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Tutorial Requests!
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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Oct 11, 2005 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

How to add denmons trees in-game?

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Von Kriplespac
General


Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Tue Oct 11, 2005 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

*Smack* Fool...Find any ordinary Tib Tree Adding Tut...Its the same thing as add any other tree.  Rolling Eyes

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Wed Oct 12, 2005 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

How to add tree than?

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Lone Wolf807
Soldier


Joined: 28 Apr 2006

PostPosted: Sat Apr 29, 2006 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

can some 1 tell me how change names of bill boards and other buildings #Mad Wizard #Microwave #Fart



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Lone Wolf807
Soldier


Joined: 28 Apr 2006

PostPosted: Sat Apr 29, 2006 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

plz some 1 tell me how to change words on bill boards

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Cadre
Laser Commando


Joined: 29 Mar 2006
Location: Classified

PostPosted: Sat Apr 29, 2006 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know, but double posting won't get you the aswer any faster I assure you.

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Fellshyun
Stealth Laser Trooper


Joined: 04 Apr 2005
Location: Harderwijk, NL

PostPosted: Sat Apr 29, 2006 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

lone wolf807 wrote:
plz some 1 tell me how to change words on bill boards


What do you mean, The names you see when dragging you mouse over it.
Just change the INI name, TS doesn't uses those special files that RA2/Generals uses.

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Lone Wolf807
Soldier


Joined: 28 Apr 2006

PostPosted: Sat Apr 29, 2006 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

that simple im stupid



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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Apr 29, 2006 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

lone wolf807 wrote:
that simple im stupid


Well.. DUH!

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sun Apr 30, 2006 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

For TS

You need to extract the rules.ini from Tibsun.mix > Local.mix, open up the rules.ini and find the name of the board you wish to replace.

Example hit ctrl+f and type We save lives, and you should be brought straight to the name entry tag for the GDI sign which says " Join GDI we save lives! ". Edit the tag which looks like

Name=Join GDI, We save lives! to
Name= [ whatever you want it to say ]

Save the rules.ini, and load up the game, when you have your mouse over the GDI sign it should say whatever you typed behind the name= tag.

btw please in future wait more than 6 minutes for a reply, and do not double post, it does nothing but aggrivate other users into saying " OMG U double pOsted ! "

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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Mon May 08, 2006 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread

I need a 3ds2vxl tutorial... I read the readme, and it still ain't working. (ALL my voxels ar invalid to voxelviewer and vxlse)

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Jun 15, 2006 2:04 pm    Post subject:   Reply with quote  Mark this post and the followings unread

i think it would be nice tutorial on weapons / warheads and like
FULL meaning on what each bit of code means and how it works

example:

Code:
[Stinger]
Spread=0
Verses=60%,45%,90%,55%,0%
InfDeath=5
AnimList=PULSEFX1,PULSEFX2
Sparky=yes
Bright=yes
ProneDamage=45%


expain all this stuff i lean't the hard way back when i was a #Newbie this maybe usefull info for #Newbie 's [/b]

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Bos187
Disk Thrower


Joined: 25 Jan 2007
Location: Maastricht, The Netherlands

PostPosted: Fri May 25, 2007 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I cant seen to insert some cameo's. Lets say i made a cameo for the automobile and the filename CARICO.shp
and wen i insert it, i go to Art.INI and go to [CAR]
then i make Came=CARICO

when i then make the automobile buildable, the cameo doesn't show!

i bet the solution is so obvious that i will have the urge to slap myself when i hear it xD

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Fri May 25, 2007 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Came"o"=CARICO

Obliviously you forgot the "o" or you havent inserted it to the right .MIX file, or its in the wrong format. if none of theese, the sorry, i cant help you.

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Bos187
Disk Thrower


Joined: 25 Jan 2007
Location: Maastricht, The Netherlands

PostPosted: Fri May 25, 2007 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

ehh i just placed it in my ts folder, seeing that this also works with voxels.. wich MIX should it be placed in?

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Chrisse
AA Infantry


Joined: 02 Mar 2006
Location: Sweden

PostPosted: Fri May 25, 2007 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

well im sorry but i dont know, hope someone else help you.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri May 25, 2007 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you even read the thread above yours? Will you not show us the code? The shp file WILL work outside the mix files. You just need to actually do what has been recommended.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat May 26, 2007 6:08 am    Post subject: Reply with quote  Mark this post and the followings unread

What? Shp files work outside mix files? I thought that was voxels only and anyway I just recommend that shp file goes into the Ecache02.mix or whatever Ecachexx.mix file you want. And yeah, I am uhm pretty sure shp files do not work just being in the directory folder.

