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Stupid (but easy to answer) questions of a n00b.
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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Jul 25, 2007 3:59 pm    Post subject:  Stupid (but easy to answer) questions of a n00b.
Subject description: Could anyone help me with my questions please?
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Hi, I'm new to the whole modding thing and I became interested in modding Red alert 2 (NOT Yuri's revenge, which I don't have); anyway, these are my questions:
1| I can edit units (having to use Tibed 1.62 free version, I know it's got a bad reputation but mostly I use the "Manual" view and edit stuff as if I was using notepad, I replaced the GI with a unit that looks/sounds like a SEAL that uses a weapon between the M60 and the Para of the GI in power terms (weapon is named M16) he is called a Marine and costs $150 with 125 health, Flak armour and normal speed. I attempted to turn the GI into a machinegunner - work in progress there -, I Changed the power of tanks; making the grizzly better but costlier and the Rhino cheaper but worse. My Question is how the %@#$ do I make voxels or unit models so I can change how the units look?

2| is there any way to get harriers/black eagles to attack air targets (Kirovs, transports, each other etc)?

3| How do you change ore/Tiberium, for some reason I'd like C+C original style tiberium if that's possible, also if it can be done could I add visceroids and veinhole monsters? (and change the drills to tiberium trees).

[irony]I'm not asking much...[/irony]

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Anderwin
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Joined: 16 May 2005

PostPosted: Wed Jul 25, 2007 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

1:

Infantry,buildings, SW, animation use SHP file.
Tanks, aircraft, boats, turret, barrel so on VXL.(Voxel files.)

You wanna change the HTNK I see, HTNK = Rhino tank in rules.ini and art.ini. (Heavy Tank)

Anyways you need a new vxl file.
Use this for a try Download here

Open the zip and you look jrtnk.vxl barl and tur. And HVA files.
Change the name jrtnk.vxl to htnk.vxl
jrtnkbarl.vxl to htnkbarl.vxl
jrtnktur.vxl to htnktur.vxl

Same with the HVA files
jrtnk.hva to htnk.hva
jrtnkbarl.hva to htnkbar.hva
jrtnktur.hva to htnktur.hva

So the game read the new gfx for the HTNK.
Start the game and you will see a new vxl.
Hope this help a bit.

2: No you cant do it. Then you need the RP patch or the new Npatch. Some add the new tag AAcombat=yes
For the Npatch.
RP are out and this is the new patch we are going to see in the future Wink.

3: Download here for the SHP files

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Wed Jul 25, 2007 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the answers, I keep trying and learning as I go but the patch you sent me is for Yuris revenge not just plain Red alert 2 so unfortunately; it's useless to me...

The rest was quite helpful though, thanks again.

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Anderwin
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Joined: 16 May 2005

PostPosted: Wed Jul 25, 2007 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sry. I did now see you only got RA 2 I'm sry.

IF it more ask here Wink

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Jul 26, 2007 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

No problem, anyways; being an annoying and inquisitive B****** by nature I have more questions:
1) I got a voxel for an M113 and a BMP with the .VAs and .VXLs, I want to add it to the game but I am not really sure how, I know it has to have a Rules.ini entry (I could do that) and a number in Rules.ini as well as an art.ini entry but I can't get a cameo into the cameo.mix file because cameo.mix is already in one of the two main .mix files (is it just me or is that slightly weird?); I don't know where to put the Voxels with HVAs either unless I put them in the main RA2 directory which I don't think will work.

2) Do you know any good RA2 mods I could look at? (plain RA2 not YR, just thought I'd make sure you don't do the same mistake twice; which I've managet to do once or twice...)

3) Any good tools I should get apart from the XCC ones and the voxel editor?

