[00:00:16.6749538] Warning: Unknown asset 'FXList:FX_TanyaHitCritS' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
[00:00:16.6749538] Warning: Unknown asset 'FXList:FX_DogSlashMaul' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
[00:00:16.6749538] Warning: Unknown asset 'FXList:FX_BulletHitAAAllied' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
[00:00:16.6749538] Warning: Unknown asset 'FXList:FX_Allied_Sonar_Hit' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
[00:00:16.6759538] Warning: Unknown asset 'FXList:FX_AlliedAthenaHit' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
[00:00:16.6759538] Warning: Unknown asset 'FXList:FX_AlliedAthenaHitCrit' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
[00:00:16.6759538] Warning: Unknown asset 'FXList:FX_AlliedAthenaHitCritS' referenced from 'DamageFX:VehicleDamageFX' in 'file://d:\ra3 mod sdk\mods\samplemod\data\damagefx.xml'
00:00:22.1222653] Warning: Unknown asset 'W3DAnimation:SULargeScoutInfantry_CDTA' referenced from 'GameO[bject:SovietLargeScoutInfantry' in 'file://d:\ra3 mod sdk\mods\samplemod\data\sovietlargescoutinfantry.xml'
[00:00:22.1222653] Warning: Unknown asset 'W3DAnimation:SULargeScoutInfantry_BIDA' referenced from 'GameObject:SovietLargeScoutInfantry' in 'file://d:\ra3 mod sdk\mods\samplemod\data\sovietlargescoutinfantry.xml'
[00:00:22.1222653] Warning: Unknown asset 'W3DAnimation:SULargeScoutInfantry_BIFA' referenced from 'GameObject:SovietLargeScoutInfantry' in 'file://d:\ra3 mod sdk\mods\samplemod\data\sovietlargescoutinfantry.xml'
[00:00:22.1222653] Warning: Unknown asset 'W3DAnimation:SULargeScoutInfantry_BIFB' referenced from 'GameObject:SovietLargeScoutInfantry' in 'file://d:\ra3 mod sdk\mods\samplemod\data\sovietlargescoutinfantry.xml'
[00:00:22.1222653] Warning: Unknown asset 'W3DAnimation:SULargeScoutInfantry_BIFC' referenced from 'GameObject:SovietLargeScoutInfantry' in 'file://d:\ra3 mod sdk\mods\samplemod\data\sovietlargescoutinfantry.xml'
[00:00:22.1222653] Warning: Unknown asset 'W3DAnimation:SULargeScoutInfantry_WLNDA' referenced from
[00:00:28.2396152] Warning: Unknown asset 'AudioFile:SUComma_movStaWatec' referenced from 'AudioEvent:SOV_LargeBear_MoveStartWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
[00:00:28.2396152] Warning: Unknown asset 'AudioFile:SUComma_movStaWated' referenced from 'AudioEvent:SOV_LargeBear_MoveStartWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
[00:00:28.2406153] Warning: Unknown asset 'AudioFile:SUComma_movStaWatee' referenced from 'AudioEvent:SOV_LargeBear_MoveStartWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
[00:00:28.2406153] Warning: Unknown asset 'AudioFile:WInfantry_swimA' referenced from 'AudioEvent:SOV_LargeBear_MoveLoopWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
[00:00:28.2406153] Warning: Unknown asset 'AudioFile:WInfantry_swimB' referenced from 'AudioEvent:SOV_LargeBear_MoveLoopWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
[00:00:28.2406153] Warning: Unknown asset 'AudioFile:WInfantry_swimC' referenced from 'AudioEvent:SOV_LargeBear_MoveLoopWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
[00:00:28.2406153] Warning: Unknown asset 'AudioFile:WInfantry_swimD' referenced from 'AudioEvent:SOV_LargeBear_MoveLoopWater' in 'file://d:\ra3 mod sdk\mods\samplemod\data\voice.xml'
---------- Post added at 19:55 ---------- Previous post was at 19:47 ----------
mình sử dụng SDK và ra3_modsdkexpansion, worldbuilder đủ món ăn chơi hết nhưng ko lỗi binary nữa mà lỗi do thiếu file( như trên là cỡ 1/10 thôi ), vd: chỉnh giá Nhà lính tư bản thì nó đòi tất cả mọi thứ liên quang như DAM nhận từ xe gì đó bắn, EVA event tông báo construction option,...nhưng mà kiếm đủ các file đó là điều ko thể. mod chỉ nhận qua việc xây dựng SDK chạy độc lập thế mới khó hix!