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TX1138
Jumpjet Infantry


Joined: 18 May 2007
Location: Australia

PostPosted: Sat May 26, 2007 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Dunno about TS, but placing SHP's in the directory folder works fine in RA2 Smile

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat May 26, 2007 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm...I don't know why it WOULDN'T work outside the directory. Works fine in RA2, and I had replacement Visceroids working, IIRC.

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Vemarkis
Vehicle Driver


Joined: 07 Apr 2006

PostPosted: Fri Aug 24, 2007 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd really want to know how to re-enable the day to night transitions, i remember Deezire's site having a guide, but it seems to be gone nowadays.

Atleast in my copy, day to night doesn't work with random maps, but with Deezire's mod it does, and i remember him having a guide on his site to enable that feature but i cannot find it.

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OVERKILL
Cyborg Engineer


Joined: 21 Feb 2007

PostPosted: Fri Aug 24, 2007 5:38 pm    Post subject: hey its been a while lol Reply with quote  Mark this post and the followings unread

Ok here is my question to you professional voxel creators, I need help with the voxel 3 editor i know how to use the windows and i also know now how to use the auto nomials but i just cant figure out how create a unit? can some one please tell me should i create a unit body separate from the turret? or should i make the unit body and turret as one? i have had some decent voxels made but Iam still a newbie and i apologize if my typing is incorrect and alos if this question is not proper for this topic, and thanks for taking your time and at least reading this post it would help me alot more.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sun Oct 21, 2007 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can somebody tell how i can add new SHPs in game so i can use them as art and units whiches uses that aren't invisible?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 21, 2007 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

SHPs must be in an ecacheXX.mix file (XX is a number between 02 and 99)
create a copy of an original mix file. rename it to ecache02.mix.
use XCC Mix Editor to open ecache02.mix. delete all content. drag and drop your shps into XCC Mix Editor. press save. place ecache02.mix in your TS directory. Wink play the game. Smile have fun. Very Happy

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Mon Oct 22, 2007 5:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't have file called that... #Mad

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jadems
Medic


Joined: 10 Jan 2005

PostPosted: Mon Oct 22, 2007 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

You make it yourself using the Mix Editor ;D

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jadems
Medic


Joined: 10 Jan 2005

PostPosted: Mon Oct 22, 2007 11:46 am    Post subject: Reply with quote  Mark this post and the followings unread

To OVERKILL:

I'm not a pro voxeler but I do know that if you want separate pieces that can move individually, you should create separate .vxls - max of three parts (body,turret,barrel)

eg. A tank would have a
- track/body part - the part that rotates to move
- the turret which would rotate above the body by itself (this moves horizontally)
- barrel which is an extension of the turret (and this moves vertically on the turret)

Each would move autonomously from each other


But if you wanted a simple vehicle, such as a car - you should just keep 1 .vxl file for it.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Fri Oct 26, 2007 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

*PROBLEM FIXED*

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sat Oct 27, 2007 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Curious on how to create those large ingame screenshots of a full map without shroud.

Is it just a copy+paste of screenshots..or any other way of doing that? Neutral

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Oct 27, 2007 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

That I'm aware, you set up the map to have a neutral start-up trigger to reveal the map, and then you just take screens of each section and tile them together.
I do not believe there are any other methods to get it all in one.. except the higher your resolution, the better.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Oct 30, 2007 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

hrm....seems like thats the only way... thanks Muldrake.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Mon Dec 31, 2007 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Voxeling Tutorial Request.... PLEASE

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Mon Dec 31, 2007 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Look four (4) posts up, read Wink

And a idea, sepcify waht you want Very Happy Not like, learn me to make voxels, trial and error ALWAYS works :p

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jerry32j
Cyborg Engineer


Joined: 13 Jan 2008
Location: I am GDI! I am multiple people!

PostPosted: Sun Jan 13, 2008 11:58 pm    Post subject: TUTORIAL TO MAKE SIDEBAR - Tiberian Sun Reply with quote  Mark this post and the followings unread

I wanted to know if someone could make a tutorial to changing the sidebar. I looked everywhere but couldn't find one.

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"But what about the Tiberium!?"
-Nod Tib Harv, Tib War III

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sat Jan 19, 2008 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

How to add projectile vxls in game?

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OVERKILL
Cyborg Engineer


Joined: 21 Feb 2007

PostPosted: Sun Feb 03, 2008 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

jadems wrote:
To OVERKILL:

I'm not a pro voxeler but I do know that if you want separate pieces that can move individually, you should create separate .vxls - max of three parts (body,turret,barrel)

eg. A tank would have a
- track/body part - the part that rotates to move
- the turret which would rotate above the body by itself (this moves horizontally)
- barrel which is an extension of the turret (and this moves vertically on the turret)

Each would move autonomously from each other

But if you wanted a simple vehicle, such as a car - you should just keep 1 .vxl file for it.


jadems thank you very much for that it has helped me out alot better, plus my voxels have improved as well, but one quick question first, can i create animated track in the voxel viewer but creating the tracks seperate?

ex:

barl
turret
body
tracks

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Mon Feb 04, 2008 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I wanted to know if someone could make a tutorial to changing the sidebar. I looked everywhere but couldn't find one.


