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Problem with new tank in a map
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Pythorn
Civilian


Joined: 16 Jan 2007

PostPosted: Tue Jan 16, 2007 11:37 am    Post subject:  Problem with new tank in a map Reply with quote  Mark this post and the followings unread

How can I do the new tank to my map? I have read the instructions thousands of times, but I just can't get it. Also, I would like to give the tank fully new look so it has its own shps, not old ones. How can that be done?

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

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

You MAKE one.

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Pythorn
Civilian


Joined: 16 Jan 2007

PostPosted: Tue Jan 16, 2007 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

But my question was: "How?" I have done my vexels etc. but i can't realize how i could do it without "art.ini"-file.

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Jan 16, 2007 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Copy art.ini, rules.ini, ect. to a folder OUTSIDE of the RA2 directory. Then insert the tank into the nessicary places in those copied files(make sure they are not shortcuts). After that you open your map in Final Sun, turn off beginner mode and open "Scripts". Insert those copied files that involve your tank and they should work on just that map.

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Tue Jan 16, 2007 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dont listen to him^

Ok first of all, this is the RA2 modding section, so I assuming this is a voxel tank and not an SHP. Second, you have to have art.ini, rules.ini, and .mix folders. You copy the .hva of that tank and the .vxl of the tank into the .mix file you made (has to be named "ecachexx" xx= a number between 02 and 99) Then just put in the right coding in the rules.ini and the right coding in the art.ini, and your done!

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Jan 16, 2007 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I forgot the mix

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jan 16, 2007 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

For all the clueless:

To add a new art asset to a map, you either:
a) name your new asset as an unused existing asset (i.e., FORTRESS in YR), write up its rules(md).ini code in the map itself, then bundle the map and the assets in one package, i.e. a MIX file or an XCC Mod Launcher executable.
b) code up your asset's rules(md).ini code into your map, add its relevant art(md).ini (and possibly ai(md).ini) code to those files, then bundle the map, the changed ini files and the asset in one package, see above.

Common problems: such maps create incompatibilities with mods, and as such are not liked by everyone. Stick to using existing art, or create a proper mod.

Btw, Burton, your post makes no sense. If you are telling him to import entire INI files into a map, you need to get your head checked. If you are talking about something else, clarify. And Final Sun is definitely not appropriate here.

Original Poster: to get better answers, you should've detailed exactly what is it you are trying to do, what have you done so far, and what the actual problem is.

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Wed Jan 17, 2007 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. I meant Final Alert 2.

2. Importing INIs work for me but that might be because the units already exist in my mod.

3. I didn't understand the question that well.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Jan 17, 2007 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Darwin Awards were kinda boring the last time, here's to hoping you improve them someday. You are definitely on the right track. "I didn't understand the question that well, but I went and spouted bullshit anyway. Yay me!"

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Pythorn
Civilian


Joined: 16 Jan 2007

PostPosted: Thu Jan 18, 2007 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ty for answers and sorry for bad details, I am new at this.
But I still didn't get the point. I meant that I would like to have only the map file, none of the other files so the tank would fully be coded in the map's inis. That was my problem.

I have done all of the tank's properties and other things. Just image of the tank is my problem.

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-tr8er8-
Rocket Cyborg


Joined: 16 Sep 2006
Location: USA

PostPosted: Thu Jan 18, 2007 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
The Darwin Awards were kinda boring the last time, here's to hoping you improve them someday. You are definitely on the right track. "I didn't understand the question that well, but I went and spouted bullshit anyway. Yay me!"

LOL! I seriously laughed out loud, my mom looked at me kinda wierd too xD

Laughing

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Fri Jan 19, 2007 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pythorn wrote:
Ty for answers and sorry for bad details, I am new at this.
But I still didn't get the point. I meant that I would like to have only the map file, none of the other files so the tank would fully be coded in the map's inis. That was my problem.

I have done all of the tank's properties and other things. Just image of the tank is my problem.

Okay, directly, in bold:
You cannot add art(md).ini-code to map files.
You can either
a) use existing, but unused art from the original game, or
b) provide an independent art(md).ini and graphics all with the map.
The former option limits the art you can choose from, the latter makes it impossible to automatically transfer the map.

Edit: Come to think about it, ModEnc says:
.YRO - Mix file containing a .MAP file and a .PKT file, used for YR official map packs.
...so if you feel adventurous, you can try packing your map as .yro and put artmd.ini and voxel inside there. But I don't know whether anyone tried that yet...

Edit2: Seperate the ztyping quote and edit buttons already, Bansh! #Cussing out

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