---------- Post added at 19:57 ---------- Previous post was at 19:55 ----------
Compiling Mods
Mods are compiled using the Mod Studio with a list of options which I will explain in short.
Clear Build Cache
The build cache stores all compiled art and audio assets. If you compile your mod the first time the assets are copied to that cache. If you now remove e.g. a model from your mod and want to add it back later, it doesn't need to be compiled again. It is copied from that cache which greatly reduces the duration of the whole compiling process.
Tick this option if you want to clear the build cache.
Clear Session Cache
The session cache stores all compiled assets of your previously compiled mod. If you now remove e.g. a model or any other asset from your mod, it will be removed from that cache, too. If you just change an asset, it will be compiled and updated in the cache and if nothing changed, the asset won't be compiled which saves time, too.
Tick this option if you want to clear the session cache.
Clear Built Mod
All compiled and copied files go to "BuiltMods\Mods\[ModName]". The complete content (besides *.asset) will be added to the mod's BIG file.
Tick this option to delete all files from this folder.
Build Global Data
Global data is a bunch of assets that need to be loaded before all other stuff like models and textures. For example, changes made to MPGameRules (starting cash etc.) only take effect when built as global data. That means you have to create an xml file "Mods\[ModName]\Data\AdditionalMaps\MapMetaData_*.xml" e.g. "Mods\[ModName]\Data\AdditionalMaps\MapMetaData_Mod.xml" which includes the assets.
Note: The naming has nothing to do with maps, it's merely a trick to get the data loaded as global.
Tick this option to compile the global data streams.
Build Static Data
Static data is all the stuff like models, textures, GameObject assets etc. The main file is "Mods\[ModName]\Data\Mod.xml" where all other assets have to be included, but do not include the xml files of your global data here!
Tick this option to compile the static data stream.
Merge Assets
Asset files that have been extracted with the C&C Asset Extractor can be reused in your mod without decompiling them. Asset and cdata files go to "Mods\[ModName]\Assets\[StreamName]". For example, assets in "Mods\[ModName]\Assets\Mod" will be merged into the static stream of the mod.
Tick this options to merge these assets into the streams of the mod.
Fix Assets
If you use assets in your mod that refer to data of the World Builder stream (e.g. civilian structures), the models of these assets might become invisible ingame.
Tick this option to fix these assets.
Copy Misc Files
As you may know there are files that need to be compiled (xml, w3x etc.) and files that just need to be copied (Mod.str, shaders, scripts) into the BIG file.
If you tick this option, all files you have put to "Mods\[ModName]\Misc" will added to the BIG file with the same directory structure like inside this folder. For example, "Mods\[ModName]\Misc\Data\Mod.str" will be copied to "BuiltMods\Mods\[ModName]\Data\Mod.str" and added to the BIG file as "Data\Mod.str".
Create BIG File
The BIG file is kind of a container that stores all files of your mod.
Tick this option if you want the BIG file to be created automatically in "Documents\Red Alert 3\Mods\[ModName]".
Create Skudef File
The Skudef file is a configuration file that holds the information what BIG files are loaded by the game. This file is necessary for the mod to be recognized by the Game Browser.
Tick this option if you want the Skudef file to be created automatically in "Documents\Red Alert 3\Mods\[ModName]".
Mod Version
Here you can set the version of your mod. The BIG and Skudef file will be named "[ModName]_[ModVersion].big" and "[ModName]_[ModVersion].skudef" so the game can determine name and version of the mod.
---------- Post added at 20:01 ---------- Previous post was at 19:57 ----------
đây là link tham khảo
http://forums.cncnz.com/topic/14299-ra3-mod-sdk-and-wb-faq-updated-11152011/
---------- Post added at 20:03 ---------- Previous post was at 20:01 ----------
ai làm được chỉ giùm Thanks trước
---------- Post added at 20:12 ---------- Previous post was at 20:03 ----------
http://www.fileplanet.com/198469/download/Red-Alert-3:-Mod-SDK-Complete-
2 link trên có công cụ mod
ai làm được chỉ giùm Thanks trước
---------- Post added at 20:39 ---------- Previous post was at 20:12 ----------
còn anh em nào muốn mod ngược, tức là edit lại bản mod của người khác thì:
http://www.ppmsite.com/index.php?go=osbigeditorinfo down cái bigextractor0.5
còn mấy file.bin thì dùng bin opener hay binviewer coi cũng ko dc
nhưng coi chỉ để tham khảo thôi, chứ muốn chạy phải bắt buộc mod theo chiều thuận dùng SDK