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Red alert 3 map editor3/1/2023 (not really world builder) Allow compiled maps to be auto-transferred online. Have a handy “compile the map” button, inside the World Builder. they want from a dropdown scroll menu in addition to the pre-existing file selector. Include an auto-minimap maker with the World Builder.Īllow for users to pick which volume texture, cloud texture, etc. List the wall/endpeice height values inside the World Builder (next to each item). one that paints terrain exactly to 50 increments high, one to 150, etc.) Allow for the imported heightmaps to be bmp files (in addition to the existing tga format)Īllow for certain brushes to paint sections up to a certain height (eg.Here is a wishlist for the RA3 World Builder RA3, due to the grid system…doesn’t use many hills, so you are left with most maps just being a series of flat plateau’s. Most RA3 maps seem to be started by importing heightmap textures (simple grayscale painted textures) which determine the overall look of the map. To me, the most interesting part about RA3 mapping is how much simpler it is than C&C3’s. Load the World Builder on a non-developer PC.Yup, if you load it up on a PC that doesn’t have all of the C&C3 files extracted, that doesn’t have Photoshop… you realize that you simply cannot do certain (crucial)things. All that was needed was for someone at EA to The World Builder presentation at the RA3 Summit was enlightening, in fact it very clearly brought home the point in how all of the flaws the C&C3 World Builder could’ve been caught before it left EA. Include the UI editor (which is unlikely to happen, due to legal reasons…) It’s unknown what this means exactly, but it is a very good sign.Īllow modders the option to run uncompiled XML’s (as well as compiled) Mastermind (longtime community modder) has also been hired by EA recently, and part of his duties will be in doing mod-support related work. One of the developers mentioned that they had a couple of ideas how to get around the need to compile. However, the difference here is that RA3 itself does seem to be much further along than C&C3 was at this point in its development. This means after the game is released, and keep in mind…they said the same exact phrasing months prior to C&C3’s release. The main thing is that EA is already stating they are aiming to release it “around the launch window”. However, they didn’t and it takes a great deal more work for them to re-patch in the SDK features they made for C&C3.Īt the summit, a few things were mentioned about the potential RA3 SDK. If EA made KW, then updating and releasing the SDK would’ve been much easier. This is the company that EA farmed out much of KW’s work to (and who also did the BFME2 expansion). Notice the disproportionate amount of EA employees to those under the section titled “Breakaway Games”. Oh sure the box says EA, the videos show EA employees but take a look at the credits. Why is the KW SDK taking so long? EA didn’t make Kane’s Wrath. Instead, if EA got the resources to create one, I’d prefer them to be spent patching some of KW’s features back into C&C3 (such as the improved APC logic). Not only that, but in order to use the SDK, you had to hunt down several essential files that weren’t included with the SDK (due to legal reasons).Īll of this means no newbies, and little potential for growth.įirst off, let me make it clear that I’m in the camp that doesn’t want a Kane’s Wrath SDK. In order to even make a simple “all units cost $1” mod, players have to know how to use the command prompt to compile the mod. The second (and much more important) reason is that the SDK has a very high barrier to entry which blocks the majority of new modders from even attempting to tweak the game. In fact, we didn’t even see a C&C3 SDK until nearly half a year after C&C3 was released. The first was that by the time there was an SDK, many of those who’d have been interested in using it…would’ve moved on to other games. Why then, is its modding community nowhere near as healthy as Generals’s (which never had an official SDK)? There are two reasons I was lucky enough to be able to attend the Red Alert 3 Community Summit a couple weeks ago, for a detailed write-up about that (without any real info) you can go here.ĭerelict Studios is based on modding though, thus this’ll be a much more serious look at C&C3’s modding, what we may see for RA3 and what we should see for RA3.Ĭ&C3 has a robust SDK, and has had strong community support (largely due to Apoc’s efforts).
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