Look in TIBSUN.MIX you will some files named like SIDEC.MIX or something. There are 2 different ones for both GDI and Nod. They should contain the sidebar files. (which are in SHP format) Extract them and edit with SHP builder and so on and so forth.

Quote:

How to add projectile vxls in game?


ART:
Code:

[VOXELPROJECTILE]
Voxel=yes


Then change one of the projectiles to that.

Example:

(In art)
Code:

[120MM]
Image=VOXELPROJECTILE


Hope that helps

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sun Feb 24, 2008 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have one question (Again.) How to change the look of tiberium?

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Image? Color? what? Please specify.

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sun Feb 24, 2008 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

joshy wrote:
Image? Color? what? Please specify.

Image.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun Feb 24, 2008 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You need to edit the Tib01.sno to Tib20.sno (01 to 20 with allnumbers inbetween Laughing) for snow maps and Tib01.tem to Tib20.tem (01 to 20 with all numbers inbetween Laughing ) for temperate maps

They can be found in tibsun.mix if you just search for them. They can be edited with the "SHP builder".

When your done with them put them in a ecacheXX.mix file (where XX is 02 to 99)

If youy just want to chanmge color go down in the rules.ini to [Riparius] and change the color on the Color= line for the tiberium types (there are three of them and the fourth (Curentus) is not usable atm)

Here is a example where I edited the Tiberium to change its radar color:
http://www.ppmsite.com/forum/viewtopic.php?p=207600#207600

Last edited by djohe on Sun Feb 24, 2008 7:24 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Feb 24, 2008 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, keep some remap on the Tiberium, or else the "Color=" won't work anymore Wink

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sat Mar 22, 2008 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... How it's possible to do custom main menu and loading screens?

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Zetal
Civilian


Joined: 03 Jun 2008

PostPosted: Tue Jun 03, 2008 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, I'll be brief.
You guys can point and laugh all you want, but I'm really interested in modifying Tiberian Sun.
Hooowever.
I have no idea how to do it, so I'm requesting a basic 'Startup' Tutorial, giving how to get started, the basics, etc.

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Tue Jun 03, 2008 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome to the community. Smile We are not going to point at you and laugh.
Getting started with the basics.. I would suggest you get yourself a set of INI files. Those are the files that control the majority of the code in Tiberian Sun. Such filenames are Rules (The main one) Art (Needed to specify all the art in the game) Theme (For Music) Sounds (For sounds #Tongue) AI (For the AI computer, controls teams and what will be in the teams and how the behave and such). Those are just a few. I'll give a link to the INI files so you can look at them. Get them here . (You need Winrar to view these) Normally they are in the TS mix files (Where all the data is) To open up the mix files you'll need to open them with a mixer. I use these utilities for them. Now that's just to open the mix files and few the stuff in there and such. Once you edit the INI files you can place them into your SUN directory and play the game to see what happens. I'm not going to walk you through INI editing. #Tongue

I hope this helps a bit.

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Zetal
Civilian


Joined: 03 Jun 2008

PostPosted: Tue Jun 03, 2008 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright thanks a bunch!
While I was waiting I had checked out some other tutorials, gotten the needed utilities but I was still lost on the whole INI thing so thanks.

I hope this is as fun as it sounds =P
..
Even if it isn't I'm doin' it anyway xD

Edit: Sorry to bother you, I PMed you a problem.

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 10, 2008 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would anyone be so kind as to post a tutorial on the Cyborg reaper split logic?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 10, 2008 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. create a homing weapon using a new projectile which has
ROT=# ;number between 1-100
Cluster=# ;number of missiles
Range=# ; range the first stage projectile must fly before it splits
AirburstWeapon=secondStageWeapon
Splits=yes
RetargetAccuracy=XX% ;rate at which the spawned split missiles hit the target (100% means all missiles always fly to the target)

2. create secondStageWeapon which is a regular homing weapon.

3. add secondStageWeapon to a dummy unit so you don't get an IE. (see weedguy hack for multimissile etc)


In other words. Make a copy of the complete Reaper missile, rename the weapons/projectiles and modify them at will.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Sun Aug 10, 2008 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thankees Smile I didn't know about the adding it to a dummy unit bit, I was wondering why I got IE #Tongue

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nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Sun Aug 31, 2008 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I create new gunfire animation... How do I add it in game? Do I have to mess with animations or what?

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