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Anderwin
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Joined: 16 May 2005

PostPosted: Thu Jul 26, 2007 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

1:
Search for [VehicleTypes]
A example how is look under it:
[VehicleTypes]
1=AMCV
2=HARV
3=APOC
4=HTNK

Go to the button and add M113 and BMP there
**=M113 (** are numbers)
Like
69=HTNK
70=M113
71=BMP

Then you need a code for it
This codes are from the MTNK tank.
Code:
; M117
[M117]
UIName=Name:M117
Name=M117
Image=M117
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=French
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time

;BMP
[BMP]
UIName=Name:BMP
Name=BMP
Image=BMP
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=French
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time


Anyways this is just example. If you got a code use it.
IF the voxel don't got the turret.
Add turret=no or change the =yes to = no if it got it their code.
For the Art ini:

Code:
[M117]   
Voxel=yes
Remapable=yes
Cameo=MTNKICON
AltCameo=MTNKUICO
PrimaryFireFLH=190,25,120

[BMP]   
Voxel=yes
Remapable=yes
Cameo=MTNKICON
AltCameo=MTNKUICO
PrimaryFireFLH=190,25,120



Change the cameo to something you have make.
Example: You call the cameo for BMPICON
Then add this to the BMP
Cameo=BMPICON
AltCameo= Is a cameo is get veteran. Spy into a war factory.

Put vxl, shp and cameos inside a mix file call ecache51.mix (51 can be a number to 3-99)

Put rules.ini and inis, maps, so on inside a mix call expand09.mix (09 can be a number to 3-99)


2:
Many RA 2 mods are deleted. But search on google on Red Alert 2 mods,
or Red alert 2 mod.
Don't take GFX, code so on inside you'r mod. IF you release a mod with steal stuff you get banned and you will be on a black list and so on.
Look on moddb site to. PRess here to go to moddb.com

3:
A SHP editor, and Final Alert to make maps.
Try some coding first, then try make a vxl, shp or a map.

Take some time to learn but is fun Wink.

I hope you understand what I say.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Jul 27, 2007 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep, I understand; you are actually quite easy to understand and don't waffle at all which is really quite useful in this situation, the bit I forgot about last time I tried to add a unit was the numbers bit (it's reference in the top, the "1=E1" - E1 being the name for the GI it rules.ini - kind of thing); Thanks for the help, the model comes in four parts:
1)M113 body
2)M113 HVA
3)M113 Turret

This mod is for private use and all the files I have are from RA Argentina and in the Text for the units it says "Give credit to for this model of a " so if it's ever published I'll have a list at the end givcing credit to all those people.
4)M113 turret HVA
so I just need to get a copy of the cameos and voxel files, add in the HVAs and voxels then put in the Cameo, copy them over the originals (keeping copies of both) and write the code then do the same for the BMP?

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Jul 27, 2007 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks.

Anyways I really not understand the last question but I will try my best.

1)M113 body
2)M113 HVA
3)M113 Turret
4)M113 turret HVA

Copy them and change the name on them to:
1)BMP body
2)BMP HVA
3)BMP Turret
4)BMP turret HVA

Write a new code for it inside the rules.ini and art.ini
[BMP] and under [VehicleTypes] add **=BMP
**= Numbers

Then you start the game you will see the same voxel on 2 units but there are not the shame.

Is it this you want to heard or I just got on a wrong train now Neutral

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Jul 27, 2007 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, if you were a Edinburgh to London train the passengers would end up in glasgow(in scotland, way up north and a bit east of london, in case you didn't know)...

The M113 is the APC from the original Red alert, the one that carries 5 men and has a machinegun, it's also in Tiberian Dawn for the GDI; this is one of the units I want to add, the other one is a BMP APC which hasn't appeared in a C+C game (as far a I know, but it isn't likely to have done). The BMP is soviet made and has a 73mm cannon (I'll use the 90mm cannon in the weapons instead). Wheras the M113 is the old "Steel box on tracks with a machinegun" that the allies and GDI use/used.

Hope that clears it up, thanks for the help; it's greatly appreciated as at the moment modding for me is like trying to walk in a straight line thorugh a blizzard (very, very hard; and damn confusing too).

That's all the stupid questions this n00b has for now, if I can do this then I'll be back later but I'll try to find out the answer on my own first and save time for you and the rest of you good people here Smile )

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Jul 27, 2007 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the train location (A).

anyways to add a new weapon.

