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How to install replacers for buildings in Red Alert 2: YR?
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Philistine
Civilian


Joined: 26 Jan 2022

PostPosted: Wed Jan 26, 2022 12:23 pm    Post subject:  How to install replacers for buildings in Red Alert 2: YR?
Subject description: Please help me with tips on how to do this
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Hello everyone! I'm new to this forum, so please don't get angry if I ask you the obvious thing. I'm playing to the Yuri's Revenge and I wanted to install replacers for Epsilon faction buildings. I downloaded a couple of pieces, opened the archive and didn't understand what to do with the files .shp, .pal and cameo.

I thought that they should be embedded in the ra2md.mix and ra2.mix file using XCC utilities or something like that, but nothing came out. Please explain to me how to do this or give me a link to a post with detailed tutorial for dummies if it's not difficult for you! Embarassed Question

Thank you in advance for the answer.

Last edited by Philistine on Wed Jan 26, 2022 4:23 pm; edited 2 times in total

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 26, 2022 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is an easy task man. Just download program called ,,MO3.3.6 asset replacers" but make sure you download the latest version.

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Philistine
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Joined: 26 Jan 2022

PostPosted: Wed Jan 26, 2022 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
It is an easy task man. Just download program called ,,MO3.3.6 asset replacers" but make sure you download the latest version.
It looks like an unfunny joke. I kind of politely asked for advice, can you answer more seriously?

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Jan 26, 2022 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

When replacing a building asset for a mod on the YR engine, you need to know the filenames of the assets so you can properly rename them to the ingame asset. This would require previous knowledge of the assets, or searching the rulesmo. ini and artmo.ini INIs to find the proper filenames.

In order to fix any bugs with the animations (these are coded based on frame numbers and can be different per animation file) you would need to modify the artmo.ini file that controls art settings.

To add your new files to the game, you would need to place them in a new mix file inside of XCC Mixer (File, New...) and place that mix file inside the game or mod directory. For the base game, you'd need expandmd##.mix, and for Mental Omega you'd need expandmo##.mix. These files are loaded in sequential order, so files in 01 are replaced by 02, etc. 99 is the upper limit of files.

In the archive you downloaded, the .shp files are a series of animations that control the ingame look of the building. The cameo shows the sidebar icon. The .pal file is created and designed to be used alongside some modding extensions to allow more colors to be used, but these palette files must be listed on the artmo/artmd.ini entries as a CustomPalette=.

The mod assets, such as the INIs, are locked inside the mod's own .mix files and are not easily accessed. Due to community opinion on locked mixes, I won't offer any direct help but others could potentially offer more.

Quote:
It looks like an unfunny joke.

It is an unfunny joke, there is no such application as far as I am aware.

I hope this answers some questions you may have had. Smile

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 26, 2022 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Philistine wrote:
It looks like an unfunny joke. I kind of politely asked for advice, can you answer more seriously?


I copypasted MO version you wrote. You edited the post, twice. You wrote ,,MO3.3.6" that you are playing it and want to replace some Epsilon buildings. That is main part here. You do not want help for your own mod, you want help to rip MO3.3.6
Also, you posted question in SHP forum. Read rules, this is forum for finished SHP files. Not for asking such help
EDIT: By the MO, I suposed you mean MentalOmega, as we refer it here shortly. Also you mentioned Epsilon buildings, and MO has actually Epsilon buildings. You can't do anything there since files are locked, you need to unlock them.

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Banshee
Supreme Banshee


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

PostPosted: Wed Jan 26, 2022 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've moved this topic to the correct forum.

Also, PPM does not condone ripping the assets of Mental Omega, when the mod developers are clearly against it.

http://mentalomega.com/index.php?page=support

Quote:
Q: Can I release modifications I made to Mental Omega 3.3 to the public?

A: No, but you are always welcome to contribute.

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Philistine
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Joined: 26 Jan 2022

PostPosted: Thu Jan 27, 2022 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
When replacing a building asset for a mod on the YR engine, you need to know the filenames of the assets so you can properly rename them to the ingame asset. This would require previous knowledge of the assets, or searching the rulesmo. ini and artmo.ini INIs to find the proper filenames.

In order to fix any bugs with the animations (these are coded based on frame numbers and can be different per animation file) you would need to modify the artmo.ini file that controls art settings.

