Head over to Mental Omega 3.0 Forums for more support and information.
This specific question is also answered in the FAQ on the website. _________________
Yeh I know that, only thing is about triggers. I have triggers done nicely nothing wrong. Only thing is I'd like to spawn a Stalin's Fist throught the Final Alert 2 Editor not make it in game and then drive it to where I want it. QUICK_EDIT
Yeh I know that, only thing is about triggers. I have triggers done nicely nothing wrong. Only thing is I'd like to spawn a Stalin's Fist throught the Final Alert 2 Editor not make it in game and then drive it to where I want it.
Well, the one and only option is you must have FinalOmega (because FinalOmega reads expandmoXX.mix) _________________
Quote:
Humans were born for two things: to pray and be productive.
The MIX files are protected, so FA2 will still not read them.
FinalOmega will, but it is not available to the public and I think it never will. _________________
Since he was the one working on Final Omega, and he's doing a completely new editor now... the issues that people might have with FO most likely won't be fixed, so it's doubtful it will get released.
So i think we're all better off waiting until his new editor is finished. QUICK_EDIT
At some point its stability went downhill, so I decided to spend the time on a new editor rather than throwing it into the black hole named FinalOmega. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 13, 2014 1:03 pm Post subject:
The mix protection. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sat Dec 13, 2014 8:02 pm Post subject:
If you get the ingame name of the unit (e.g. TTNK for Tesla Tank), then you can manually specify it IIRC. The editor just won't recognize it, but the game will. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
This and some other hacks.
It even included a proof-of-concept DLL like Yuri's Revenge with Ares.
You could for example specify scripttypes like events and actions and it also read all the [Colors] entries from the rules, so you'd have more than 8 hardcoded colors. _________________
Mix protection? You mean corrupted mix body size which XCC code verifies (and FA2 uses) but the game ignores? Okay, you can probably repack the mix files with ccmix then and have normal FA2 read them :p QUICK_EDIT
No Blade, MO3 is more customized than just that including custom content names and without changing FA directly for ini names and other assets what not, it will still not work that simply thus why MO team did work on totally revamped FA and now new editor. QUICK_EDIT
So you hacked the exe to look for different filenames? Why? Mix files I kind of get it, so you could do a side by side install, but the ini files themselves? Now to create mix files for mapping for MO, you would need to unpack the mix files, change the file names for the various ini files (and whatever else FA2 looks for) back to what they are supposed to be a repack them? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 17, 2014 10:55 am Post subject:
To do a side-by-side install, yes. Mind you that loose inis still override the ones within mixes. You play a mod which has a loose ini (Reloaded IIRC is such), it gets messedup and breaks your folder.
Mental Omega installation is made-for-dummies, not for modders, let's put it that way. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
They always build a better dummy though :p Seems like a lot of effort to go through for not much benefit IMO, especially since you get situations like this now, where fans can't create custom maps specifically for the mod.
RP wrote:
Blade, there's many more changes than just file names...
I mean if someone was to repack the mo mix files without the mix "protection" and rename the ini files and mixes to the standard names, FA2 should in theory be able to make maps with the MO units and such. It might not have any of the additional features that you had hacked in, but it should work in theory and presumably the MO members distribute such a mix internally anyway. QUICK_EDIT
If you're asking me to get this done for you, then I have to dissapoint you.
I no longer invest time in FinalOmega, especially if I can invest it in something better like a new editor. _________________
KK, well anyway I posted this to ask how cause someone was saying RP and idk someone else helped him to place Tech Buildings in FA2... so yeh :/ QUICK_EDIT
If you get the ingame name of the unit (e.g. TTNK for Tesla Tank), then you can manually specify it IIRC. The editor just won't recognize it, but the game will.
That probably happened like Parasite03 says, manual editing. _________________
Since 2014... And still, The new 16 December update was released, I thought the map editor will be available with the new release. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Tue Apr 04, 2017 2:51 pm Post subject:
Sir. Blade, do you realize that you put the assets of the very mod in danger? Rippers will now most likely use that tool to rip MO's assets! (Or am I just overreacting?) _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Head over to Mental Omega 3.0 Forums for more support and information.
This specific question is also answered in the FAQ on the website.
So, how did you make it read this file? somebody start a topic on how to make specific "[FS]" MIX file to read, exactly like TI's map editor reads specific MIX file, also MO3.0 map editor reads the 2 or 4 mix files (3.3). _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed Apr 05, 2017 1:24 am Post subject:
BTW, It just keeps crashing on startup (That tool), not sure if it's compatible with windows 7 32-bit... But I'm guessing you used that very application, and made a specific batch file for the MO map editor to read the mixes right?
EDIT #1: Or you copied and modified the decryption code from that tool and created a new one... (Meaning you might have to offer a deeper explaination if anyone dares to find out how you really did it through programming ) _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
This and some other hacks.
It even included a proof-of-concept DLL like Yuri's Revenge with Ares.
You could for example specify scripttypes like events and actions and it also read all the [Colors] entries from the rules, so you'd have more than 8 hardcoded colors.
Those aren't exactly features that are hard to add. QUICK_EDIT
There are some issues with ccmix currently it seems when used on RA2/TS mix files which I'm guessing must be an issue with the CRC code it uses.
NucleiSplitter, ccmix just follows the format of the Mix file and reads it like the game does, if "mix protection" doesn't protect it from the game reading the file, you can't expect it to protect it from mix reading tools.
It was just a happy coincidence that XCC code does too much validation that lets you mess with the header in such a way that the game can read it but XCC can't, seems it lulled modders into a false sense of security. QUICK_EDIT
BTW, It just keeps crashing on startup (That tool), not sure if it's compatible with windows 7 32-bit... But I'm guessing you used that very application, and made a specific batch file for the MO map editor to read the mixes right?
EDIT #1: Or you copied and modified the decryption code from that tool and created a new one... (Meaning you might have to offer a deeper explaination if anyone dares to find out how you really did it through programming )
Maybe you are right with your 1st line, i read the mental omega 3.3 client ini file, there should be map editor button to click, in the client ini, it launches a batch file called "RunFinalOmega.bat", the sub folder of FO, called "YOUR MO3.3 FOLDER/Map Editor", i have the rulesmo.ini extracted from the MIX, i renamed it rulesmd.ini, i copied Ra2.exe to the mental omega folder too, finally the map editor (FA2) works, but the new objects cannot be shown but exist ingame after that. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
Last edited by PussyPus on Wed Apr 05, 2017 2:30 pm; edited 1 time in total QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Wed Apr 05, 2017 2:29 pm Post subject:
Hmm, never knew my wild guesses could turn out to be true... _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
_________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum