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Noob question
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 06, 2010 10:56 pm    Post subject:  Noob question Reply with quote  Mark this post and the followings unread

Noobish question but how do I change the colors of the armies? Not only standard colors but also brown and black, withe, grey and so on. And I have found an unfinished mobile warfactory, the rules werent with it so I tried to do it myself but it doesnt work. The vehicle itself pops up ingame but as soon as it deployed, gone. The structure is there 3x1 but no image, nothing. Same thing for my deployable chrono legionaire... I had one more question but I dont remember it... I will come back to it later.

Last edited by Comr4de on Sat Mar 06, 2010 11:11 pm; edited 1 time in total

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Mar 06, 2010 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Retexture the whole collection :p

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 07, 2010 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I think he means the remappable house colours...

Which you can find under the [Colors] section in the Rules ini, you can find more information here.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 07, 2010 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
The vehicle itself pops up ingame but as soon as it deployed, gone. The structure is there 3x1 but no image, nothing.


Well, first thing you need to consider is, What does the vehicle deploy into? You mentioned it being a Mobile WarFactory, so does it use GAWEAP, NAWEAP, or some other image you dont have or didnt code in your ini's? Look at the vehicles code, it will tell you what it deploys into. One other thing is, I dont see how it's deploying into a warfactory using a 3x1 foundation. A warfac uses 5x3.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Mar 07, 2010 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

The artmd.ini part exists and was in the package when downloading. The rules weren't. So I think I've messed up again.

Code:
[WRMN]
Cameo=FISTICON
AltCameo=FISTUICO
Voxel=yes
Remapable=yes
PrimaryFireFLH=75,0,150

[NAFIST]
Remapable=yes
Foundation=5x3
Height=6
AnimActive=0,1,0
ZShapePointMove=30,15
Buildup=NAFISTMK
DemandLoadBuildup=true
FreeBuildup=true
DeployingAnim=NAFIST_2
DeployingAnimDamaged=NAFIST_2D
UnderDoorAnim=NAFIST_1
UnderDoorAnimDamaged=NAFIST_1D
UnderDoorAnimZAdjust=-45
NewTheater=yes
BibShape=NAFISTBB
RoofDeployingAnim=NAFIST_4
RoofDeployingAnimDamaged=NAFIST_4D
UnderRoofDoorAnim=NAFIST_3
UnderRoofDoorAnimDamaged=NAFIST_3D
OccupyHeight=3
AddOccupy1=-2,-1
RemoveOccupy1=2,-2
RemoveOccupy2=2,0
RemoveOccupy3=2,1
RemoveOccupy4=3,1
RemoveOccupy5=4,1
CanBeHidden=False
DamageFireOffset0=-32,35
DamageFireOffset1=31,74

[NAFIST_1]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_1D]
Image=NAFIST_1
Normalized=yes
NewTheater=yes
Start=1
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_2]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_2D]
Image=NAFIST_2
Normalized=yes
NewTheater=yes
Start=1
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_3]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_3D]
Image=NAFIST_3
Normalized=yes
NewTheater=yes
Start=1
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_4]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[NAFIST_4D]
Image=NAFIST_4
Normalized=yes
NewTheater=yes
Start=1
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground


And this is what I code for the rulesmd.ini:
Code:
; Soviet weapons factory
[NAMNTK]
Image=NAFIST
UIName=Name:NAMNTK
Name=Soviet Mobile War Factory
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=NATECH
Factory=UnitType
DeployTime=.044
UndeploysInto=WRMN
Strength=1000
Adjacent=2
Armor=wood
TechLevel=-1
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
NaturalSmokeLocation=-12,0,370
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=395,750,410
AIBuildThis=no
;ExitCoord = 1280,256,0
;ExitCoord = 610,188,0 ;above - 670 and 68
;ExitCoord=384,96,0
ExitCoord=512,256,0 ;gs 96 isn't the center of a cell.  This causes pop when the Force Track grabs hold.
Spyable=yes
;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
NumberImpassableRows=1 ; Tanks unlimbo on the second cell.  Drive locomotor's Force Track ignores the building, but hover gets stuck


I took the rules from the Soviet Warfactory, since it looks like the same structure.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Mar 07, 2010 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have ALL the .shp files files for these images? and are they in an ecache.mix file?

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Mar 07, 2010 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it OK to send all the files to you? I have got all of them as far as I know.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Mar 11, 2010 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

One more question, how do I add playable colors? So you can play with black, brown, white. And have it choosable at the setup screen from Skirmish (the place where you choose maps, SW yes or no, short game yes or no ..) I have NPatch so I know it is possible but there is no file in the Patch wich tells me about it.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 11, 2010 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Download the NPatch MDK, it has a guide in it.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Mar 11, 2010 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've done that, but I can't find the part where you can read how to add colors.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Mar 11, 2010 4:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should simply go through everything. it isnt much in the mdk file... so it wouldnt be hard to of found search wise.

Its "UI" and then "Player colors in combo box"

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