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Enabling Hidden Stuff:
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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Oct 01, 2004 9:03 pm    Post subject:  Enabling Hidden Stuff: Reply with quote  Mark this post and the followings unread

Enabling Hidden Stuff.



This is my second tutorial, and it is reccomended for beginner modders, and even for Veterans if you need a reference sheet.


Q: What is a "Hidden Object?"

A: 'Hidden Object" is ether

A: An unused Building graphic.

B: An image for a scrapped / replaced unit.

C: Placeholder Graphics.


Tiberian Sun is Littered with lots of these. Some are buildings from Red Alert 1 or vehicles or Aircraft. Others include a hidden SHP for a Chemical Warrior, and placeholder Visceroids. Here is a list of all the hidden graphics:


SHPs: Infantry

1: Chem Spray Infantry.
2: Unused Baby Visceroid.
3: Unused Placeholder Large Visceroid ;these units are named VISCSML,and VISCLRG. though the two are just snowman-like blobs, they would probally be best off in a Nurple map.


SHPs: Buildings/Terrain Objects

1: Red Alert 1 Camo Pillbox.
2: RA1 Nuclear Missile Silo.
3: RA1 Gap Generator (This only has SNOW frames,and wont work in temperate theaters. i am working on converting the frames for both theaters).
4: Red Alert 1 Ore Mine.
5: RA1 Gold (there are multiple versions of it, 4. GOLD01, GOLD02, GOLD03, GOLD04. All versions look diffrent).
6: RA1 Gems (there are multiple versions of it,4. GEMS01, GEMS02, GEMS03, GEMS04.  All versions look diffrent).
7: BIGBLUE Tiberium Crystal. (A giant tiberium crystal, its remapable. L'll explain how to use these remaps to good use).


Vehicles:
1: Nod TD Light Tank (1TNK).
2: GDI M1A2 Medium Tank (2TNK).
3: Soviet Heavy Tank (3TNK).
4: Mammoth Tank (4TNK).
5: Mobile Radar Jammer (MRJ).
6: GDI APC (M113).
7: Mine-Layer (looks EXACTLY like the APC,pretty useless) (MNLY).
8: Flame Tank (FTNK).
9: Apache Longbow * (HELI).
10: Hind Helicopter from Red Alert * (HIND).
11: MLRS from Tiberian Dawn (MLRS).
12: Chinook (TRAN).
13: RA Convoy Truck/Demolition Truck (TRUK).
14: Civilian Pickup (TRUCK2).
15: GDI Humm-Vee (Needs to be Repaired. will post the repaired vers. up soon).
16: Hunter-Seeker Voxel (Same as the Hummer's situation,needs to be repaired).
17: Nod Artillery (DONT USE THIS!! its VERY screwed up Graphiclly)


Unused buildings that are already coded:

1: Civilian Armoury; Gives Infantry elite status when they enter it.
2: Civilian Hospital; Heals Infantry.
3: Sandbag Wall; Sandbags..
4: LightPost; Pretty helpful in very dark maps.
5: GAGREEN; I'll explain later.



How to enable the 4 disabled buildings:

This part will show you how to enable the 4 hidden buildings, and make them work correctly. Open up Rules.ini and press CNTRL+F and type in the toolbar [CAARMR] then click find. This should take you down to the entry for the Civilian Armory, and the Hospital, above it.

Code:

; Use Ammo to specify the number of times to allow healing.
[CAHOSP]
Name=Civilian Hospital ;Name.
TechLevel=-1 ;it cant be built...
Strength=800 ;how long till the building is blown to kingdom-come.
LegalTarget=no ;it cant be fired on unless you use force-fire.
Insignificant=yes ;EVA/Cabal wont announce if its blown up
Nominal=yes ;You can see its name when you highlight it with the cursor.
RadarInvisible=yes ;i dont appear on radar! nanana!
Points=5 ;How many points it gives you when blown up
Armor=concrete ;the Armor it uses.
Hospital=yes ;Makes this building use Hospital logic.
PipScale=Ammo ;unimportant for this tutorial
Ammo=5 ;How many times people can be healed by it.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3 ;How much debris do i send flying?
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no ;You cant make structures off it if you capture it.

