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 Forum index » Modding Central » Red Alert 2 Editing Forum
How to install packs
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Arkadiy Kirilenko
Civilian


Joined: 06 Dec 2017

PostPosted: Wed Dec 06, 2017 4:17 pm    Post subject:   How to install packs
Subject description: How to install this pack? https://ppmforums.com/viewtopic.php?t=12738
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Maybe that's question very stupid. But I rly don't know how install it. So, anyone can help me please?

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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Dec 06, 2017 4:38 pm    Post subject: Reply with quote

It's a pack of individual voxel files & not a mod or add-on that can be simply "installed". To use them you'll need to manually coded them into the game's ini files yourself.

If you want to try adding them to the game there are several tutorials here on the forum that cover the basics of editing ini files. If you need any help or have any questions feel free to make a topic here too.
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TAK02
Laser Commando


Joined: 28 Jun 2015
Location: ERROR: This guy is out of this world!

PostPosted: Wed Dec 06, 2017 4:53 pm    Post subject: Reply with quote

The problem is that the VXL and HVA filenames don't match the ones the game uses.
This means you'd have to rename all of them to match the units you want to replace.

Alternatively, use XCC Mixer to extract art.ini and rules.ini (if you haven't done so already, and remember to add the md suffix to all names for YR) and then put the VXLs and HVAs of the pack inside an expandxx.mix, xx being a random number between 01 and 99. (The last bit is only necessary to keep things nice and clean, from a file-point-of-view, but otherwise has no importance whatsoever).

Lastly, do this: open art.ini (artmd.ini for YR) and write this:
Code:
[UNITART] ;object-ID, case-sensitive
Voxel=yes ;@ all: is this even necessary?
Remapable=yes ;@ all: is this even necessary?
Cameo=HTNKICON ;self-explanatory, but you can have your own cameos
AltCameo=HTNKUICO ;     used, but place them in ecachexx.mix for RA2, not expandmdxx.mix.
PrimaryFireFLH=200,0,100 ;ripped off the Rhino here

NOTE: Replace UNITART with the VXL/HVA name, but don't add the ...tur.vxl or ...tur.hva here. That'd make the turrets their own units, art-wise (I think? Could someone re-confirm this?)

Finally, open rules(md).ini, and this to replace a unit's old appearance with a new one:
Code:
[UNITRULES]
...
Image=UNITART


Alternatively, add a new unit:
Code:
[VehicleTypes]
...
XX=UNITNAME ;XX can be literally anything, the game won't care.

NOTE: UNITNAME can be UNITART, too. It'll save you the need for Image= here.

Then add that new unit:
Code:
[UNITNAME]
;stats can be c&p from another unit, but dbl-chk it's from the [VehicleTypes] list first, and doesn't have JumpJet=yes. Flying tanks look weird, no?
Image=UNITART ;Again, only if UNITNAME =! UNITART


I think that should do it...
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