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Tutorial Requests
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warlock
AA Infantry


Joined: 07 Jun 2006
Location: Bournemouth, UK

PostPosted: Tue Jun 16, 2009 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi! I looking for some tutorials to use te Terrain Expansion! Especially how to create Train Track Logics, I've tried the official site of the terrain expansion but is down! Someone can Help me?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jun 16, 2009 4:39 pm    Post subject: terrain expansion Reply with quote  Mark this post and the followings unread


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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Banshee
Supreme Banshee


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

PostPosted: Tue Jun 16, 2009 8:07 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jun 16, 2009 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I run that mirror, Bansh. Maybe not 'authorized' but it has the files people want.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Jun 19, 2009 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would like to know how to add new unit voices. Thank you.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Fri Jun 19, 2009 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

look at soundmd.ini and learn from that...not too hard.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Jun 19, 2009 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

ohh... didn't see that.. thanks Smile

*Quick Question, DO I need the $ sign?

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Last edited by Zengar_Zombolt on Fri Jun 19, 2009 8:57 pm; edited 1 time in total

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Jun 19, 2009 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Someone should really explain how the tags in sound works though, I had errors with my planes because lack of sound knowledge...

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Jun 19, 2009 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you! Wink
*update, I'm definatlly messing something up...I still cant hear my unit...

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Jun 19, 2009 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

The wavs need to be in a .bag, go to XCC mixer and hit launch -> Sound Editor -> RA2 or YR -> drag n' drop files in there -> ok (probably should extract the .bag and .ipx, ipx goes with bag, and then hit open instead of RA2 or YR, itll ask you to open .bag then .ipx so you nee both.)

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Jun 19, 2009 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

ill try that,yet will it work with XCC Mod Creator?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Jun 19, 2009 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Should, .bags are required for modding sound in RA2 (thats not music). I haven't checked though, but it would be completely rediculous if not.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Mon Jun 22, 2009 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Last question, when I have the new sounds in the .bag files, where do I put them? and do I have to edit the .CSF to use them?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Jun 22, 2009 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zengar_Zombolt wrote:
ohh... didn't see that.. thanks Smile

*Quick Question, DO I need the $ sign?

Not officially but I still put them on unit voices for consistency.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Mon Jun 22, 2009 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

should I move my problem to the main forum, because I am still messing something up.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Jun 22, 2009 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would be a good idea. If it's sounds, they can be fussy at times.

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Dragonologychris
Soldier


Joined: 14 Nov 2006
Location: Kansas, USA

PostPosted: Tue Jul 14, 2009 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread


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JohnBigOz
Civilian


Joined: 17 Jul 2009

PostPosted: Fri Jul 17, 2009 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi guys, I am new to this forum blah blah blah.


I really have a question, I want a new allied structure (Adv. Gap Generator, like the one in the Apocalypse Mod for RAYR) But I don't know how EXACTLY do it. I have the entry in rulesmd, and even in artmd? Is there something I am missing (p.s, the graphic is the same as normal gap generator).

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Jul 17, 2009 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

did you do all entries in Rules.ini

[BuildingTypes]
xx=name of building

[Animations]
xx=Building Animations

[nameofbuilding] ;make sure these are all capitalized

then Art.ini you need to put the building and animation entries

[nameofbuilding]
[nameofbuilding_A]
[nameofbuilding_B]
and so forth

then you need all the images and put them in an ecache*.mix file and/or a expand.mix file for YR expandmd.mix

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Fri Jul 17, 2009 4:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Names don't have to be captitalized. I never do it, unless the name of the SHP / voxel / whatever I'm using is capitalized.

But do you have the structure ingame and dosn't it show up, or, what's your problem? I mean, you can just Ctrl+F Gap Generator, copy it, and modify it.

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JohnBigOz
Civilian


Joined: 17 Jul 2009

PostPosted: Fri Jul 17, 2009 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yay it worked! ( Post above me that's what I did xD)

Anyway, it now appears correctly as it should. Please note I am using the normal Gap Generator (the one from normal RA2). But whenever I place it nothing appears? Any help with that?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jul 17, 2009 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Image=GAGAP if it's the same as the RA2 gap generator.

I think that's the appropriate art image.

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Thu Jul 30, 2009 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

if any one still reads this where can i find a tutorial on converting units and buildings for a noob. anything will help thank you.

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Jul 30, 2009 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Converting? Please explain a bit more. Do you mean like a GI that turns in a Conscript?

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Thu Jul 30, 2009 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

like converting units and buildings from y.r to t.s and t.s to y.r

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Fri Jul 31, 2009 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, that's easy if you've both games. You open XCC Mixer, find the infantry your looking for (it's in conquer.mix, at least, that's it in RA2 and YR), right click on the infantry and press extract, then go find your extracted infantry (in the folder where XCC Mixer is installed), and put it in (for RA2 and YR) ecachemd*.mix. * can be anything, a number, some letters, etcetera. You'll have to create that .mix by yourself though, with XCC Mix Editor.

I hope it helps, as I've sort of only gave 2 half tutorials, but really, it's all more or less the same for both games.

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Fri Jul 31, 2009 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

ty it did help. i dont have to resize them do i?

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Fri Jul 31, 2009 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

A simple answer, no. #Tongue

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Fri Jul 31, 2009 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank god, i dont know how to resize yet. is there a tutorial for that some where? so i can convert buildsings and what has you.

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Fri Jul 31, 2009 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's very easy, but seeing as I'm on holiday, I don't have SHP Builder by hand to give you a step by step guide. However, look at the various options and it'll explain itself. You really only need to press one button or such. #Tongue

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Fri Jul 31, 2009 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh ok it sounds easy.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Fri Jul 31, 2009 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Someone should really explain how the tags in sound works though, I had errors with my planes because lack of sound knowledge...


