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Adding new tank
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DeeZeL
Cyborg Firebomber


Joined: 10 Jun 2003
Location: Egypt

PostPosted: Sun Aug 17, 2003 4:48 am    Post subject:  Adding new tank Reply with quote  Mark this post and the followings unread

Tools you MUST have:
==============

1.xcc uilities, and i mean all of them (xcc mixer, xcc mix editor, xcc sound plug-in)
2.any text editor (notepad, word pad will do)
3.any picture editor (adobe photoshop, paintshop..you wil use them for the cameos)


Adding units to the game:
=================

First (Tanks): you must have your .vxl, .hva files..which are recognized by the game as 'your tank':

1.xxx.vxl: is the body (base)  of the tank
2.xxxtur.vxl: is the turret of your tank
3.xxxbarl: is the barrel of your tank

*some units have only the body (e.g. mirage tanks, demolition trucks, allied war miner...)
*some units have the body and the turret (e.g nighthawks, prism tanks,...)
*some unitsa have the body, turret and barrel (e.g grizzly tanks, rhino tanks, apocalypse tanks,...)

Moving On,
1.copy your vxl, occupied by you .hva files in your .mix file (ecachexx.mix is recommended).and this step is done by two ways:

  a. you will have the xcc mod creator, which you'll find a lot of properties for making modding easy. it has a left side bar which contains a lot of categories, here are the ones necessary for you to be used for modding ( hva, vxl, cameo, shp, ini ). these sections are actually the extentions of the file types..to use it just drag amd drop the file types into the previous section.

  b. you can use the xcc mix editor to create a new .mix file ( name it ecachexx.mix, expandxx.mix or ecachemdxx.mix, expandmdxx.mix if you are modding Yuri, where xx is a number from 01 to 99) then drag and drop the shp files to the ecache(md)xx.mix and the hva, vxl files to the expand(md)xx.mix

2.go to the art.ini* file
3.make a new entry in it so it will look like this:

[YourTank]
Cameo=YourTankicon* ; g.s the icon that will appear in the RA2 Side bar
AltCameo=YourTankuico* ;g.s the 'veteran' icon that will appear on your RA2 side bar (appears when you infiltrate a war factory, barracks with a spy)
Voxel=yes ;g.s. MUST be present or 1.your tank will not appear in the game 2.the game will crash Wink
Remapable=yes ;g.s. tells the game that the tank will take your side's colour (e.g red,blue..etc)

*the 'xxxicon' and the 'xxxuico' entries are normally the naming of files used by westwood, you can name them anything you want

4.Basically, thats all you need for you Tank artwork

Rules.ini* Section :

*Basically, the Rules.ini file contains all the commands and codes used in the game to make some stuff work such as, Tanks, Infantry, Buildings, even Multi-Player rules (such as max.money and max unit count) could be found here so it is very important not to make any mistake while editing it because it may corrupt the whole gaming system leading the the appearance of the most annoying message a modder can ever see, the 'Internal Error' message, it happens when a given command is typed incorrectly (i.e. RA2 Rules.ini is case sentitive, meaning if you typed say 'requiredhouses' instead of 'RequiredHouses' for say your tank, it wont be buildable)

Now, after you've known almost the ground rules for using Rules.ini, the next steps involves the 'Rules.ini' file, and you will use it to make the game recognize your tank:
1. Open it (Duh??!!?)
2. Jump to the [VehicleTypes] section
3. Add the xx=YourTank to the list, where xx is the last number in the list  
4. Then make your 'vehicle' entry here are some helpful commands.

[YourTank]
- UIName=Name: YourTank; the 'Name: YourTank’ enrty must be present in file called ra2.csf; we'll talk about it later Smile
- Name=YourTank
- Prerequisite=GAWEAP ;this entry tells the game what kind of buildings is required in order to produce your unit the GAxxx means an allied building, the NAxxx means a soviet one
- Primary=AnyWeapon ;the weapon used by your tank in its atandard state
- Secondary=AnyWeapon2 ;the secondary weapon used by your tank in its standard state
- ElitePrimary=AnyWeaponE ;the weapon used by your tank in its 'elite' state
- EliteSecondary=AnyWeapon2E ;the secondary weapon used by your tank in its 'elite' state
- Strength=200 ;the determines the HP (Hit Points) of your unit
- Category=Transport, AirPower, AFV, Support ;any of these values are the ones used for the tanks and it determines the category of your tank
- Armor=Light, Medium, Heavy ;any of these armor types also determines the strength of your tanks regaring some weapons (i.e some weapons may have great effect on Medium tanks but a light one on the Light-armored tanks)
- Locomotor=* ;this can’t be written, it’s a sort of codes and here they are:

{4A582744-9839-11d1-B709-00A024DDAFD1} = ground infantry
{4A582741-9839-11d1-B709-00A024DDAFD1} = ground vehicle
{4A582746-9839-11d1-B709-00A024DDAFD1} = ground vehicle
{92612C46-F71F-11d1-AC9F-006008055BB5} = Jumpjet infantry (as rocketeers)
{4A582742-9839-11d1-B709-00A024DDAFD1} = Amphibious

- Sight=6 ;you can use any value you want to determine your tank's sight (how far it will see enemies and attack)
- Speed=7 ;any value you want, determines the speed of your unit
- ROT=4 ;any value you want, determines the rate of turn of the body or the turret (if present).
- CanDisguise=yes , no ;gives your unit the ability to disguise
- DetectsDifguise=yes, no ;gives your unit the ability to see disguised units
- Cloakable=yes ;gives your unit the ability to be invisible, they'll be revealed when they attack
- CloakingSpeed=x ;Determines how fast your unit will become invisible again after it stops attacking.
- RequiredHouses=Russians,Confederations,Africans,Arabs ;guess you never heared about those sides Smile they are the coded sides of the game :

1.Alliance: Korea
2.Confederation: Cuba
3.Arabs: Iraq
4.Africans: Libya
5.The rest are easy Smile
And this tag tells the game which sides that will be able to build this unit

- ForbiddenHouses=Americans,French,Bristish,Alliance,Germans ;tells the game which sides Won't be able to build/train your unit.
- RequiresStolemAlliedTech= yes, no ;tells the game whether or not your unit is only built when a spy infiltrates an allied battle lab
- RequiresStolenSovietTech= yes, no ;tells the game whether or not your unit is only built when a spy infiltrates a Soviet battle lab
- Deployer=yes ;gives your unit the ability to deploy
- DeployFire=yes ;your unit can fire while it is deployed
- DeployFireWeapon=1 ;index of the weapon to be used when firing-deploy
- Ammo= -1 or any value ;any value will determine the number of ammunition carried by your tank, -1 means unlimited
- InitialAmmo= -1 or any value  ;any value will determine the number of ammunition which will be with your tank when it’s produced, -1 means start with full ammunition.
- Passangers= ;any value, it determines the no. of passangers your tank might carry
- Size= ;any value, determines the size of your tank in any another transport (e.g hover missile)
- Storage= ;any value, used by harvesters it determines the amount of ore your unit can store in it
- Immune= yes or no ;your unit is immune to damage
- ImmuneToPsionics= yes or no ;your unit is immune to mind control waves
- ImmuneToRadiation= yes or no ;your unit is immune to radiation.

that is all the things you might need to know in how to code your tank.

Thank you,
DeeZeL


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI #Art.INI #XCCUtilities 

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Last edited by DeeZeL on Fri Aug 22, 2003 7:22 pm; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Aug 17, 2003 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice stuff, Deezel Smile. This tutorial might solve some doubts from those who need help to put their voxels working in game Wink and it's also great for those who have started learning to mod the game recently.

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DeeZeL
Cyborg Firebomber


Joined: 10 Jun 2003
Location: Egypt

PostPosted: Sun Aug 17, 2003 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

thank you very much..Very Happy

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Fri Dec 31, 2004 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

How would I go about making the turret for my tank? Confused

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Is there any easy way to make a units SHP file?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Jan 01, 2005 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

.

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Last edited by XxpeddyxX on Fri Apr 23, 2021 8:48 am; edited 1 time in total

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sat Jan 01, 2005 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

DONT USE TIBED!!!
It crashes the game.
Use XCC INI Editor or Notepad.

