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Having problems with voxel replacement
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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Wed Oct 09, 2019 9:15 pm    Post subject:  Having problems with voxel replacement
Subject description: I can't make old artwork be replaced
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I wanted to create a new unit, and I did. I used a custom voxel and put the unit in the game. I didn't like the artwork I had done, so I edited it, and tried to put the new version in the game. Strangely, the old artwork would not go away, and I can't figure out how to make the game recognize the new artwork. I deleted every file with the old artwork, and the new artwork even appears in the Final Alert 2 editor, but the game still displays the old artwork that I want to get rid of. I'm confused, since I'm assuming the game needs the expandxx.mix file that I created to have the artwork, and there is no file with the old artwork on it. How can I make the game register the new artwork? And what exactly is going on? How is the game finding the old artwork?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 10, 2019 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible the old artwork is still loose in your game folder?
If it is, then it overrides what's in a MIX.

It's handy for game/mod devs so they can debug/test stuff quickly.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Oct 10, 2019 5:40 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want to add a new voxel, don't use the same name as the original resource, add Image= to the unit and use a different name.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Thu Oct 10, 2019 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02-  Turns out there was a voxel and .hva file in the game folder, but I moved it. I re-did the whole thing from scratch redoing the rules.ini and art.ini. I made sure no .vxl or .hva files were in the game directory. Remade a new MIX file, and put it in the game directory, but the old artwork is still showing up in the game. I do have some backups of the old artwork stored in a few folders, I dunno if that would affect anything. I find it really weird that the right art pops up in Final Alert 2 but not in the game. Thanks for the help so far, I didn't know that tidbit about overriding the MIX.

G-E- To make the unit, I copy/pasted the code for the SUVB unit (the black civilian SUV), and changed the file name of the unit to SUVG (which will be a green SUV).  I hope I'm understanding what you're saying to do correctly. Are you saying to take my new SUVG unit, and add a line to rules.ini that says Image=SUVG ?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 10, 2019 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Carville97 wrote:
I do have some backups of the old artwork stored in a few folders, I dunno if that would affect anything.

It doesn't. The game only looks in its own folders and files. And the expandmdXX and ecachemdXX and elocalmdXX MIXs (leave out the MD and you can do RA2 instead of YR).

Carville97 wrote:
G-E- To make the unit, I copy/pasted the code for the SUVB unit (the black civilian SUV), and changed the file name of the unit to SUVG (which will be a green SUV).  I hope I'm understanding what you're saying to do correctly. Are you saying to take my new SUVG unit, and add a line to rules.ini that says Image=SUVG ?

Pretty much.
But if FA2 can do that, I find it odd the game doesn't.

Are you using Ares and the #include feature? If not, skip this.
If you did, chk in the INIs you listed for anything on the SUVG. It's possible you gave it the old image in there and forgot about it...

If you can, make a bunch of screenies that show you game folder. Maybe we'll find something then...
(If you can use command prompt: navigate to the game folder, and type dir/b
Simply copy and paste it here then.)

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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Thu Oct 10, 2019 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried another thing, and it's really strange. I tested out if the game was really reading the MIX file by deleting it, and the game did crash when I removed the MIX file (which I wanted it to do), then when I put the MIX file back, the old artwork loaded up again. It's very strange, because it looks like the game is reading the wrong artwork from a MIX file that has only the right artwork on it.

I'm not using Ares and the #include feature. I dunno what that is yet lol.

I got the command prompt game directory stuff. Here's what the dir/b command gave me back