To add your new files to the game, you would need to place them in a new mix file inside of XCC Mixer (File, New...) and place that mix file inside the game or mod directory. For the base game, you'd need expandmd##.mix, and for Mental Omega you'd need expandmo##.mix. These files are loaded in sequential order, so files in 01 are replaced by 02, etc. 99 is the upper limit of files.

In the archive you downloaded, the .shp files are a series of animations that control the ingame look of the building. The cameo shows the sidebar icon. The .pal file is created and designed to be used alongside some modding extensions to allow more colors to be used, but these palette files must be listed on the artmo/artmd.ini entries as a CustomPalette=.

The mod assets, such as the INIs, are locked inside the mod's own .mix files and are not easily accessed. Due to community opinion on locked mixes, I won't offer any direct help but others could potentially offer more.


I hope this answers some questions you may have had. Smile


Thank you so much for such a detailed and understandable answer, I guessed that some files in this mod were blocked when I asked it on the official discord server, because no one really answered me. Yes, as I understand it, if I want to change something in the files, I will have to do it on Yuri's revenge vanilla, and not on mods like Mental Omega or ra2 Rise of the East. Have a nice day!

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Philistine
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Joined: 26 Jan 2022

PostPosted: Thu Jan 27, 2022 10:30 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Philistine wrote:
It looks like an unfunny joke. I kind of politely asked for advice, can you answer more seriously?


I copypasted MO version you wrote. You edited the post, twice. You wrote ,,MO3.3.6" that you are playing it and want to replace some Epsilon buildings. That is main part here. You do not want help for your own mod, you want help to rip MO3.3.6
Also, you posted question in SHP forum. Read rules, this is forum for finished SHP files. Not for asking such help
EDIT: By the MO, I suposed you mean MentalOmega, as we refer it here shortly. Also you mentioned Epsilon buildings, and MO has actually Epsilon buildings. You can't do anything there since files are locked, you need to unlock them.


I thought they were biased against Mental Omega here, so I changed the post. This is my first time on this forum, I didn't know about the rules and topics of the forums. I so sorry for this. I have already received a reply to my post from another person. So I won't show up here again and bother you.

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Philistine
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Joined: 26 Jan 2022

PostPosted: Thu Jan 27, 2022 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
I've moved this topic to the correct forum.

Also, PPM does not condone ripping the assets of Mental Omega, when the mod developers are clearly against it.

http://mentalomega.com/index.php?page=support

Quote:
Q: Can I release modifications I made to Mental Omega 3.3 to the public?

A: No, but you are always welcome to contribute.


Thank you, I will know that changing files in Mental Omega is prohibited by the developer. Hah, now I have no desire to do this and climb into the game files.

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Zorbung
Soldier


Joined: 04 Jun 2021

PostPosted: Thu Jan 27, 2022 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can mod anything without any consent if it's for your own personal use.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 27, 2022 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Philistine wrote:
I thought they were biased against Mental Omega here, so I changed the post.

Well, if you ask me personally, I do not like Mental Omega 3.0, and do not play it, I was big fan of 2.0. But objectively, 3.0 is much better and much more work is put in.
Also, if you ask me about protecting files, I am also personally against it, because we are here for fun, and we are working on someone esle's engine, meaning that we must make own own stuff to lock them, not to base on someone else's work. In this case WW. Byt hey, this is my personal opinion, but rules are rules. If they locked it, it should stay it.

Philistine wrote:
This is my first time on this forum, I didn't know about the rules and topics of the forums. I so sorry for this.

Well, rules are usually pinned so you cannot miss them, but it is okay. It happens man, everyone mistakes, I do, we all do. This happens. Not a big deal.

Philistine wrote:
I have already received a reply to my post from another person.

Well m7 was correct here, to be fair, he replied according to your edited post, he most likely did not see the first version of the post that you were actually trying. I would write similar if you asked it, not this detailed, as I am not good perhaps as he is, but I would try.

Philistine wrote:
So I won't show up here again and bother you.

You did not bother anybody! You could not bother me even if you wish, because I am busy with my masterwork, so I cannot pay attention much on that. I accidentally happen to be here moments after you wrote post.
Please,stay here if you can, post comments, upload some assets if you have it, but remember, no ripped work.