; Use Ammo to specify number of time the building can be used to upgrade infantry
[CAARMR]
Name=Civilian Armory
TechLevel=-1
Strength=800
Immune=no
LegalTarget=no
Insignificant=yes
Nominal=yes
RadarInvisible=yes
Points=5
Armor=concrete
Armory=yes
PipScale=Ammo
Ammo=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no

now..change the Hospital settings to this....

; Use Ammo to specify the number of times to allow healing.
[CAHOSP]
Name=Civilian Hospital
TechLevel=-1
Strength=800
LegalTarget=yes ;Now i can be shot!! this sucks...
Insignificant=no ;you'll know if its destroyed..
Nominal=yes ;still see my name..
RadarInvisible=yes
Points=10
Armor=concrete
Hospital=yes
Ammo=999 ;it can heal an unlimited amount of time.
Crewed=yes ;now when blown up,crew comes out(depends on owner)
Capturable=yes ;Now engie can capture it!
Power=-10 ;It eats power when captured.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no ;cant build off me,still..

Now..change the Armory to match this..
; Use Ammo to specify number of time the building can be used to upgrade infantry
[CAARMR]
Name=Civilian Armory
TechLevel=-1
Strength=800
Immune=no
LegalTarget=yes ;SHOOT MEEE!!
Insignificant=no
Nominal=yes
RadarInvisible=yes
Points=10
Armor=concrete
Armory=yes ;enables special armory logic.
Ammo=999 ;now it can be used to re-arm people all the time..
Crewed=yes ;now when blown up,crew comes out(depends on owner)
Capturable=yes ;Now engie can capture it!
Power=-10 ;It eats power when captured.
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
IsBase=no



Now, find the Light Post entry..[GALITE]

Code:

; Light post
[GALITE]
Name=Light Post
Image=GALITE
Strength=600
Armor=wood
Owner=GDI,NOD
Cost=200
TechLevel=-1 ; changed from 12
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=NO
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
LightVisibility=5000
LightIntensity=0.2
LightRedTint=0.05
LightGreenTint=0.05
LightBlueTint=0.01
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AlphaImage=NONE
Powered=true

it was supposed to be buildable...now..change it to this..
; Light post
[GALITE]
Name=Light Post
Prerequisite=BARRACKS ;we all can see...THE LIIIGHT!!
Strength=200
Owner=GDI,NOD
Cost=200
Armor=wood
TechLevel=1
Nominal=yes
Sight=0
Points=30
Power=0
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=1
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys
Insignificant=yes
AlphaImage=ALPHATST


There's the lightpost, working. its even got a cameo and looks pretty nice. I'll explain the rest in part 2 of this tutorial.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Oct 04, 2004 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

well its a bit too newbish also light posts cannot be sold and the cameo image is different to the ingame version.

The test voxels are awful and shouldn't be prodded with a stick (except for perhaps the 4TNK but only for visual coolness)

Also u forget to mention there are unused animations on [CAARAY] (rotating dishs) and armory (flag animation)

there is also a glowing red cross animation on the hospital which I have been unable to enable as of yet.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Oct 04, 2004 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

there is also a glowing red cross animation on the hospital which I have been unable to enable as of yet.[/quote]

Quote:
The test voxels are awful and shouldn't be prodded with a stick (except for perhaps the 4TNK but only for visual coolness)
Hell,there the only things out there pretty much,most voxels made are horded for mods,or just never released and suck..

Quote:
there is also a glowing red cross animation on the hospital which I have been unable to enable as of yet.
i got that working and the SHP EMP Turret. i cant get the firing animations to work..

put this in the anim's list to get the EMP Turret to appear:
XX=NAPULS_A ;xx can be any unused slot number.

now..find NAPULS,the E.M.P. Cannon. and change these lines..
TurretAnim=
TurretAnimIsVoxel=


TurretAnimZAdjust=-100
TurretAnim=NAPULS_A
TurretAnimIsVoxel=false
TurretAnimY=7
TurretAnimX=1

to read EXACTLY as they say below. close rules and open art.ini,put this under NAPULS:

[NAPULS_A]
LoopStart=0
NewTheater=yes
LoopEnd=64
LoopCount=-1
Rate=0
Surface=yes

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Oct 08, 2004 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

but the anim turret was switched for the voxel :p

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Fri Oct 08, 2004 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sadly it was..the Voxel one looks like the biggest peice of crap ever made...