C:\Program Files (x86)\Red Alert 2 Yuri's Revenge>dir/b
00000409.016
00000409.256
all01t.map
ALL01UMD.sav
ALL02UMD.sav
ALL03UMD.sav
ALL04DMD.sav
ALL05UMD.sav
ALL06UMD.sav
ALL07SMD.sav
art.ini
awesome.mpr
awesome.yrm
BINKW32.DLL
Blowfish.dll
Blowfish.tlb
Conquer.dat
ConquerMD.dat
DRVMGT.DLL
ecache97.mix
except.txt
expand10.mix
expand97.mix
expandmd01.mix
FinalSunTemperatMD.ini
game.exe
gamemd.exe
HTML
irunin.bmp
irunin.dat
irunin.ini
irunin.lng
Keyboard.ini
KeyboardMD.ini
KeyCreator.exe
langmd.mix
language.mix
LAUNCHER.BMP
launcher.txt
Mapinfo1.txt
Mapinfo10.txt
Mapinfo11.txt
Mapinfo12.txt
Mapinfo2.txt
Mapinfo3.txt
Mapinfo4.txt
Mapinfo5.txt
Mapinfo6.txt
Mapinfo7.txt
Mapinfo8.txt
Mapinfo9.txt
maps01.mix
maps02.mix
mapselmd.ini
mapsmd03.mix
mapunins.bat
MOVIES01.MIX
MOVMD03.MIX
mph.exe
mphmd.exe
mpmodesmd.ini
MULTI.MIX
multimd.mix
NOTES.ICO
now.yrm
patch.doc
PATCHGET.DAT
PATCHW32.DLL
Preview.png
Ra1.dsk
Ra2.dsk
Ra2.exe
Ra2.exe - Shortcut.lnk
RA2.ICO
RA2.INI
Ra2.lcf
ra2.mix
Ra2.tlb
RA2MD Update.ico
RA2MD.exe
RA2MD.exe - Shortcut.lnk
RA2MD.ico
Ra2md.ini
ra2md.lcf
ra2md.mix
README!.txt
README.DOC
readmeyuri5.txt
RMCACHE
rules.ini
rulesmd.bat
rulesmd.ini
rulesmd.txt
SAVE00B0.SAV
SAVE01B3.SAV
SAVE01C1.SAV
SAVE021A.SAV
SAVE0223.SAV
SAVE022C.SAV
SAVE023D.SAV
SAVE0368.SAV
SAVE0396.SAV
SAVE041F.SAV
SAVE047D.SAV
SAVE0520.SAV
SAVE054C.SAV
SAVE061C.SAV
SAVE0622.SAV
SAVE06AA.SAV
SAVE06CD.SAV
SAVE0715.SAV
SAVE077E.SAV
SAVE079F.SAV
SAVE07CF.SAV
SAVE07E8.SAV
SAVE07FD.SAV
SAVE081C.SAV
SAVE0859.SAV
SAVE0988.SAV
SAVE09E0.SAV
SAVE09F1.SAV
SAVE0A62.SAV
SAVE0A69.SAV
SAVE0AA7.SAV
SAVE0B5B.SAV
SAVE0B94.SAV
SAVE0BC5.SAV
SAVE0C04.SAV
SAVE0C2C.SAV
SAVE0CA7.SAV
SAVE0D3B.SAV
SAVE0D46.SAV
SAVE0D76.SAV
SAVE0D8A.SAV
SAVE0E06.SAV
SAVE0E36.SAV
SAVE0E3F.SAV
SAVE0E42.SAV
SAVE0E81.SAV
SAVE0EA5.SAV
SAVE0ED0.SAV
SAVE0F1D.SAV
SAVE0F2B.SAV
SAVE0FE1.SAV
SAVE0FFC.SAV
SAVE102B.SAV
SAVE1077.SAV
SAVE1117.SAV
SAVE1192.SAV
SAVE123B.SAV
SAVE1307.SAV
SAVE1364.SAV
SAVE139B.SAV
SAVE1411.SAV
SAVE142D.SAV
SAVE1469.SAV
SAVE14AB.SAV
SAVE14D1.SAV
SAVE14FA.SAV
SAVE150D.SAV
SAVE15D0.SAV
SAVE1607.SAV
SAVE16BD.SAV
SAVE16DE.SAV
SAVE16FD.SAV
SAVE1736.SAV
