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I'm a n00b, and I generally admit to being so...
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RB123
Civilian


Joined: 06 Sep 2006

PostPosted: Wed Sep 06, 2006 4:19 pm    Post subject:  I'm a n00b, and I generally admit to being so... Reply with quote  Mark this post and the followings unread

... but then, i do enjoy playing on Red Alert 2. By now, however, I've completed the single player missions for both sides, won and lost countless matches and used and abused every unit available in the game proper.

So, i've played with a few mods. Most of the ones i've wanted to use are available only for Yuri's Revenge, which I don't have. I'm a jobless, penniless bum at the minute, so I can't really afford it (and yes, I do know how cheap it probably is).

I've also played around with the TibEd editor, which was fun for a while, Tesla Cows vs Prism Monkeys, etc, but again, it's overused and now quite limited.

So, what i'm looking for is some sort of editor (obviously freeware) which allows one to create new units. Now, i'm a complete n00b when it comes to computing, and I understand a page full of code about as well as your granny does, or perhaps significantly worse if she still has all her marbles intact.

So, does such a program exist which allows you to create new units, structures, defensive weapons etc, very, very easily, perhaps from templates maybe? Which then gradually teaches you how to get more serious and build from scratch?

I really want to create my own version of Blitzkrieg but for RA2, ideally, sort of like Real RA2, but with my own touch and a little more extensive. I prefer a more real to life, big machine guns and old fashioned artillery rather than this flashy Chrono/Tesla/Prism nonesense.

Thanks in advance.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Sep 06, 2006 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You aren't considered as a noob until you act like one.

The best way I can come up with is just to hand-edit the rules inis. First, of course, you must extract them from the mix file. I don't know much about editing Red Alert 2, but I guess the ini files are pretty similar to Tiberian Sun's. You can start by reading the tutorials in the main menu of ppmsite, if you come up with questions, be sure to post them in the correct forums.

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RB123
Civilian


Joined: 06 Sep 2006

PostPosted: Wed Sep 06, 2006 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for that, i'll check it out.

Yuri 06 wrote:
if you come up with questions, be sure to post them in the correct forums.


Was this a subtle hint to indicate my initial question isn't in the correct forum?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Sep 06, 2006 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, not at all

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RB123
Civilian


Joined: 06 Sep 2006

PostPosted: Wed Sep 06, 2006 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, ok, after quite a bit of reading and research, i've discovered that what i'm really looking for is to create my own voxels... So, to reiterate my original question properly, is there something that will help me to design new voxels?

(PS, I will eventually want to incorporate these voxels into the game, however, for info on this I might as well follow the 'Getting Started' thread posted by the chap in a none too disimilar boat to mine).

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RB123
Civilian


Joined: 06 Sep 2006

PostPosted: Wed Sep 06, 2006 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, i've found a few voxel editors... I have no idea how to use them though. Is there anything that comes with, for lack of a better word, templates?

Argh, I can't explain what I mean, but there probably isn't an easy way to to this, is there?

However, no matter how much I try to read up on this, i'm never going to understand altering .ini files and the like, i'm just not that way inclined. It's all just a bunch of meaningless, random letters and numbers to me. I'll have more luck trying to see the blonde, brunette and redhead in the Matrix code.

Should I just give up now?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Sep 07, 2006 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Firstly, there is a difference between a noob and a newbie. You are a newbie.

Secondly, all this talk about "can't understand code" is crap. If you just look at the INI files and use your gray matter a little, you will definitely understand a fair portion. I mean, the INIs are in plain English, not Klingon.

And to edit voxels, you should probably start by opening one of the existing voxels in the editor and messing with it. It's pretty simple once you've spent some time with it. (You'll need XCC Mixer to get the existing voxels/INI files out of the game. But you should start with just INI files, that's easier. So, XCC Mixer > Ctrl-F > rules.ini and extract it.)

Or, alternatively, if you have some 3D modelling program, you should be able to model something in it and convert that to voxel later.

Last edited by John Galt on Thu Sep 07, 2006 11:17 am; edited 1 time in total

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Clarkson
General


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

PostPosted: Thu Sep 07, 2006 10:46 am    Post subject: Reply with quote  Mark this post and the followings unread

rulesmd.ini? Hes running RA2, DC.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Sep 07, 2006 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Oops... my bad, was still thinking about the thread I had just replied to before, by cdtmx or someone similar. Well, post edited, no harm done.

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