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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Mon Oct 22, 2007 4:48 pm    Post subject:  Modding Reply with quote  Mark this post and the followings unread

I've got a few questions about voxeling in TS...

1. What is the average vehicle voxel size?

2. What folder do I put my custom voxels in, or what do I do when I change a unit's Image, to one of my custom ones?

3. How do I make structure models?

4. How do I make turrets on structures?

5. How do I make models for units like infantry or titans (eq. moving features, walking)

6. How do I make my own projectile models?

7. How do I make my own Icons?

8. What folder do I put my custom icons in, or what do I do when I change a unit's icons, to one of my custom ones?

9. How do I make a turret spin on a unit like the LRS Howercraft?

10. How do I make movement on a vehicle, like propellers or blinking lights?

11. In the voxel editor, what is /are the colour(s) that you use for the team colours?

12. How can I get the Projectile to shoot out of a specific point on a voxel?

Thx.

Last edited by Immortal Lemming on Mon Oct 22, 2007 7:15 pm; edited 1 time in total

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Mon Oct 22, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan.

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Mon Oct 22, 2007 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Judeau wrote:
http://www.ppmsite.com/forum/search.php


I've already tried that... and all I get are long paragraphs explaining probably simple answers, and by the time I'm almost done reading 3 pages of the tut, I notice it didn't give me the info i needed. Can someone at least answer the shorter question like #1 or #11?

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Lt Albrecht
Defense Minister


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

PostPosted: Mon Oct 22, 2007 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

... If someone must I'm the n00biest around who actually knows some answers so I will.
1: Find out yorself, get XCC mixer up, find the tick tank, buggy, stealth tank and so on; extract them; take a look then do the Maths!
11: the reds on the left of the pallete (16 to 21 I think) are the "remap" colours, which change to your teamcolour.
12: That's the XXfireFLH: in the unit's art.ini entry, it works on the X Y + Z axes of the voxel and positions the muzzleflash accordingly

TS is not my area of expertise (then again neither is any C&C game, I'm still a new recruit compared to muldrake or Migeater) but I've tried, and if I'm so badly wrong a respected forum member will probably tell you the right answer (or not if they're too busy).

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Mon Oct 22, 2007 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
TS is not my area of expertise (then again neither is any C&C game, I'm still a new recruit compared to muldrake or Migeater) but I've tried, and if I'm so badly wrong a respected forum member will probably tell you the right answer (or not if they're too busy).


No, you're right, cause I was thinking along the same lines: I thought that number 1 would be any number I really wanted... and that #11 would be the reds because for some odd reason they were a different color when I looked at them. Thx

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

PostPosted: Mon Oct 22, 2007 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

no probz, glad to help. I'd give you one of my voxels but I don't do TS and I only have two public voxels, one was said to be quite good; the other not so much.

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Team Black
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Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Oct 22, 2007 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

most of these are best found out by yourself, as they're pretty easy to get when you get a handle on modding..

1. Use an existing voxel that'll be about the size you want and "clear entire section" - try not to use the tick tank, it'll usually make your voxel too small.

2. Anything but shp will work if you put it right into your directory (it'll override anything with the same name)
To make it more organized, voxels pretty much anything go in expand##.mix files, shp files must go in ecache##.mix files
(## represents any number between 02-99)

3, 5. these are all "shp", which are frames of 2d images. You can edit these with Banshee's shp builder (download link is on the ppm front page)

4. Best to look at the coding of existing structures with turrets on em for this one

6. projectiles can be either shp or voxel. use ctrl f and look through your rules.ini to find existing projectiles, and learn what codes you need to put in to make your own.

7. icons are just like any shp.. in shp builder when you type "new", it'll give you several options on what type of shp that it can make for you, including cameos. (also, mae sure the pallette you're using is cameo.pal so that the game displays the right colors for you)

8. In art.ini, there's the list of units/structures, and you'll see Cameo= as one of the tags. It'll be the name of the shp file you've made as the cameo
(for example, the shp file name for Cameo=TANKICON will be tankicon.shp)
Remember, any new file with the same name put in either your DIRECTORY or mix file will OVERRIDE the ones in the game (unless it's shp like cameos, they need to be put in ecache##.mix)

9. I don't know what a LRS Howercraft is, but you can make a turret spin round and round using the tag TurretSpins=yes

10. with voxels, this is done with hva animation. It's made up of different frames (like a gif), and you modify each one to create the animation.
extract the hmec.vxl (Mammoth mk2) and look at it in hva viewer to learn a little better on how this is done.
With shp like wolverines, it's done in frame-by-frame, using the WalkRate= tag in the art.ini, and maybe some other things (I haven't done this before as it's pretty tedious. Most people make actual 3d models and render their animations for the shp, which is the best way..

11. the team colors, called "remap", is all the red on the bottom left of your pallette

12. PrimaryFLH= tag in the art.ini. It controls where the weapon fires from.

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Mon Oct 22, 2007 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
most of these are best found out by yourself, as they're pretty easy to get when you get a handle on modding..