SAVE1738.SAV
SAVE1763.SAV
SAVE1776.SAV
SAVE17F5.SAV
SAVE18A8.SAV
SAVE18C0.SAV
SAVE18D6.SAV
SAVE1995.SAV
SAVE1A14.SAV
SAVE1A2A.SAV
SAVE1A3A.SAV
SAVE1B4D.SAV
SAVE1B87.SAV
SAVE1B8E.SAV
SAVE1BB8.SAV
SAVE1BFF.SAV
SAVE1C5C.SAV
SAVE1C5E.SAV
SAVE1C6F.SAV
SAVE1C7E.SAV
SAVE1CC9.SAV
SAVE1D61.SAV
SAVE1DD1.SAV
SAVE1EDF.SAV
SAVE1F16.SAV
SAVE1F32.SAV
SAVE1F9B.SAV
SAVE1FA3.SAV
SAVE1FB7.SAV
SAVE1FD2.SAV
SAVE1FE8.SAV
SAVE1FEE.SAV
SAVE1FF5.SAV
SAVE2286.SAV
SAVE22E2.SAV
SAVE2358.SAV
SAVE2460.SAV
SAVE2483.SAV
SAVE24F0.SAV
SAVE25DF.SAV
SAVE2716.SAV
SAVE2733.SAV
SAVE273F.SAV
SAVE2740.SAV
SAVE279B.SAV
SAVE27A8.SAV
SAVE27FD.SAV
SAVE28A6.SAV
SAVE29CA.SAV
SAVE2A27.SAV
SAVE2A92.SAV
SAVE2AD6.SAV
SAVE2B40.SAV
SAVE2BDA.SAV
SAVE2BDB.SAV
SAVE2BFA.SAV
SAVE2C56.SAV
SAVE2D6E.SAV
SAVE2DC2.SAV
SAVE2E08.SAV
SAVE2E90.SAV
SAVE2EEC.SAV
SAVE2F86.SAV
SAVE2FFF.SAV
SAVE303D.SAV
SAVE30A7.SAV
SAVE30DA.SAV
SAVE3145.SAV
SAVE31A8.SAV
SAVE31D9.SAV
SAVE31EA.SAV
SAVE31F2.SAV
SAVE320D.SAV
SAVE323A.SAV
SAVE33CD.SAV
SAVE33F8.SAV
SAVE3401.SAV
SAVE34A0.SAV
SAVE34B7.SAV
SAVE354F.SAV
SAVE3566.SAV
SAVE35DA.SAV
SAVE365A.SAV
SAVE36D5.SAV
SAVE37D5.SAV
SAVE3856.SAV
SAVE38AB.SAV
SAVE3916.SAV
SAVE391F.SAV
SAVE39D4.SAV
SAVE39F5.SAV
SAVE3A2E.SAV
SAVE3C51.SAV
SAVE3C6F.SAV
SAVE3CD6.SAV
SAVE3D65.SAV
SAVE3D66.SAV
SAVE3D90.SAV
SAVE3DA8.SAV
SAVE3DE6.SAV
SAVE3E5D.SAV
SAVE3EC6.SAV
SAVE3EE1.SAV
SAVE3F55.SAV
SAVE3F7E.SAV
SAVE3F9A.SAV
SAVE3FF7.SAV
SAVE402B.SAV
SAVE412B.SAV
SAVE412C.SAV
SAVE415A.SAV
SAVE419F.SAV
SAVE41BA.SAV
SAVE4206.SAV
SAVE421F.SAV
SAVE4243.SAV
SAVE4261.SAV
SAVE4299.SAV
SAVE42DD.SAV
SAVE430D.SAV
SAVE436E.SAV
SAVE43E4.SAV
SAVE4422.SAV
SAVE4500.SAV
SAVE4547.SAV
SAVE4574.SAV
SAVE4578.SAV
SAVE45DD.SAV
SAVE46B9.SAV
SAVE473A.SAV
SAVE479D.SAV
SAVE47A5.SAV
SAVE47B5.SAV
SAVE483A.SAV
SAVE485B.SAV
SAVE4867.SAV
SAVE4952.SAV
SAVE4987.SAV
SAVE49FA.SAV
SAVE4A0E.SAV
SAVE4A8A.SAV
SAVE4B53.SAV
SAVE4BA0.SAV
SAVE4C43.SAV
SAVE4CC0.SAV
SAVE4CD4.SAV
SAVE4D3F.SAV
SAVE4D4B.SAV
SAVE4D94.SAV
SAVE4DC2.SAV
SAVE4DF5.SAV
SAVE4E8B.SAV
SAVE4EC4.SAV
SAVE4EE5.SAV
SAVE4F06.SAV
SAVE4F12.SAV
SAVE4FA0.SAV
SAVE4FFE.SAV
SAVE5005.SAV
SAVE5007.SAV
SAVE5061.SAV
SAVE5089.SAV
SAVE512A.SAV
SAVE512F.SAV
