; Active animation for construction yard
[GACNST_A]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=3
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
;DetailLevel=1
; Damaged active animation for construction yard
[GACNST_AD]
Image=GACNST_A
Normalized=yes
Start=3
LoopStart=3
LoopEnd=6
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
;DetailLevel=1
; Production animation for construction yard
[GACNST_B]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=20
LoopCount=1
Rate=200
Layer=ground
NewTheater=yes
;DetailLevel=1
Shadow=yes
; Damaged Production anim for construction yard
[GACNST_BD]
Image=GACNST_B
Normalized=yes
Start=20
LoopStart=20
LoopEnd=40
LoopCount=1
Rate=200
Layer=ground
NewTheater=yes
; Second active animation for construction yard.
;[GACNST_C]
;Image=GACNST_C
;Normalized=yes
;LoopStart=0
;LoopEnd=14
;LoopCount=-1
;Rate=350
;Layer=ground
;NewTheater=yes
;;DetailLevel=1
; Damaged second active animation for construction yard.
;[GACNST_CD]
;Image=GACNST_C
;Normalized=yes
;LoopStart=15
;LoopEnd=29
;LoopCount=-1
;Rate=220
;Layer=ground
;NewTheater=yes
;;DetailLevel=1
; destroyed animation for construction yard.
;[GACNSTDM]
;Normalized=yes
;Layer=ground
;NewTheater=yes
;DemandLoad=true
;Shadow=yes
;AltPalette=yes ; use the unit palete
; construction yard
[GACNST]
UIName=Name:GACNST
Name=Allied Construction Yard
ConstructionYard=yes
Strength=1000
Armor=concrete
TechLevel=-1
Adjacent=2
Factory=BuildingType
UndeploysInto=AMCV
Sight=8
Owner=British,French,Germans,Americans,Alliance
Cost=3000
Points=80
Power=0
Capturable=true
Crewed=yes
;DestroyAnim=GACNSTDM
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=7
ThreatPosed=0 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1470, 1060, 1078
AIBuildThis=yes
TogglePower=no
ProtectWithWall=yes
EligibileForAllyBuilding=yes ;gs This allows a building of this type to count as a sucess in building placement, but only if that option is turned on Last edited by KORHAL on Thu Aug 13, 2009 9:39 am; edited 3 times in total QUICK_EDIT
Posted: Thu Aug 13, 2009 9:25 am Post subject:
conyard
You are looking for the conyard from TS? if that is the case it is in the tibsun mix file _________________ 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
you need to explain a little more on what your trying to do. Do you want to [1]use the RA2 vehicle and have it deploy into the TS Conyard or do you want [2]both TS vehicle and conyard? But either way you have to extract the voxels and shp files from TS as well as the entries from the Art.ini put the voxels in a ecache*.mix and the shp's in a expand*.mix and you may have to rename them. just add a 2 to the end, like gacnst2 then change the rules entry to DeploysInto=GACNST2 for choice #1 QUICK_EDIT
Do you want to
[1]use the RA2 vehicle and have it deploy into the TS Conyard or do you want
fore Now i use the RA2 MCV (but not for long
tu Use teh same MCV or a new one is not my Problem.
I have Problems with the the Animation from the Conyard
Quote:
But either way you have to extract the voxels and shp files from TS as well as the entries from the Art.ini put the voxels in a ecache*.mix and the shp's in a expand*.mix and you may have to rename them.
just add a 2 to the end, like gacnst2 then change the rules entry to DeploysInto=GACNST2 for choice #1
i have the SHP. Files (look up the Liste in first Post)
converted with XCC Editor and put in to RA2 main folder!
The "build Up" Animation runs but the "standing animation" of the construction yard ist not the TibSun Yard i want, then i see the construction yard from Red Alert 2
...
and when my yard transformed to the MCV (MBF) befor it is driveing i see the Animation from TibSun.
Why??? I have use the date from the original RA2 construction yard
Renamed the Files.
Can you help me?
EDIT:
Quote:
But either way you have to extract the voxels and shp files from TS as well as the entries from the Art.ini
Can you post all entries, so that I do not forget anything?
Quote:
put the voxels in a ecache*.mix and the shp's in a expand*.mix
i do not use expand.Mix or anything like that!
I put it in to the main folder or insert in the mix-file(Tibsun.mix/Ra2.mix oder antoher Mix in this two mix-files)
you can explain this in other time to me
(i have problem to use a expandmix or another like that!)
Back to Topic:
1.) Can i copy the entries from the Tiberian Sun construction yard ?
2.) can you give me a list where i find all entries of the construction yard ?
I had always problems with the buildings (from Ra2 to TibSun / TibSun to Ra2) or made my own.
´With units i have a problem when i want made a tank like RA1 odr a infantry with own animation. (Can you send me a tutorial to lern ? )[img][/img] Last edited by KORHAL on Thu Mar 03, 2011 3:18 pm; edited 1 time in total QUICK_EDIT
the entries for cnst yard are in Generic.mix, Isotemp,Isosnow,Isourban,and Snow mixes. Sounds like you need to this
enter these TS .shp's into Generic.mix
ggcnst
ggcnst_d.shp
ggcnst_c.shp
ggcnst_b.shp
ggcnst_a.shp
these into Snow.mix
gacnst
gacnst_d.shp
gacnst_c.shp
gacnst_b.shp
gacnst_a.shp
this into Isotemp.mix
gtcnstmk.shp
this into Isourban.mix
gucnstmk.shp
and this into Isosnow.mix
gacnstmk.shp
make sure these are all extracted copies of the mix files so you can pull them out of the directory when not using it.
"DO NOT ENTER THESE INTO THE ORIGINAL MIX FILES, ONLY USE EXTRACTED COPIES"
and seriously you need to learn how to make and use ecache*mix and expand*mix files. * being any string "use numbers" It is easy to do. just use xcc mix editor, choose new, save to location, then choose options, choose RA2, then save it again, bam new mix files. do it and get used to it.... QUICK_EDIT
It might also be that it needs a new Art entry totally (and try not to use numbers), I know my Soviet Battle Lab did for some random stupid reason.
You might be able to copy the Art entries from TS but be careful; I don't want you coming and saying it won't work because you copied it and didn't check it. TS and RA2 aren't the same exact game so replace the same entries like Remappable=yes with Remappable=no (not that you want to just example). Then experiment with the rest, if they work ok, but if they don't take 'em out. QUICK_EDIT
TS has only 2 theaters, snow and temperate, so for temperate and urban in RA2 use the gtcnst entries from TS for both temperate and urban. just change the second letter to u. go back into TS and get the gtcnst.shp file from Temperate.mix and change it to ggcnst and put it in Generic.mix RA2. delete the one you have in there first [/b] QUICK_EDIT
Well you learnt a bit about filenames, conversion, shps which is good but TS stuff is 25% smaller then RA2.
If you look at the selection box for the gancst, if anything attacks left of the box (where the hp bar is) i.e. empty grass, the structure will take dmg. _________________ QUICK_EDIT
Well you learnt a bit about filenames, conversion, shps which is good but TS stuff is 25% smaller then RA2.
If you look at the selection box for the gancst, if anything attacks left of the box (where the hp bar is) i.e. empty grass, the structure will take dmg.
you mean i must made the pcx Files bigger (25%) in Photoshop an replace the TibSun-to-RA2.SHPs too?!?
not bad idea.
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Thu Aug 20, 2009 6:35 am Post subject:
No, no one can.
What do you want to know? If you want a mod with expansion.mix, than put expansion.mix in your RA2 directory. But I gues it's already there and you want to know something else. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Mon Aug 24, 2009 7:26 am Post subject:
The file name is supposed to be named expansion**.mix or expansionmd**.mix. For RA2 and YR respectively. The ** can be anything, but most use a number. Something strange, like 57, which isn't used often. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
The file name is supposed to be named expansion**.mix or expansionmd**.mix. For RA2 and YR respectively. The ** can be anything, but most use a number. Something strange, like 57, which isn't used often.
I have made a:
expansion02.mix (RA2)
expansionmd02.mix (Yuris Revenge)
Do I need a certain structur (within the mix file) ??
How can I make which it the elements in mix find? QUICK_EDIT
In RA2 do moviesXX, mapsXX, expandXX, sidencXX, sidecXX, use the TS like enumeration with %02d
and elocal*, ecache*, movies*, maps* the RA2 string identification with * (movies and maps appear twice in the exe, one for each technique)
YR has some more mix files with the md suffix, but expandXX.mix is not one of them.
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Aug 25, 2009 7:12 am Post subject:
Do you have the correct voxel and HVA file? In the rules, do you have an Image= tag pointing towards anything else then the art entry of your MCV (if there isn't an Image= tag, is your MCV named the same as its art entry and as its voxel and HVA file)? Has the art entry of your MCV the same name as the voxel and HVA file of your MCV? That's all I can think of now. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
In the rules, do you have an Image= tag pointing towards anything else then the art entry of your MCV (if there isn't an Image= tag, is your MCV named the same as its art entry and as its voxel and HVA file)?
The GMCV functioned as it still in the main folder lay.
Quote:
Has the art entry of your MCV the same name as the voxel and HVA file of your MCV? That's all I can think of now.
Yes!
...and now i have coppy the hva-files & the vxl-file in the main folder and i can see the GMCV. But i will have it in my expand02.mix!!! QUICK_EDIT
expandmd##.mix
This is a type of mix file designed to overide things already existing in the game files. (as can be seen by rulesmd.ini in expandmd01.mix for Yuri's Revenge v1.001)
INIs
.TEM, .SNO, .URB, .UBN, .LUN, .DES
WAVs (EVA voices, not the audio normally stored in audio.bag)
SHPs (interface-/screen-elements, including side-related GUI ones)
ecache*.mix
As the name sugests, this is a cache file. The files in here are only read if they do not exist elsewhere, unlike other mix files where the last read file overides the previous versions files. the files inside these mix files are only indexed upon loading, and speculativly, the progressive number override doesn't apear to apply.
SHPs (normal buildings, infantry etc.)
.AUD files (Not used in Red Alert 2/Yuri's Revenge)
VXLs HVAs
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Aug 25, 2009 10:32 am Post subject:
But voxels in ecache don't replace existing voxels, for that you need to put them into expand. At least, to my knowledge.
You know, everyone says different things. First, I thought expand was for SHP's, and ecache for voxels. Then I saw various people saying the exact opposite, so I started a topic about it, and expand replaced things, everything could go in it, SHP's, voxels, whatever. Ecache appeared to be useless. ModEnc says again different things, and now I'm totally lost. I still use ecache for VXL's and HVA's and expand for SHP's, PCX's, WAV's, AUD's, and basically everything else. I replaced the Tesla Tank and Apocalypse Tank, the voxels both had the same name as the original, and I put those 2 into expand. Everything worked fine, and still works fine. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Just use expand*.mix for replacing or overriding things, and ecache for everything else. and from what i,ve experienced it's best to only use 1 expand*.mix and 1 ecache*.mix for each mod or map. QUICK_EDIT
Dieses topic und diese Seite
[url] http://modenc.renegadeprojects.com/MIX [/ url]
... die ich verwendet habe, um aus meine eigenen exerne Mix Datei zu machen.
In meiner expand02.mix habe ich meine HVA & VXL Datein rein gepackt und sie laufen! : D
Aber Ihre Hilfe war toll! danke
Kann Jemand auflisten, was wann gelesen und wan überschrieben wird?
something like that, but i'm sure there are people who know around here the exact order of things. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Nov 25, 2011 7:44 pm Post subject:
http://modenc.renegadeprojects.com/Mix#Loading_Hierarchy _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I'm not sure if it's documented, but in RA2 and YR both, I have certifiable evidence that ecache*.mix files do override despite their loading order and loading routine. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
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