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sat Nov 06, 2004 4:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

all the unused voxels that have been converted from RA1 etc look crap
hence the reason they are all remade for TSR

4tnk is acceptable i suppose, but still looks crap

P.S look at the code in TSR to enable the cross anim for the civilian hospital

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j4m3sb0nd
Commander


Joined: 10 Nov 2004

PostPosted: Fri Nov 12, 2004 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

You forgot the left out Cameo's! Wink

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Nov 29, 2004 8:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Enabling the red cross animation is easy. Set the DetailLevel down to 1. Now it plays. Wink

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gufu
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Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Apr 15, 2005 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

make a second part

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Worm4981
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Joined: 18 Jan 2005
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PostPosted: Fri Apr 15, 2005 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

man dont bump such old topics!

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this is the World War III site!

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D
Commander


Joined: 25 Oct 2002
Location: United Kingdom

PostPosted: Fri Apr 15, 2005 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

At least he was asking for something reasonable, not just spamming.

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Worm4981
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Joined: 18 Jan 2005
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PostPosted: Fri Apr 15, 2005 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, but the last post was 5 month ago...

in this time there was not a "second part" so i dont think that bumping this topic would be very useful Confused .

however i think we dont need more discussions about bumping old topics!

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this is the World War III site!

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Jah
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Joined: 23 Nov 2002

PostPosted: Fri Apr 15, 2005 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rolling Eyes  you've started it...

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Apr 15, 2005 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't find anything (exept mammoth tank) in that list!

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Tyler Adams
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Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Apr 15, 2005 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fine, Gufu. PM me a list of what you want, and I'll either PM you the file, tell you where you can find it, or something equally useful.

Also, one hint, voxel (.vxl) files are in a mix file called Local.mix in a bigger mix file called TIBSUN.mox.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Apr 15, 2005 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Off topic but, Tyler, I think U should read your rank again, 'cause U didn't read it correctly.

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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Sat Apr 16, 2005 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks. I noticed that earlier.

Actually, I hadn't edited my siggy yet.

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theidiot
Cyborg Soldier


Joined: 29 Apr 2005

PostPosted: Tue May 17, 2005 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

UMMM can someone help me because i cant find 3tnk or any other but the mammoth tank and a few others. Plz help me.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 17, 2005 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Depends how early or how late you installed the XCC mixer.. if you got it after you installed TS its okay, but if you uninstall TS then install it again.. and you already have XCC mixer it'll stuff up... so it might be in codes... like 0ER4N8U or something..

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christophski the great
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Joined: 21 May 2004
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PostPosted: Tue May 17, 2005 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

if your talking about in the ini's 3tnk 2tnk and 1tnk dont have entries.

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gufu
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Joined: 22 Dec 2004
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PostPosted: Tue May 17, 2005 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeap!
no such things!

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Sorrow
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Joined: 17 Nov 2004
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PostPosted: Tue May 17, 2005 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that this tutorial is VERY incomplete...

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
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PostPosted: Tue May 17, 2005 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey man, it's better than nothing.

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Sorrow
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PostPosted: Wed May 18, 2005 10:43 am    Post subject: Reply with quote  Mark this post and the followings unread

The tutorial is titled "Enabling hidden stuff: ALL of it", but it's just a list of hidden stuff.
It doesn't tell how to enable it.

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Assassin X
Vehicle Driver


Joined: 02 Aug 2005

PostPosted: Wed Aug 03, 2005 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would be nice if someone made a post showing how to make all those things you talked about in the first post.... that what im looking for  Smile

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liaocheng
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Joined: 28 Apr 2008
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PostPosted: Sat Mar 12, 2011 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have made those vehicles all available but i cannot find out RA1 buildings.
sorry to bump such an old topic but i really want to know were are those old buildings = =

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Volgin
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PostPosted: Sat Mar 12, 2011 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

the gap generator and missile silo don't display well, you're better off converting them from RA1.

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gufu
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Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Mar 13, 2011 4:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
the gap generator and missile silo don't display well, you're better off converting them from RA1.


Do they still try to use Ra1 pallet?

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