Errr okay i'll make a Tutorial for that

Quote:
I don't have SHP Builder by hand to give you a step by step guide. However, look at the various options and it'll explain itself. You really only need to press one button or such


Alright ... you can't download shp builder? It has a tutorial on those options.

Quote:
Oh, that's easy if you've both games. You open XCC Mixer, find the infantry your looking for (it's in conquer.mix, at least, that's it in RA2 and YR), right click on the infantry and press extract, then go find your extracted infantry (in the folder where XCC Mixer is installed), and put it in (for RA2 and YR) ecachemd*.mix. * can be anything, a number, some letters, etcetera. You'll have to create that .mix by yourself though, with XCC Mix Editor.

I hope it helps, as I've sort of only gave 2 half tutorials, but really, it's all more or less the same for both games.


lol okay i make one for that too (thought that one was easy)

Anything esle?

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Fri Jul 31, 2009 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

nope that should work unless u can help me on a converting question.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Fri Jul 31, 2009 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dam wrote:
nope that should work unless u can help me on a converting question.


Why don't you just make your own stuff ? no seriously Laughing

So let me get this striaght You want me to make a XCC tutorial all about what it can do and how it works ? .........

That deos include a
Small tutorial section on shp and voxel / HVA conversions + resizing. s**t i'll even thow in ,how to make multisectional voxels with all the extras.

Since the shp buildier version of the tutorial multisectional voxels, for me is simply too simple. I will make a coxplex one that should cover everything.

Any thing esle you guys want?

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Dam
Vehicle Drone


Joined: 29 Jul 2009
Location: USA

PostPosted: Sat Aug 01, 2009 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

no,no its what happened to mine. how do i make it not teleport? i dont want it to teleport when i move it. i put the crono dude into t.s but i dont want it to teleport. i want to make it a flame infantry. i got every thing to work except the walking part. plus it does some weird thing when it done moving like the back of him gets bigger then smaller all out of wack. do u know how to fix it?



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Aug 01, 2009 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK... RA2 infantry sequence differs from TS, I don't mod TS so I couldn't tell you the order that you would need to change the frames in shp builder.

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Aug 01, 2009 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

remember some units can't do things like spy and mirge tank etc...
Tony is right you need to make new infantry frames since ther isn't
any frames for Runing in the shp.. Laughing good luck with the 96 frames

you should of posted in a new topic .... oh well newbies , can't live with''em can't live without them ..... (-.-)"

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Aug 01, 2009 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

there are running frames, just unused since it uses the chrono loco

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Sat Aug 08, 2009 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm looking for a tutorial on how to convert GIF to SHP using SHP Builder... or is it possible? I have already searched it in this forum and Google.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Aug 08, 2009 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know if SHP Builder has gif import already included, but a simple and fast alternative would be to extract all frames using IrfanView.

Just open the gif in Irfanview and hit under Options "extract all frames"
Then convert the extracted frames to the SHP format by either using SHP Builder or XCC Mixer.

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X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Banshee
Supreme Banshee


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

PostPosted: Sat Aug 08, 2009 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

SHP Builder does have a GIF importer and your tutorial can be found in the help file that comes with the program.

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Sat Aug 08, 2009 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is, but when I save it all frames are the same. Sorry I'm not really good at graphics.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Aug 18, 2009 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can anyone post a full tutorial in extracting PAL files? My PSP Studios is version 1.0 so.... pretty unstable.

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Saint-X
Grenadier


Joined: 24 Nov 2009

PostPosted: Tue Nov 24, 2009 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it be to much trouble tp post a tutorial on infantry editing? im trying to make a sword wielding hero unit for a custom faction I'm working on.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Nov 24, 2009 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

it wouldn't be much trouble, but it would be quite useless. All you need stands in the ini and the keys have nearly all a comment which explains what they do (at least all simple keys which a newbie is looking for).

So just take an original infantry, create a copy of it, rename the ID (the name in the brackets) and add this ID to the infantrytypes list. Then feel free to give it a new weapon and change its values.

Trial and error by yourself is a much better teacher than a tutorial which just copies what's standing already in the ini. Wink

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Saint-X
Grenadier


Joined: 24 Nov 2009

PostPosted: Wed Nov 25, 2009 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I just tried that, it didnt work.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Nov 25, 2009 1:48 am    Post subject: edit Reply with quote  Mark this post and the followings unread

what are you trying to edit? the inf sequence? i have some where a sequence that was made for a character called blade (from the movie, not ppm member) if you match everything up it could work

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Saint-X
Grenadier


Joined: 24 Nov 2009

PostPosted: Thu Nov 26, 2009 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm trying to make a Grey Fox unit, grey fox is the cyborg ninja from teh metal gear solid game, if you have a sequence that would worl for him that'd be great, in addition to Fox, im trying to add completly new infantry, vehicles and buildings for a country im working on for a mod im wanting to do.

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ShadowGorrath
Civilian


Joined: 28 Apr 2010

PostPosted: Wed Apr 28, 2010 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

This was probably asked before, but anyway:

Is there any tutorial ( and if not, can someone make one? ) regarding adding another sub-faction to Red Alert 2/Yuri's Revenge? All with flags, loading screens and all. Like Germany is an Allies sub-faction, for example.

Btw, first post here, so I apologise if I did something wrong :p

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Wed Apr 28, 2010 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Download NPatch SE/AE, download corresponding MDK, install NPatch, follow MDK, ??????, PROFIT.

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