SAVE5282.SAV
SAVE5380.SAV
SAVE53A6.SAV
SAVE53C7.SAV
SAVE5491.SAV
SAVE5498.SAV
SAVE54DE.SAV
SAVE553F.SAV
SAVE5562.SAV
SAVE5584.SAV
SAVE5587.SAV
SAVE5665.SAV
SAVE5674.SAV
SAVE56D7.SAV
SAVE570D.SAV
SAVE571F.SAV
SAVE5723.SAV
SAVE578E.SAV
SAVE5824.SAV
SAVE58BB.SAV
SAVE58C1.SAV
SAVE58EA.SAV
SAVE58EF.SAV
SAVE5AB4.SAV
SAVE5AE1.SAV
SAVE5B05.SAV
SAVE5B15.SAV
SAVE5B1F.SAV
SAVE5C03.SAV
SAVE5C41.SAV
SAVE5C97.SAV
SAVE5CB8.SAV
SAVE5CEA.SAV
SAVE5CEE.SAV
SAVE5D3A.SAV
SAVE5D47.SAV
SAVE5D65.SAV
SAVE5D83.SAV
SAVE5DB0.SAV
SAVE5DB2.SAV
SAVE5DCF.SAV
SAVE5E2B.SAV
SAVE5E41.SAV
SAVE5E69.SAV
SAVE5F1E.SAV
SAVE5F64.SAV
SAVE5F74.SAV
SAVE5FF6.SAV
SAVE601C.SAV
SAVE6041.SAV
SAVE6127.SAV
SAVE6169.SAV
SAVE6238.SAV
SAVE627F.SAV
SAVE6280.SAV
SAVE63C2.SAV
SAVE63D7.SAV
SAVE6450.SAV
SAVE6486.SAV
SAVE6493.SAV
SAVE649C.SAV
SAVE6515.SAV
SAVE658C.SAV
SAVE65EF.SAV
SAVE65F3.SAV
SAVE6632.SAV
SAVE667D.SAV
SAVE677A.SAV
SAVE6816.SAV
SAVE6825.SAV
SAVE68C5.SAV
SAVE6915.SAV
SAVE6929.SAV
SAVE6932.SAV
SAVE698A.SAV
SAVE6AA1.SAV
SAVE6B1B.SAV
SAVE6B2E.SAV
SAVE6B73.SAV
SAVE6C29.SAV
SAVE6C7D.SAV
SAVE6CD5.SAV
SAVE6D22.SAV
SAVE6D3C.SAV
SAVE6D65.SAV
SAVE6D7C.SAV
SAVE6DEE.SAV
SAVE6E1B.SAV
SAVE6E5F.SAV
SAVE6E92.SAV
SAVE6F49.SAV
SAVE6FDA.SAV
SAVE6FE3.SAV
SAVE6FE7.SAV
SAVE6FF5.SAV
SAVE7012.SAV
SAVE70A4.SAV
SAVE70A6.SAV
SAVE70B3.SAV
SAVE70EC.SAV
SAVE71D6.SAV
SAVE722D.SAV
SAVE72AB.SAV
SAVE72DC.SAV
SAVE7319.SAV
SAVE737D.SAV
SAVE7389.SAV
SAVE73E2.SAV
SAVE73F2.SAV
SAVE7426.SAV
SAVE742B.SAV
SAVE7473.SAV
SAVE75E4.SAV
SAVE75EC.SAV
SAVE76B4.SAV
SAVE76D9.SAV
SAVE77B4.SAV
SAVE77F1.SAV
SAVE7815.SAV
SAVE7892.SAV
SAVE78A5.SAV
SAVE78DB.SAV
SAVE78FB.SAV
SAVE7974.SAV
SAVE79D2.SAV
SAVE79EE.SAV
SAVE7A0E.SAV
SAVE7A81.SAV
SAVE7A95.SAV
SAVE7ACA.SAV
SAVE7B07.SAV
SAVE7B38.SAV
SAVE7BD2.SAV
SAVE7C1A.SAV
SAVE7C37.SAV
SAVE7C55.SAV
SAVE7D3A.SAV
SAVE7D70.SAV
SAVE7D8A.SAV
SAVE7E5E.SAV
SAVE7E94.SAV
SAVE7F0A.SAV
SAVE7FD5.SAV
SAVE7FE8.SAV
SECDRV.SYS
SetupReg.exe
shoop.yrm
sov01t.map
sov01t2.map
sov01umd.map
SOV01UMD.sav
sov02smd.map
SOV02SMD.sav
sov03umd.map
sov04umd.map
Taunts
the heli.yrm
theme.mix
thememd.mix
thewowmap2.yrm
thismap.yrm
WOLDATA.KEY
wsock32.dll
YR1.dsk
YURI.exe
yuri.lcf