1. Use an existing voxel that'll be about the size you want and "clear entire section" - try not to use the tick tank, it'll usually make your voxel too small.

2. Anything but shp will work if you put it right into your directory (it'll override anything with the same name)
To make it more organized, voxels pretty much anything go in expand##.mix files, shp files must go in ecache##.mix files
(## represents any number between 02-99)

3, 5. these are all "shp", which are frames of 2d images. You can edit these with Banshee's shp builder (download link is on the ppm front page)

4. Best to look at the coding of existing structures with turrets on em for this one

6. projectiles can be either shp or voxel. use ctrl f and look through your rules.ini to find existing projectiles, and learn what codes you need to put in to make your own.

7. icons are just like any shp.. in shp builder when you type "new", it'll give you several options on what type of shp that it can make for you, including cameos. (also, mae sure the pallette you're using is cameo.pal so that the game displays the right colors for you)

8. In art.ini, there's the list of units/structures, and you'll see Cameo= as one of the tags. It'll be the name of the shp file you've made as the cameo
(for example, the shp file name for Cameo=TANKICON will be tankicon.shp)
Remember, any new file with the same name put in either your DIRECTORY or mix file will OVERRIDE the ones in the game (unless it's shp like cameos, they need to be put in ecache##.mix)

9. I don't know what a LRS Howercraft is, but you can make a turret spin round and round using the tag TurretSpins=yes

10. with voxels, this is done with hva animation. It's made up of different frames (like a gif), and you modify each one to create the animation.
extract the hmec.vxl (Mammoth mk2) and look at it in hva viewer to learn a little better on how this is done.
With shp like wolverines, it's done in frame-by-frame, using the WalkRate= tag in the art.ini, and maybe some other things (I haven't done this before as it's pretty tedious. Most people make actual 3d models and render their animations for the shp, which is the best way..

11. the team colors, called "remap", is all the red on the bottom left of your pallette

12. PrimaryFLH= tag in the art.ini. It controls where the weapon fires from.


Thanks. I've looked through some of your work on other TS sites. I liked your Team Black light Stealth Tank.
Anyways, I've looked everywhere for the HVA files, but can't find them. Do you know where I can get them?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Oct 22, 2007 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks dude Smile

the hva's in TS are located in the same mix as their voxel counterparts (tibsun.mix >>local.mix)

you can make new hva's in the hva builder and select "open" >> select your voxel.

then position your voxel properly on the XYZ axis, and click "save"
HVA's pretty much control where the voxel is placed relative to the selection box.. expirament around and you can see what I mean Smile

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Tue Oct 23, 2007 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
thanks dude Smile

the hva's in TS are located in the same mix as their voxel counterparts (tibsun.mix >>local.mix)


Sorry, Im confused. I looked in tibsun.mix>local.mix but there was no .hva application, only files. Where do I find the app?

As well, how can I make it so that the colours that resemble the remap colours go away (#200-203), because for some reason the remap colours keep switching to some of them?

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Tue Oct 23, 2007 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

You'll find the HVA builder and a ton of other great modding tools, links, and stuff on the left site of ppm's front page.

Voxel Editor gives you the option "replace colors.." which is self explanatory.

(BTW could a moderator move this to TS editing? #Tongue )

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Tiberian Odyssey mapping department. Discord
The Team Black Index

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Tue Oct 23, 2007 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
You'll find the HVA builder and a ton of other great modding tools, links, and stuff on the left site of ppm's front page.

Voxel Editor gives you the option "replace colors.." which is self explanatory.


Thx, but... by getting rid of the colours... I mean for GOOD, because they change automatically sometimes, and I don't want them to interfere...

Alright, I've got the HVA. But... are the X and Z axis's the GROUND? Thx

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Wed Oct 24, 2007 12:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I've got a few questions about the OS: HVA builder... when I'm finished, do I save it as an .hva file, or the original .vxl file, because it only asks me if I want to save it as a voxel file.

As well, how do I tell if my Voxel is the proper size in the HVA builder?
(Thx Banshee, but I didn't notice your post as I edited this)

Last edited by Immortal Lemming on Wed Oct 24, 2007 12:30 am; edited 2 times in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Oct 24, 2007 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Save it in the way it asks, because it will mainly save both HVA and voxel files...

In case you wonder why it does that, because voxels files are also affected by some operations, specially when you change the minimum and maximum bounds of the voxel.

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Immortal Lemming
Vehicle Driver


Joined: 22 Oct 2007

PostPosted: Thu Oct 25, 2007 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

As well, how do I tell if my Voxel is the proper size in the HVA builder?

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Fri Oct 26, 2007 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theres no way of telling until you get it ingame, and adjust accordingly afterwards. When you have practiced this you will be able to tell just by the size of the voxel bounds.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Oct 27, 2007 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it Extended Tiberian Sun related?

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Oct 27, 2007 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

is ETS even existing anymore?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Oct 27, 2007 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moved to the TS Editing Forum.

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