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Process Overview Edit

One of the most common elements of making new mods is creating and adding new units. Unfortunately, this is quite a complex process, requiring a number of different stages.

Unit Conceptualisation:The first step is coming up with a good idea for a unit. This is undoubtedly the easiest part of creating a unit.

Unit Modelling: The unit model must be created in a modelling Program, such as 3dsmax

Animating/Rigging: The unit model must be rigged, so the game engine understands the different elements in the model such as weapons. The model must also be animated for the different animations it will display in-game, such as creation, moving, switching between water and land modes, etc.

Unit Texturing: The unit needs to have a texture applied to it, so it looks good in game.

Unit Coding:Code needs to be written to govern the unit's capabilities ingame. If possible, it’s a good idea to extract the necessary code from SDK examples of existing units.

Unit Sound Creation: Sounds must be created for the unit acknowledgments ingame.

Wrapping up, and adding to the mod: The files produced by the previous steps need to be placed in the correct directory structure, and the RA3 SDK needs to be used to generate a mod from these files.

Even after all this is done, there are still likely to be various bugs and balance issues with the new unit(s) which will need to be ironed out with extensive play testing and revision of the original files.

How Not to Suck at Design: Open_Sketchbook's tutorial on how to be better.

Unit Creation

How Not to Suck at DesignUnit ConceptualisationUnit CodingCoding TutorialUnit ModellingUnit TexturingAnimating/RiggingUnit Sound CreationParticle Editing and CreationWrapping up, and adding to the mod

RA3 SDKRA3 Modding: Naming ConventionRA3 Modding: SageXML IndexRA3 Modding: ModelStatesModding:Open Source Code Dump

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