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construction yard
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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Thu Aug 13, 2009 7:49 am    Post subject:  construction yard
Subject description: TibSun convert to RA2 Building
Reply with quote  Mark this post and the followings unread

I will convert the TibSun Buildings to RA2 Buildings.
I have begun with the construction yard

It constructs itself and reduces itself as TibSun construction yard
but the standing animation is the RA2 construction yard

Do I need somthing?
...or do I have do the SHP into one mix-file?

Where I can find all entries for the construction yard
and which are that? (Rules.ini & art.ini)


...\Westwood\AR2\
gtcnstmk.shp
gtcnst_d.shp
gtcnst_c.shp
gtcnst_b.shp
gtcnst_a.shp
gtcnst.shp

ggcnst_d.shp
ggcnst_c.shp
ggcnst_b.shp
ggcnst_a.shp
ggcnstmk.shp


ART.ini:
=====

[GACNST]
Remapable=yes
Foundation=4x4
Height=4
AnimActive=0,26,3
Buildup=GACNSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=GACNST_A
ActiveAnimDamaged=GACNST_AD
ActiveAnimZAdjust=-130
ActiveAnimYSort=362
ProductionAnim=GACNST_B
ProductionAnimDamaged=GACNST_BD
ProductionAnimZAdjust=-10
ProductionAnimYSort=543
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-24,-1
DamageFireOffset1=64,36


; 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

Rules.ini:
======
[BuildingTypes]
3=GACNST

; *** Animation List ***
[Animations]
115=GACNSTMK
116=GACNST_A
117=GACNST_AD
118=GACNST_B
119=GACNST_C
120=GACNST_CD
121=GACNST_D


711=GACNST_BD
712=GAYARD_A
713=GAYARD_B

;715=GACNSTDM

[AI]
BuildConst=GACNST,NACNST

; 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

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Aug 13, 2009 9:25 am    Post subject: conyard Reply with quote  Mark this post and the followings unread

You are looking for the conyard from TS? if that is the case it is in the tibsun mix file

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Thu Aug 13, 2009 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

The vehicle MCV is a voxel.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 13, 2009 11:55 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Thu Aug 13, 2009 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:

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 #Milti
(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

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 13, 2009 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

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....

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Aug 13, 2009 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Fri Aug 14, 2009 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I have Copy my RA2.Mix (Save/Backup)

...and insert the SHP files in to the under Mix Files.
Korreckted the Art.ini (i made my own mixed etries from TibSun & RA2 )



What is with the pink ones stain?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 14, 2009 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

you obviously used the snow theater images and not the temperate ones. Wink

You should also change the Foundation in art.ini to 3x3.

_________________
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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Aug 14, 2009 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Wink [/b]

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Fri Aug 14, 2009 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
you obviously used the snow theater images and not the temperate ones.

You should also change the Foundation in art.ini to 3x3.


i think you have right!

the Generetic ist the Snow base Surprised
i replace it with the Temperate Pictures, and edit the 4x4 to 3x3 ;D

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Sat Aug 15, 2009 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you all for helping me!!!

Now the Problem is no more!!!


(left with Fundation 4x4 & right with 3x3 ;D )

The Pink stain have i painted in:
brown by Temperate
transparent by Snow an Urban!

...the Urban have a Temperate look!

EDIT: colors changing and Snow functioned too! Razz

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Aug 15, 2009 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Mon Aug 17, 2009 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Greatings to UK!!!

Quote:
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.

Damage files i have made!!!

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Thu Aug 20, 2009 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Can someone say me :

How I can made a Mod with expansion.mix ?

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Cyborg Artillery


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

PostPosted: Thu Aug 20, 2009 6:35 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Mon Aug 24, 2009 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
If you want a mod with expansion.mix

Yes!!! #Milti

Quote:
than put expansion.mix in your RA2 directory.

I haved pud the expansion.mix in my RA2 directory.
I have insert new SHPs, Voxel and HVAs in this expansion.mix!
But this will not run!