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 10, 2019 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, chk the contents of expand97.mix and ecache97.mix
These might contain the old artwork still...

I take it you're modding RA2?
Which MIX file did you remove?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Thu Oct 10, 2019 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried moving expand97.mix and ecache97.mix out of the game directory. It's still displaying the wrong artwork in the game.

Yeah I'm modding RA2, and the MIX file I removed was expand10.mix. What I did was tested to see if the game was reading that file by deleting it, so the game would intentionally crash, then put the file back in the game directory, and the game ran. To me that seems like it's reading the right MIX file.

But the problem is that it's reading the old artwork, which isn't in that file, from the MIX file with the right artwork.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 10, 2019 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

...

OK, I'm stumped... No idea what's going on. If FA2 reads the new artwork just fine and RA2 fails, then it's drunk.

Unless...
This FA2 you have... is it the YR one? The one that can read .YRMs?
Also, where did you put the SUVG.vxl?
If you put it in expandmd01.mix and are using the YR FA2, then no wonder why RA2 can't use the new graphics: it doesn't read the MD .MIXs like YR does.
But then how did the "old" voxel get read by the game when you first tested it?

That doesn't explain why RA2 still won't read the new voxel if you've already tried placing it loose in the game folder...
Did you have the HVA for that unit loose too? If not, place it and the voxel loose, see where that gets you.

It is also possible the new artwork didn't replace the old one properly. Happens when you mix XCC Mixer and the Program Files (x86) folder.

...this might be much easier if we had some form of chat 'n video communication. By video I mean your monitor feed.

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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Thu Oct 10, 2019 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe the FA2 I'm using is the Red Alert 2 regular one, since it doesn't have YR units appearing, like Guardian GIs and Premier Romanov. Plus, the MIX file I made isn't an MD.mix one.

I put the SUVG.vxl and SUVG.hva in the MIX file using the XCC editor. The "old" voxel read just by me making a MIX file that way.

I'm gonna retry putting the loose voxels in the directory. Do I maybe have to make the .vxl and .hva file uppercase? Right now the letters "SUVG" are in lowercase, but I think I did that with the old artwork too.

The XCC mixer is in the Program Files (x86) folder...but when I open the MIX file that the game is reading in XCC mixer it's showing the right artwork.

Say, do you have a Discord TAK02? I can chat there. Not vid chat, but text.

[Update] I tried with the loose voxels, even capitalized, it didn't work still.  Sad  I moved the XCC mixer out of Program Files (x86). Not sure if that'll help.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Oct 11, 2019 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Voxels should be in ecache*.mix ...

_________________
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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Fri Oct 11, 2019 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks G-E, tried it with an ecachexx.mix file too. Still the same problem.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Oct 11, 2019 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

If you have RA2 installed under "Program Files" and you make the mix yourself as administrator or something, it's possible it can't open your file because of the Windows permissions. Did you set RA2 to run as administrator?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Oct 11, 2019 5:29 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
Voxels should be in ecache*.mix ...

No. It's SHPs HAVE to.
VXLs and HVAs can be put in expand or ecache. Or loose.

G-E wrote:
Did you set RA2 to run as administrator?

If RA2 could read the files the first time, then I doubt it's RA2 with the admin issue.

One of the things I do is copy/move the MIX I want to files add to or remove files from is move it to the Desktop, and use XCC Mixer (not running as admin) to put new stuff in or kick old stuff out.
I do this because I have RA2 in Program Files (x86) installed, and when XCC Mixer is run as admin (so I don't have to copy the MIXs to Desktop and back again), you can no longer drag 'n drop stuff into my MIXs.
I'm unfamiliar if there's any other way of putting stuff into MIXs.

See here: https://ppmforums.com/viewtopic.php?t=45729

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Oct 11, 2019 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Carville97 wrote:
Thanks G-E, tried it with an ecachexx.mix file too. Still the same problem.

