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Trees are invisible ingame.
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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Mon Jun 05, 2017 5:12 pm    Post subject:  Trees are invisible ingame. Reply with quote  Mark this post and the followings unread

Hey there, I'm looking for someone that can help me fix the problem with my maps for RA2YR.

Recently I've been working in some custom terrain maps for RA2YR and I noticed that the trees ingame become invisible, the thing is they look fine in FA2YR, but when I test the map ingame they just don't appear on the map. Can someone tell me how to fix this problem? Btw I also use Tiberium Fona and for some reason they look fine ingame. The problem is the regular trees...

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 05, 2017 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Might be unrelated, nut I had similar prob.s.
What's TreeStrength's value?

Also: Are the trees in an ecache**(md).mix? If yes, you shouldn't have this problem.

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m7 wrote:
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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Mon Jun 05, 2017 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh... Maybe is a .mix problem then, i'm using like expandmd**.mix but no ecache... That might be the trouble, but that's weird ive the tree .shp files in the .mix,
and they are coded properly...

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 05, 2017 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which MIXs are you talking about?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jun 05, 2017 10:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Correct me if I'm wrong, but aren't trees an overlay and should be .tmp, .sno, .urb, etc.? Everything can go in an expand##.mix to clarify, but in the case you're still confused about which container to use, check ModEnc.

Another thing would be if the art.ini name is listed with the rest of the trees or not. Are these additional trees or just a graphical change to the originals? (the ugly trees YR added are A-OK to change in my book Smile )

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Mon Jun 05, 2017 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Correct me if I'm wrong, but aren't trees an overlay and should be .tmp, .sno, .urb, etc.?


This is true, also make sure there are art files for the tree theater you are working with.



For example, as far as I know those big palm trees from the desert theater do not work in TEMPERATE maps. You will need to make your own .tmp file for them.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Jun 06, 2017 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

For YR the new or modified trees can be in expandmdXX.mix. But for
RA2, the trees has to be put in ecache*.mix and should not be present
in expandXX.mix.

Current ModEnc MIX file hierarchy is only for YR 1.001 without Ares.
Others follow different hierarchy.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 06, 2017 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Correct me if I'm wrong, but aren't trees an overlay and should be .tmp, .sno, .urb, etc.?

They are TerrainTypes, not overlays Wink
If Theater=yes is set in art.ini, the game will read only the .tmp .sno etc extension files and ignore any file with .shp extension.
Without Theater=yes you can this way create a tree with a normal .shp extension and then use the same tree on every theater.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Tue Jun 06, 2017 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I am less than convinced that expand or ecache matters, for at the moment I am simply using expand for everything out of convenience. I believe the differences (.vxl in ecache, .shp in expand, and so on) are merely what most people use, but that doesn't mean other options are wrong.

This might be an exception though, or it might be that only in Yuri's Revenge it doesn't matter. Experimenting by switching the files between the .mix files isn't a bad idea. But I would put more stock in Lin Kuei Ominae's solution. Smile

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jun 06, 2017 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

nlspeed wrote:
.vxl in ecache, .shp in expand

It has to be the otherway around. At least for SHPs (unless you want 'em to be invisible in-game, but visible via FA2).
I'm not sure about VXLs in ecache, but it might work...

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Tue Jun 06, 2017 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Correct me if I'm wrong, but aren't trees an overlay and should be .tmp, .sno, .urb, etc.? Everything can go in an expand##.mix to clarify, but in the case you're still confused about which container to use, check ModEnc.

Another thing would be if the art.ini name is listed with the rest of the trees or not. Are these additional trees or just a graphical change to the originals? (the ugly trees YR added are A-OK to change in my book Smile )


These are actually old tree replacements, to replace the YR ones. And it's sorted, now the trees are visible! Thanks lads! It was a great help.

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Tue Jun 06, 2017 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
nlspeed wrote:
.vxl in ecache, .shp in expand

It has to be the otherway around. At least for SHPs (unless you want 'em to be invisible in-game, but visible via FA2).
I'm not sure about VXLs in ecache, but it might work...

But that isn't true; in the past, I put .vxl and .hva in ecache and .shp in expand, and that worked perfectly fine. Currently, I put everything in expand and don't even use ecache, and that works perfectly fine as well. So as far as I am concerned - there might be edge cases such as these overlays - the separate purposes of these .mix files is a myth.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jun 06, 2017 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm... Could be that you were/are working with YR instead of RA2?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Wed Jun 07, 2017 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Hmmm... Could be that you were/are working with YR instead of RA2?

Ah, yes, I think so... I did start out modding Red Alert 2, but I quickly switched to Yuri's Revenge.

So, for Yuri's Revenge, there is no distinction between expand and ecache, but for Red Alert 2, there is?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jun 07, 2017 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't confirm for YR. Ask someone else. But yes, to RA2 ecache and expand are very different MIXs. However it might also be on my end, as the RA2 I bought and primarily use for modding is a pirated one (yes, I'm sure I BOUGHT a pirated version, if the empty movie MIXs are any indication), but I doubt the EXE has been messed with...

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jun 07, 2017 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Can't confirm for YR. Ask someone else. But yes, to RA2 ecache and expand are very different MIXs. However it might also be on my end, as the RA2 I bought and primarily use for modding is a pirated one (yes, I'm sure I BOUGHT a pirated version, if the empty movie MIXs are any indication), but I doubt the EXE has been messed with...


Inb4 EXE is actually Tiberian Sun.

AFAIK, YR goes by the same exact standards of MIX files as RA2 as YR is just a tiny expansion with a few tweaks, none changing the way it reads the containers, just the names it has hard-coded. So YR == RA2 with regards to MIX container contents. ModEnc holds true.

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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 08, 2017 4:05 am    Post subject: Reply with quote  Mark this post and the followings unread

But then why are any building/infantry SHPs in an expand invisible in-game but visible for FA2? And visible for RA2 if in ecache but invisible for FA2?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Thu Jun 08, 2017 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

But... Explain why my expandmd36.mix works:




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TAK02
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Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 08, 2017 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I can confirm cameos, TMPs and anims have to be in expand. All other SHPs go to ecache to work. (RA2)

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Jun 08, 2017 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Almost everything goes into expandmd## for YR 1.001, nobody is
questioning that. But extrapolating what works in YR 1.001 to also
work in RA2 is incorrect in this regard.

Placing the trees in expand## would not show those in-game for
RA2. Those should go into ecache*.mix for RA2.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jun 08, 2017 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
But then why are any building/infantry SHPs in an expand invisible in-game but visible for FA2? And visible for RA2 if in ecache but invisible for FA2?

you can't compare a homemade map editor with the mechanics of the game.
They both use entirely different engines with FA2 just trying to mimic (poorly) the way the game works.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 08, 2017 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

FA2 is home-made? Wasn't it official? I could've sworn I read somewhere it was released by someone from WW... Oh well.

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 08, 2017 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

It was "homemade" but WW officially endorsed it & you could download if from the RA2 website.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 08, 2017 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
It was "homemade" but WW officially endorsed it & you could download if from the RA2 website.

It was purchased, source code and all, then re-branded to FA2:YR...

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