Which I make wrong? Question

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Cyborg Artillery


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

PostPosted: Mon Aug 24, 2009 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

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. #Tongue

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Mon Aug 24, 2009 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
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?

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Cyborg Artillery


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

PostPosted: Mon Aug 24, 2009 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 24, 2009 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

expansion is not a valid name, thus the game ignores it!

only expandXX.mix (00-99) and ecache*.mix (* can be any string) are read by the game (beside some other mix files)

An expandmdXX.mix does not exist in gamemd.exe, thus i doubt that the game reads this.

let me quote myself from here
Lin Kuei Ominae wrote:
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.


So rename expansion.mix to expand02.mix and it should work.

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Cyborg Artillery


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

PostPosted: Mon Aug 24, 2009 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, sorry. I feel so stupid. Of course, I knew it was expand but well...

However, I use expandmd64 and ecachemd64, which works fine.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Mon Aug 24, 2009 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.) now i have a expand02.mix file.

2.) i have Insert the Rules.ini, art.ini, 1 VXL & HVA

Use RA2 this expand02.mix ?
and use the new Tank ?

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Tue Aug 25, 2009 6:47 am    Post subject: Reply with quote  Mark this post and the followings unread

So now i have proved the expand01.mix

rules.ini and Art.ini ist running

i know why: Construction yard is showing and another new thing i have added!

But the GMCV Voxel ist not read or what?


Why i Can't see the GMCV ?

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Cyborg Artillery


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

PostPosted: Tue Aug 25, 2009 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

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. #Tongue

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Tue Aug 25, 2009 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Do you have the correct voxel and HVA file?

Yes!

Quote:
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!!! #Mad

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 25, 2009 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

read the modenc link

modenc wrote:

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


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Cyborg Artillery


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

PostPosted: Tue Aug 25, 2009 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Aug 25, 2009 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well since were talking about ecacheMDXX and all that were would i want to put a copy of rule's ini.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Thu Aug 27, 2009 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

how do I know tanks now into one mix to pack that run?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Aug 27, 2009 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Fri Aug 28, 2009 7:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Aalso i can't use Vxl & hva in a Mix?

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Tue Nov 22, 2011 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

This Topic and this Page
http://modenc.renegadeprojects.com/MIX
...i have used to made my own exern Mix File.

In my expand02.mix i have pure pack my HVA & VXL Files and they are run!!! Very Happy

But your Help was great! thx


Someone can even list what is read and written when?

-----------------------------------------------------------------------------------

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?


------------------------------------------------------------------------
EDIT:

I have read on this Page again and see my buildings SHP Files i need to pud in the ecach2.mix

Ich habe wieder auf dieser Seite gelesen nd habe gesehen das meine gebäufde SHP Datein besser in die ecash2.mix rein sollten.














...

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KI-Control Orbital-Network Routines Headquarters Alternative Lieutenant commander ``KORHAL´´

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Nov 22, 2011 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure what your trying to say? Confused

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The enemy shall be injected with toxic poison - Venom

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Fri Nov 25, 2011 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I mean what is last read and what first?

The last read is this was we see in C&C

I want a List with the priority, here an Example:

1.) intern Mix files
2.) Extern Mix files
3.) RA2 Main folder
...

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KI-Control Orbital-Network Routines Headquarters Alternative Lieutenant commander ``KORHAL´´

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Nov 25, 2011 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont really remember the order the games reads stuff, but I think it's

Internal mix files
external mix files
folder files
ini's
map files

something like that, but i'm sure there are people who know around here the exact order of things.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Nov 25, 2011 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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...

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Nov 25, 2011 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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KORHAL
GDI Hacker


Joined: 16 Apr 2008
Location: Germany

PostPosted: Wed Feb 01, 2012 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

1st rules.ini intern Mix file

over write by rules.ini in extern Mix File (like Expand02.mix)

extern Mix over write by Rules.ini in Programm folder

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KI-Control Orbital-Network Routines Headquarters Alternative Lieutenant commander ``KORHAL´´

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