Posted: Mon Jun 05, 2017 5:12 pm Post subject:
Trees are invisible ingame.
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... QUICK_EDIT
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. _________________ 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.
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... QUICK_EDIT
Which MIXs are you talking about? _________________ 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.
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 ) _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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. _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
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. QUICK_EDIT
Correct me if I'm wrong, but aren't trees an overlay and should be .tmp, .sno, .urb, etc.?
They are TerrainTypes, not overlays
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. QUICK_EDIT
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.
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 )
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. QUICK_EDIT
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. QUICK_EDIT
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.
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.
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. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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.
I can confirm cameos, TMPs and anims have to be in expand. All other SHPs go to ecache to work. (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.
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. QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
FA2 is home-made? Wasn't it official? I could've sworn I read somewhere it was released by someone from WW... Oh well. _________________ 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.
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