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sat Jan 01, 2005 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys, but I have figured a few things out (I was having so much fun making new stuff, I forgot about this topic, lol). I use my old WordPad, I don't need to use INI Editor or TibEd (whatever that is). But thanks anyway.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Jan 01, 2005 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kiith-Sa wrote:
DONT USE TIBED!!!
It crashes the game.
Use XCC INI Editor or Notepad.


no, it doesn't. SE2K does. I used tibed first. it didn't crash my game.

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sat Jan 01, 2005 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, thats his problem Smile!

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun Jan 02, 2005 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

,

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Last edited by XxpeddyxX on Fri Apr 23, 2021 8:48 am; edited 1 time in total

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sun Jan 02, 2005 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I just use WordPad. It's nice and handy!

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Tue Apr 05, 2005 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

What's a CSF file? I think all I need to do to make the unit is this file, but I don't know how to get to it..

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Tue Apr 05, 2005 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

a csf file is where all the names and text that you see in the game are kept.

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Anteaus
Civilian


Joined: 03 Apr 2006

PostPosted: Mon Apr 03, 2006 11:36 pm    Post subject: Re: Adding new tank Reply with quote  Mark this post and the followings unread

DeeZeL wrote:
Tools you MUST have:
==============

1.xcc uilities, and i mean all of them (xcc mixer, xcc mix editor, xcc sound plug-in)
2.any text editor (notepad, word pad will do)
3.any picture editor (adobe photoshop, paintshop..you wil use them for the cameos)


Adding units to the game:
=================

First (Tanks): you must have your .vxl, .hva files..which are recognized by the game as 'your tank':

1.xxx.vxl: is the body (base) of the tank
2.xxxtur.vxl: is the turret of your tank
3.xxxbarl: is the barrel of your tank

*some units have only the body (e.g. mirage tanks, demolition trucks, allied war miner...)
*some units have the body and the turret (e.g nighthawks, prism tanks,...)
*some unitsa have the body, turret and barrel (e.g grizzly tanks, rhino tanks, apocalypse tanks,...)

Moving On,
1.copy your vxl, occupied by you .hva files in your .mix file (ecachexx.mix is recommended).and this step is done by two ways:

a. you will have the xcc mod creator, which you'll find a lot of properties for making modding easy. it has a left side bar which contains a lot of categories, here are the ones necessary for you to be used for modding ( hva, vxl, cameo, shp, ini ). these sections are actually the extentions of the file types..to use it just drag amd drop the file types into the previous section.

b. you can use the xcc mix editor to create a new .mix file ( name it ecachexx.mix, expandxx.mix or ecachemdxx.mix, expandmdxx.mix if you are modding Yuri, where xx is a number from 01 to 99) then drag and drop the shp files to the ecache(md)xx.mix and the hva, vxl files to the expand(md)xx.mix

2.go to the art.ini* file
3.make a new entry in it so it will look like this:

[YourTank]
Cameo=YourTankicon* ; g.s the icon that will appear in the RA2 Side bar
AltCameo=YourTankuico* ;g.s the 'veteran' icon that will appear on your RA2 side bar (appears when you infiltrate a war factory, barracks with a spy)
Voxel=yes ;g.s. MUST be present or 1.your tank will not appear in the game 2.the game will crash Wink
Remapable=yes ;g.s. tells the game that the tank will take your side's colour (e.g red,blue..etc)

*the 'xxxicon' and the 'xxxuico' entries are normally the naming of files used by westwood, you can name them anything you want

4.Basically, thats all you need for you Tank artwork

Rules.ini* Section :

*Basically, the Rules.ini file contains all the commands and codes used in the game to make some stuff work such as, Tanks, Infantry, Buildings, even Multi-Player rules (such as max.money and max unit count) could be found here so it is very important not to make any mistake while editing it because it may corrupt the whole gaming system leading the the appearance of the most annoying message a modder can ever see, the 'Internal Error' message, it happens when a given command is typed incorrectly (i.e. RA2 Rules.ini is case sentitive, meaning if you typed say 'requiredhouses' instead of 'RequiredHouses' for say your tank, it wont be buildable)

Now, after you've known almost the ground rules for using Rules.ini, the next steps involves the 'Rules.ini' file, and you will use it to make the game recognize your tank:
1. Open it (Duh??!!?)
2. Jump to the [VehicleTypes] section
3. Add the xx=YourTank to the list, where xx is the last number in the list
4. Then make your 'vehicle' entry here are some helpful commands.