All I can say is I recommend you redo all of your mix files and you probably will find the cause of the problem/or just fix it. Also you could just set Image= in art.ini (RA2)/artmd.ini (YR) to "xxxx" and have xxxx.vxl and xxxx.hva in the mix file too if you do not really feel like more troubleshooting of this.

TAK02 wrote:
G-E wrote:
Voxels should be in ecache*.mix ...

No. It's SHPs HAVE to.
VXLs and HVAs can be put in expand or ecache. Or loose.
This^
Tiberian Sun Firestorm puts them expand01.mix and not in the ecache01.mix inside the expand01.mix but IIRC that would have worked too and I usually put them in expandXX.mix / expandmdXX.mix for TS & RA2 / RA2:YR unless I am just quickly testing, then I just throw them loose in the game folder.

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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Fri Oct 11, 2019 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I finally got it to work!! Very Happy I ran the program as an administrator, and it worked. I can't remember but I think I may have run it as an administrator the first time to get the old artwork to run. It makes sense now why the new artwork ran in Final Alert 2 but it wouldn't load in RA2, because it's necessary to run Final Alert 2 as an administrator or everything goes black. I think that when I ran it with the old artwork, and then didn't run as an administrator anymore, the game began thinking the old artwork was the "true" SUVG artwork, unless it was run as administrator again to "approve" the new artwork.

TAK02 wrote:
One of the things I do is copy/move the MIX I want to files add to or remove files from is move it to the Desktop, and use XCC Mixer (not running as admin) to put new stuff in or kick old stuff out.
I do this because I have RA2 in Program Files (x86) installed, and when XCC Mixer is run as admin (so I don't have to copy the MIXs to Desktop and back again), you can no longer drag 'n drop stuff into my MIXs.
I'm unfamiliar if there's any other way of putting stuff into MIXs.


I also made the MIX file this way, with desktop and XCC mixer, which also may have helped. There is supposedly another way to put files in MIXs, the way I did the old artwork MIX wasn't through XCC Mixer, I created the file from the XCC Mix Editor. The one that has "save" and "compact" buttons. I'm not sure if that program isn't as good as XCC Mixer or not.

Thank you guys so much for your help! This was hard, but it's great now. The green SUV will be the first of a big Ultimate Civilian Mod, that will add new colors and types of civilian vehicles, and new civilian infantry units as well. Thanks again so much!

djohe wrote:
All I can say is I recommend you redo all of your mix files and you probably will find the cause of the problem/or just fix it. Also you could just set Image= in art.ini (RA2)/artmd.ini (YR) to "xxxx" and have xxxx.vxl and xxxx.hva in the mix file too if you do not really feel like more troubleshooting of this.


I was just about to do this Smile but I got it to work. Thanks for the great idea.

[Update] Weirdly, the wrong old artwork still loads when I don't run as an administrator...I guess for some reason, when I ran it not as an administrator for the old artwork that permanently "locked" the old artwork when the game's not run as an administrator or something. I've only been running RA2 on this laptop for about a month. I think I never ran it as an administrator until today. I'll always run it as an administrator now though.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sat Oct 12, 2019 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're still loading the old art, then you still have the old art in one of the mixes, you should delete it. It's for this reason you want to avoid using the same voxel names as Westwood when overriding existing art, so you can be absolutely sure the change took.

For my mod I have 3 ecache* mixes for voxels, Allied, Soviet, Civilian. It keeps things tidy and any mix errors are easy to track down.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Carville97
Civilian


Joined: 09 Oct 2019

PostPosted: Sat Oct 12, 2019 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The weird thing is, I tried deleting the MIX with the new art, and the old art wouldn't load either. And if I put the MIX with the new art back again, the old art would load up.

G-E wrote:
It's for this reason you want to avoid using the same voxel names as Westwood when overriding existing art, so you can be absolutely sure the change took.


I did use a similar voxel name to Westwood's, but not the same one. So I don't know if that affected it. I knew that it's a terrible idea to mess with the Westwood MIX files, but I did export the .hva file from there. Could that cause a problem?

G-E wrote:
For my mod I have 3 ecache* mixes for voxels, Allied, Soviet, Civilian. It keeps things tidy and any mix errors are easy to track down.


That's a really great idea, thanks, Smile I think I'm gonna do that as well.

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