricks now with a mod instead of compiling every single map.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 9:29:50 PM
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Slye_Fox
Veteran Infantry
Joined: 12/17/08 4:43:45 PM
Messages: 704
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I don;t understand the usage.
Do we create a short cut, use cmd line or do we use it through the mod builder program?
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 10:17:00 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 496
Location: Germany
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You can use all the ways you mentioned. But, usually command line.
You have to execute the Asset Resolver with a parameter and that parameter has to be the full path to your mod.manifest or map.manifest.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 10:31:31 PM
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huhnu
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Joined: 8/20/09 12:17:16 AM
Messages: 178
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Bibber, you win the internet
again
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 11:09:50 PM
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jonwil
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Joined: 11/6/08 1:37:34 PM
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So is this now a drop-in replacement for the other AssetResolver.exe?
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/4/10 11:56:39 PM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 496
Location: Germany
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This one here runs with different parameters, so you would have to adjust the defaultscript.cs
Also it requires the Mod SDK Worldbuilder installed if the WB stream files of it are not in the Mod SDK\BuiltMods folder.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/5/10 12:02:57 AM
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PurpleScrin
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Joined: 11/3/08 10:39:19 PM
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Bibber wrote:This one here runs with different parameters, so you would have to adjust the defaultscript.cs
Also it requires the Mod SDK Worldbuilder installed if the WB stream files of it are not in the Mod SDK\BuiltMods folder.
I think we need an update from your RA3 Mod SDK extra files, Bibber.
We'll appreciate that once more.
This message was edited 1 time. Last update was at 2/5/10 12:03:32 AM
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/5/10 12:07:37 AM
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Bibber
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Joined: 11/4/08 12:29:28 PM
Messages: 496
Location: Germany
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Well, I want to have it as single download first that people can test if everything works.
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RA3 Mod SDK Extra Files
C&C3 Mod SDK Extra Files
www.bibber.bplaced.net |
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/5/10 12:32:15 AM
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huhnu
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Joined: 8/20/09 12:17:16 AM
Messages: 178
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all i did was change the oil derrick to:
and referenced it
there are the bin, relo, manifest, and imp worldbuilder files in the Builtmods folder
EDIT: Also my build selection was:
Build global data
Build static data
fix assets
create big/skudef(i edited what it said...)
This message was edited 1 time. Last update was at 2/5/10 12:34:32 AM
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![[Post New]](/jforum/templates/cnc/images/icon_minipost_new.gif) 2/5/10 12:33:21 AM
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Coldfusionstorm
Joined: 1/27/10 11:35:00 PM
Messages: 42
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huhnu wrote:Bibber, you win the internet
again
I aprove of this message!
yeah bibber, you are a multi artist!
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