I am new to modding and there are a few thing I would like you to go into detail.

First, I was able to create the new unit but it is invisible and does crash the game. The problem is I have the "Voxel=yes" script written and the expandmdxx.mix file made. Can you go into further detail about the .mix files to see if my error is in creating it.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 04, 2006 2:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Your unit problem is simple. The name you use between [ ] must be declared on art(md).ini or, if it's not declared, you should use Image= tag in your unit code.

I..e: Image=TRUCKA
(Your unit would use the image declared at [TRUCKA] on art.ini or artmd.ini.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Tue Apr 04, 2006 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Good tutorial... but some spelling mistakes...

- Sev.

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Anteaus
Civilian


Joined: 03 Apr 2006

PostPosted: Tue Apr 04, 2006 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, that was my error. Thanks.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Jun 25, 2006 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry to bump an old topic..but im new at this.

""[YourTank]
- UIName=Name: YourTank; the 'Name: YourTank’ enrty must be present in file called ra2.csf; we'll talk about it later ""

ok so how do I make [YourTank] (or whatever name i chose ) present in a ra2.csf file

I have everything else prepared..except the ra2.csf

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jun 25, 2006 7:30 am    Post subject: Reply with quote  Mark this post and the followings unread


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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Jun 25, 2006 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

lol thanks DCoder..but i figured it out on my one before i even read your reply =)

I just tested and I have a bigger issue now. the name is fine..it is all right in the .csf

EDIT:: nevermind i figured it out..all works..thanks =)

I can build it (not a tank..its a new aircraft carrier) made by MadHQ
http://yrarg.cncguild.net/downloads/voxels/acvxlcomp2.zip

however it has no image and once its built..i see the wake and hear the sound of it moving..but this is fillowed by an IE...yes i know "trial and error"
but i dont know where the error occured..as i gave it the image i specified in artmd.ini

EDIT:: nevermind i figured it out..all works..thanks =) was soo easy

Last edited by Tony on Sun Jun 25, 2006 11:12 am; edited 1 time in total

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Jun 25, 2006 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you put the voxel in a .mix file? Your computer might not read it, if it's just in the folder.

Last edited by Oshog on Sat Jul 22, 2006 8:48 am; edited 1 time in total

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Jun 25, 2006 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I think you have a typo there, ".nix" it should be .mix.

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parananagon
Vehicle Driver


Joined: 05 Aug 2006

PostPosted: Sun Aug 06, 2006 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

what are some of the weapons u can use for primary and secondary?

also i keep lookin and lookin for rules.ini and i dont see it NEWHERE :-/

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Sun Aug 06, 2006 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

pretty far down, under the "buildings" section

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parananagon
Vehicle Driver


Joined: 05 Aug 2006

PostPosted: Sun Aug 06, 2006 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

where is the rules.ini file?

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Aug 07, 2006 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

extract it with XCC Mixer from
TIBSUN.mix > local.mix (for Tiberian Sun)
RA2.mix > local.mix (for Red Alert 2 and Yuri's Revenge. though if you only want new things to appear in YR, you should extract rulesmd.ini from RA2MD.mix > localmd.mix)

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Aug 08, 2006 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

No you shouldn't. The 1.001 patch includes an updated rulesmd.ini in expandmd01.mix . And of course the Mixer can SEARCH for a file in the mixes...

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aa2192
Vehicle Driver


Joined: 27 Nov 2006

PostPosted: Mon Nov 27, 2006 3:53 pm    Post subject: HELP!!!!!!!!!!!!MY UNIT IS INVISIBLE!!!!!!!!!!!HELP Reply with quote  Mark this post and the followings unread

Sumone help me!!!
I was able to make the unit but it was invisible when playing.
The cameo on the other hand came out very well.But not the unit.