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m7
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Joined: 17 Apr 2009

PostPosted: Thu Jan 27, 2022 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:
PPM does not condone ripping the assets of Mental Omega

MasterHaosis wrote:
You do not want help for your own mod, you want help to rip MO3.3.6


Where did he say he was looking to rip assets? I know English isn't everyone's default language, but the title of the thread, and the information contained inside the post, could easily clue you in that he was looking to replace buildings in the mod with another asset that was likely public, not rip buildings from the mod. It's a shame he was met with such hostility and now has no interest in this hobby.

Quote:
I wanted to install replacers for Epsilon faction buildings.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 27, 2022 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

But you cannot replace buildings in the mod without opening its files, which are locked. Protected. And we need to help him to unlock those files, so he can see buildings ID to replace them. That method can be used for ripping if we explain this publically. Anyone can see it and do the same method for ANYTHING, not just buildings.

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m7
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Joined: 17 Apr 2009

PostPosted: Thu Jan 27, 2022 5:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are already people with tools and abilities to circumvent MO protection and gain the INIs and MO mods exist as-is. If the attitude is to violently dismiss examining the core contents of a mod, aren't we hypocrites as we dug into the originals much the same?

The community as a whole (be it Revora, PPM, Discord, MSN Messenger of the olden days, etc.) have managed to keep mods that rip assets / don't credit authors properly away from the larger popular locations that the community exists. With the exception of Moddb and private file servers or Discord servers that we can't do much about, there are not many instances where ripping or stealing have not been properly dealt with.

Rippers gonna rip, we even host .mix unlocking tutorials in the tutorial archive.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 27, 2022 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exactly what you say. BUT! There is one big but.
It is one thing when I post a tutorial about HOW TO GENERALLY AND POSSIBLY UNLOCK MIX FILE!
And completely another thing when I EXPLAIN HOW TO SPECIFICALLY UNLOCK MENTAL OMEGA FILES.
When you explain to someone how to do something generally, it is up to him to determine and understand how he will do it at his own personal discretion. We have BELIEF that he will do it in best motives, for private use. But there is a situation that man opened a thread and asked how to replace Expislon Buildings for Mental Omega directly. And even apologized for not knowing that it is not allowed for mental omega, and some other mods which are locked, actually confirming that he had attention to actually use this method on Mo specifically. And possibly other mods.
At the end of the day, I won't have problems, you won't, he wont, but some MO fanatics may approach Banshee asking him why is he allowing ,,helping" for unlocking MO files.
So it is no a problem that he asked this, it is problem that he asked for specific mod. I do not know how hard is people to understand this:
1. How can I edit, alter, add, remove files in MIX? - ALLOWED
2. How can I edit, alter, add, remove files in Mental Omega? - DiSALLOWED
Simply, Banshee referred to mod that they do not allow this. You can use MO and edit privately, then talk about it privately. He can send you PM anytime perhaps and you explain to him how to unlock everything, or in Discord, whenever... but we cannot discuss it publicly. Simple, rules are rules, do not mention specific mods how to approach their locked files and thats it here. If somebody cannot understand why, then he should learn simply not to start it.
What you try to discuss it is completely legit, and I would even agree on that. We can open another thread to request rules to be changed, maybe if Banshee allows this. But just because we do not like something in rules does not mean that we should behave like it does not exist. I am personally not fan of MO like I said, and especially of locking files. If they allowed it to stay open, we would not have such conversations, but they decided this and we should respect it.

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

PostPosted: Sat Jan 29, 2022 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I find it odd all the garbage in the topic. It was never said he was making a public mod, so all the trash about ripping assets is irrelevant.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 31, 2022 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

But Banshee moved it anyway... regardless of what you see as ,,trash and garbage". Next time I will tell him to consult you first before he makes his decision.

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Philistine
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Joined: 26 Jan 2022

PostPosted: Sun Feb 06, 2022 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:

You did not bother anybody! You could not bother me even if you wish, because I am busy with my masterwork, so I cannot pay attention much on that. I accidentally happen to be here moments after you wrote post.
Please,stay here if you can, post comments, upload some assets if you have it, but remember, no ripped work.


I'm sorry for answering so late, I didn't plan to stay here or do something like that... Besides, I'm just an ordinary player, I don't do modding. I just wanted to find out how to change the models in the MO, but after I realized how difficult it was, I changed my mind. Well, thank you again for taking your time on me and helping me figure it out. All the best and good luck to you!

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