Copy the 90mm weapon.
Search for [90mm]

Copy the weapon and then call it [73mm]
Lower the damage a bit or what you do.
Do not change the warhead (WH).
Then is will work
and add this to the tank
Primary=73mm

This will work. Wink
Ask more I'll answered so fast i can.
I will be away for a week now so.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Jul 27, 2007 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread



That is an M113, does it look familiar? it's the one I'm trying to add first; the BMP I will do afterwards to see if I can get used to doing this.

I managed to get my first unit (the one in the picture, the M113) to be one of the starting units in a skirmish game but it doesn't appear on the build menu, would using a bitmap file instead of a .shp file for the cameo have anything to do with this?

Just to say, I have managed to (and could probably do again):

1) Added a new weapon
2) Added a new warhead
3) Edited weapons
4) Edited warheads
5) Edited units

But I cannot:
1)Add new unit Voxels and HVAs
2)Create new units unless I 100% copy another one then change it

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Aug 03, 2007 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Edited units and Add new unit Voxels and HVAs

You have done it if you got the new vxl work.

2: Is better to copy and change the tags.
Even the profs do it Wink.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Aug 03, 2007 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

So far in my private mod (using voxels from Ra-argentina which will be credited if I ever decide to let other people use my little creation...) I have:
1) Put my "Marine" infantry unit back into the game after removing it to get rid of tibed.
2) Managed to change the GI into a machinegunner (extended deployed range)
3) Added a new model and tweaked the stats for the grizzly so it's MUCH better than the rhino but costs twice as much.
4) extended the range of all tanks (because it's more realistic).
5)Added other voxels for several units (a cina generals pack came in handy, the new soviet main tank looks like the battlemaster from Generals and the apocalypse tank looks like an overlord tank)
6) Activated the hidden units (light tank and howitzer, working on the Apache.)
7) Tried to add new infantry but failed; I'll keep going and see where I went wrong.

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Anderwin
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Joined: 16 May 2005

PostPosted: Fri Aug 03, 2007 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

7: what have you done?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Aug 04, 2007 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried to put in a new soldier (animation, another thing from RA-argentina) and make him a country special for the UK instead of the sniper, it all works bu when he comes out of the barracks he's invisible!!

It might be the file but it's probably how I did it...

I also added a new turret as a base defence for the allies.

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Zodiac
Gauss Rifle Trooper


Joined: 02 Feb 2006
Location: Svaynaq *Uses ROT13* The answer is: Finland!

PostPosted: Sat Aug 04, 2007 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Just don't use TibEdit...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Aug 04, 2007 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I stopped a while ago now, but I was wondering what I did wrong (I've added voxels and other things in the past and they all worked.)

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Ickus
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PostPosted: Sat Aug 04, 2007 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

any new .shps you need the correct ART.ini entries. For infantries, you also need sequences for each animation, walk cycles, etc...then you go into the Rules.ini and add it at the list and make sure it has the correct Image=XXX Wink

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Anderwin
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PostPosted: Sun Aug 05, 2007 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

try just copy from 1 infantry the sequences and add this tag to rules.ini to the unit Image=***.

Remember to add the shp file into the ra 2 folder =p.

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun Aug 05, 2007 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I did, it's in an ecache**.mix and an expand**.mix (** meaning number from 3-99), I added all that stuff, image=sas

the [SASsequence] bit and it doesn't work, going on holidays for 2 weeks, I'll try again when I get back.

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4StarGeneral
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PostPosted: Mon Aug 06, 2007 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

An excellent example of a mod would have to be Mooman's Rules for RA2.

Anywho...did you make an art.ini entry like [SAS]?

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Aug 11, 2007 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

yep, BTW I'm in madeira so no RA2 for me, I did have mooman´s rules but didn´t rate the RA2 version; maybe I´ll get YR when I get home. I´m at an internet cafe that charges a euro AN HOUR but I can´t do italics or bold because portugese keyboards are funny...

Thanks for your help.

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