Heres what i wrote in rules.ini

;Mammoth Tank
[MAMMOTH]
UINAME=Name:MAMMOTH
Name=Mammoth Tank
Image=MAMOTH
Armor=heavy
Category=AFV
Cost=1000
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Owner=Russians,Confederation,Arabs,Africans
RequiredHouses=Russians
SelfHealing=yes
Sight=3
Strength=1000
TechLevel=7
Primary=120mmx
Secondary=MammothTusk
DeathWeapon=Demobomb
ElitePrimary=120mmxE
EliteSecondary=MammothTusk
VeteranAbilities=STRONGER,FASTER,FIREPOWER
EliteAbilities=CRUSHER,FEARLESS,SELF_HEAL,ROF
Prerequisite=NAWEAP
Speed=10
ROT=5
DetectDisguise=yes
ThreatPosed=50
Weight=5.0
ImmuneToRadiation=yes
AutoCrush=yes
Crusher=yes
CrateGoodie=yes
VoiceAttack=GenSovVehicleAttackCommand
VoiceMove=ApocalypseMove
VoiceSelect=GenSovVehicleSelect
MoveSound=GenSovVehicleMove
OpportunityFire=yes
AllowedToStartInMultiplayer=yes
Explodes=yes
Explosion=NUKEANIM,NUKEBALL
Bombable=yes
DamageParticleSystems=BigGreySmokeSys
IsSelectableCombatant=yes
Maxdebris=3
Points=80
ToProtect=yes
Turret=yes


Heres what i wrote in art.ini

[MAMOTH]
Cameo=4TNKICON
AltCameo=4TNKUICO
Voxel=yes
Remapable=yes


I place the HVAs and Voxels in a mix file naming it expand09.mix
and this file was place at C:\Westwood\RA2


please help me.What is wrong???,please give me the solution to this problem

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Nov 27, 2006 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you code the art.ini [MAMMOTH] entry?

If you didn't, use Image= (and a valid image).

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Nov 27, 2006 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

aa2192 wrote:
[MAMMOTH]

Image=MAMOTH

aa2192 wrote:

[MAMOTH]
Cameo=4TNKICON
AltCameo=4TNKUICO
Voxel=yes
Remapable=yes


So I assume your voxel files are named mamoth.vxl and mamoth.hva, because if you have 2 "M"s in the filenames, the names do not match the art entry's name, causing you too fail at modding.

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aa2192
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Joined: 27 Nov 2006

PostPosted: Tue Nov 28, 2006 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I STILL DON'T GET IT!!!!!!!
WHAT DO U MEAN??????????

k let me tell u this

inside the expand09.mix file contains th mammoth tank hva and voxels

Heres what inside the expand09.mix file

htnkj.hva
htnkjbarl.hva
htnkjtur.hva
htnkj.vxl
htnkjbarl.vxl
htnkjtur.vxl

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Tue Nov 28, 2006 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Then, your code should be:

art.ini:

Code:
[HTNKJ]
Cameo=4TNKICON
AltCameo=4TNKUICO
Voxel=yes
Remapable=yes


rules.ini:

Code:
;Mammoth Tank
[MAMMOTH]
UINAME=Name:MAMMOTH
Name=Mammoth Tank
Image=HTNKJ
Armor=heavy
Category=AFV
Cost=1000
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Owner=Russians,Confederation,Arabs,Africans
RequiredHouses=Russians
SelfHealing=yes
Sight=3
Strength=1000
TechLevel=7
Primary=120mmx
Secondary=MammothTusk
DeathWeapon=Demobomb
ElitePrimary=120mmxE
EliteSecondary=MammothTusk
VeteranAbilities=STRONGER,FASTER,FIREPOWER
EliteAbilities=CRUSHER,FEARLESS,SELF_HEAL,ROF
Prerequisite=NAWEAP
Speed=10
ROT=5
DetectDisguise=yes
ThreatPosed=50
Weight=5.0
ImmuneToRadiation=yes
AutoCrush=yes
Crusher=yes
CrateGoodie=yes
VoiceAttack=GenSovVehicleAttackCommand
VoiceMove=ApocalypseMove
VoiceSelect=GenSovVehicleSelect
MoveSound=GenSovVehicleMove
OpportunityFire=yes
AllowedToStartInMultiplayer=yes
Explodes=yes
Explosion=NUKEANIM,NUKEBALL
Bombable=yes
DamageParticleSystems=BigGreySmokeSys
IsSelectableCombatant=yes
Maxdebris=3
Points=80
ToProtect=yes
Turret=yes

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Nov 28, 2006 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 28, 2006 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

That rocks, DCoder! Very Happy

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aa2192
Vehicle Driver


Joined: 27 Nov 2006

PostPosted: Wed Nov 29, 2006 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

WHERE DO U ALL GET NEW WEAPON ATTACKS!!!!!!!!

