Basically if you are modding YR 1.001 with Ares, you can put almost any file into expandmdXX.mix. Without Ares, lang*.mix file contents fall higher in the loading hierarchy than expandmdXX.mix, so game will pick the contents of lang*.mix over the content in expandmdXX.mix.
RA2 needs some specific files to be in ecache*.mix only. And FinalAlert2 will show some files only if those are in ecache*.mix or in vanilla game mixes or kept loose in the game folder. QUICK_EDIT
RA2 needs some specific files to be in ecache*.mix only.
Namely, any and all SHPs that won't end up used in the anim.pal. This includes SHP units and all buildings and SHP turrets (if you have those) and of course all te cameos.
E1 Elite wrote:
And FinalAlert2 will show some files only if those are in ecache*.mix or in vanilla game mixes or kept loose in the game folder.
Nope.
FA2 (the one that only reads rules.ini and is RA2-only) doesn't read ecache. Only expand.
The result of this is that you'll need to constantly move the expand MIX with the buildings and units (both vehicle and infantry).
Move the MIX into the folder to see them in the editor, and move the MIX back out to see the buildings and units in-game (and avoid the bugs stemming from invisible infantry). QUICK_EDIT
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