CAN ANYONE TEACH ME HOW!!!!!!

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Nov 29, 2006 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread


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aa2192
Vehicle Driver


Joined: 27 Nov 2006

PostPosted: Fri Dec 01, 2006 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Can anyone tell me how to insert new animation???

I want to learn modding,so please can anyone help me???

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 07, 2006 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

[hint] check the tutorials on this site (and other modding sites) Cool [/hint]

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Dec 07, 2006 1:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

inserting new animation:

1.)have the animation SHP file

2.)make sure it is in the 'animation' pallette

3.)put the SHP file in an ecacheXX.mix file

4.)configure your SHP in art.ini

5.)add an entry in the ANIMATION list in rules.ni corresponding to your new animation

6.)use your animation with any code you want.

7.)run your game to see if it works. Smile

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Pythorn
Civilian


Joined: 16 Jan 2007

PostPosted: Tue Jan 16, 2007 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

But how about when i try to make a tank to the map? how do i do that, because then i can't use art.ini file, right? Or if i used it, i would need to send it to everyone who wants to play my map.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jan 16, 2007 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Correct.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jan 17, 2007 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mod Map Units

The leftovers from TS/Testing in local.mix can still be used even though no art.ini entries exist by using Image= whatever it is for instance DSHP is GDI Dropship but it must be for a existing unit e.g. [BUS]Image=HMEC

If you make a new unit via

[VehicleTypes]
XX=NEWUNIT

[NEWUNIT]
Image=HMECH

The new unit will not display the art only documented art entries work for some wierd reason e.g. Image=HTNK

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boxix
Civilian


Joined: 13 May 2008

PostPosted: Tue May 13, 2008 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I`m noob at modding , but where is art.ini ???

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue May 13, 2008 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

ugh...
if you have plain RA2 it's in "RA2.mix/local.mix"

if you have YR it's in "RA2MD.mix/localmd.mix" and the YR one is called artMD.ini

And before you ask you need xcc mixer to get them.

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boxix
Civilian


Joined: 13 May 2008

PostPosted: Tue May 13, 2008 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you... where i can find some tutorials for newbies ?

Last edited by boxix on Tue May 13, 2008 5:05 pm; edited 1 time in total

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue May 13, 2008 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

No problem, just try stuf yourself before asking in future, ok?

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boxix
Civilian


Joined: 13 May 2008

PostPosted: Tue May 13, 2008 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

kk

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joebaptiste
Medic


Joined: 13 May 2009

PostPosted: Wed May 13, 2009 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

i need help, nothing comes up in the game

i placed the hva and vxl in a mix file called ecache.mix and its in C:\Westwood\RA2

my art file looks like
[RTNK] ; Rhino
voxel=yes
Cameo=HTNKICON
AltCameo=HTNKICON
Remapable=yes

and the rules are
; rhino
[RTNK]
UIname=name:RTNK
Name=rhino
Prerequisite=NAWEAP
Primary=120mm
Strength=400
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TargetLaser=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=6
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
Cost=900
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
Maxdebris=3
;origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
OpportunityFire=yes
ElitePrimary=120mmE

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed May 13, 2009 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

it has to have a number XX represents two numbers. anything fom 02-99. if you are using Yuri's revenge you must make that ecachemd(your number).mix

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joebaptiste
Medic


Joined: 13 May 2009

PostPosted: Wed May 13, 2009 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

i done what you sead and it still dosent work, wen i first tride to do this i put the hva and vxl in ra2.mix local.mix file and i never removed the hva and vxl. have i screwed it up ?

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