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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Fri Jun 24, 2005 9:17 am    Post subject:  hey there Reply with quote  Mark this post and the followings unread

hey there my names wolf dane, im a beginner to mediocre modder and im thinking about writting my own modd with what ive seen around this site has inspired me. has anyone got any suggestions on what to put in it. im doing it for tib sun

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jun 24, 2005 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

visceroids for nod, tib fiends for gdi
(is also in my mod, the Monsta Mod)

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Raptor
Grenadier


Joined: 04 Jan 2004
Location: .hr

PostPosted: Fri Jun 24, 2005 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

make something no1 did Smile

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 24, 2005 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

check out the tuotorials here.... there are some nice ideas!

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Jun 25, 2005 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

.

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Last edited by XxpeddyxX on Fri Apr 23, 2021 8:22 am; edited 1 time in total

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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Sat Jun 25, 2005 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I would make stuff that noone did but im still learning how to make my own voxels, the only unit semi-my own is the armoured apc, basically just strapped a mammoth tank turret to it..... im not exactly what u call a good modder i used to use tibed ive only recently started to INI mod by hand..... yes i am slow

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Jun 25, 2005 8:31 am    Post subject: Reply with quote  Mark this post and the followings unread

.

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Raptor
Grenadier


Joined: 04 Jan 2004
Location: .hr

PostPosted: Sat Jun 25, 2005 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

you dont have to start with EVERYTHING at once...

try INI first and change some things (there are MANY things to change and play thru INI)

then change graphic

then try some map creating

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Jun 25, 2005 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

.

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Sat Jun 25, 2005 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everyone here has all been a n00b before and/or never/or even heard of it/ used TibEd. YOu should just take things abit slow at first then move onto the next thing. Easier that way.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Jun 25, 2005 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not true, many of the veterans never had the 'luxury' of TibEd or SE2k or didn't know of their existance when they joined.

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Nuclear General
Scorpion Sniper


Joined: 30 Apr 2005
Location: USA

PostPosted: Sat Jun 25, 2005 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, alittle bit of exageration there lol.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Jun 25, 2005 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm.. Not really.. Back then, when TS the most advanced game out there, there wasn't shit. Paint was, probalby, used like OS SHP builder is now.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sun Jun 26, 2005 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep. every mod featured 1TNK,2TNK,3TNK,4TNK. Afterglow pratically revoloutionized TS modding by explaing that C&C 95/RA1 SHPs could be added. i got started that way myself. RA2,though. i wanted to play with the stupid Hind Transport so bad,i got a RULES.INI(I had no clue wtf a MIX file was..) off of C&CDEN,and made the Hind buildable.

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Sun Jun 26, 2005 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, what I suggest, is a lot of step-by-step tutorials.

Offtopic, Clazzy is right on target, us 'oldies' (Although for some reason few people think of me as one) started out either before TS, and before programs like TibEd or SunEdit2K, or just didn't know about them. Personally I started before RA came out, and there was no alternative to notepad/wordpad. When SunEdit and the such came about, they just couldn't match up to notepad.

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Smilen
Light Infantry


Joined: 30 May 2005

PostPosted: Sun Jun 26, 2005 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok ok, yes.. obviously peoples are going to have bought the game... opened up install files in wordpad.. and saw a wholwe world of moddingness inthere... going rigfht back to any game.. the earlier the more.. possibilties a lot of the time. But htis thread almost turned into a ztyping "Im a vet and so cool I edit in wordpad i can read text and figure out the obvious " kind of thread. Lets not do that.

Wolf Dane.. I suggest you as people have previously said... start out slow. Add a few units.. or maybe just reenable soem  units hidden away in the mixes.. if voxelling isnt your hting.. theres a lot of kickass voxels available on the net. Check out the HUUUUGE kickass  ummmm....... thing at tumsun.. im drunk to  remeber it. But start out small.. build your experience.. and bedcome kickass. Good luck dude. Im looking forward to you contributing whatever you can to the community.

EDIT - Oh yes, but really.. these guys did hit on a point.. no matter their braggishness.. TIBEDIT/SUNEDIT2000 SUCK MAJOR FREAKING ASS AND SHOULD BE AVOIDED AT ALL COSTS!!! Your basic text editor should be more than sufficient.. do an open with/wordpad and look around.. a lot of it is extremely serlf explanatory. Also look around the tutorials on here and www.TiberiumSun.com ... a heell of alot to be learnt... played with.. had fun with... and generally... make your existence a btter experience.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 26, 2005 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

maybe a stupid thing, but tru se2k i've learned all the basics, but for more advanced things, you must use notepad. so my hint is: use first se2k, and if you can't use it anymore, or you understand it very well, stop with it and work with notepad

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thorn
Soldier


Joined: 22 Jun 2005
Location: United Kingdom

PostPosted: Sun Jun 26, 2005 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey wolf, sorry it took me so long to find you dude..

i'll explain... Me an wolf were partners 'back in the good old days' used tibed a lot for TS/RA2/YR.  Rolling Eyes

got a few new units created, mainly on RA2 for me... like Gattling Troopers, the gattling grand cannon  Laughing  prism troopers etc...

now i realise that this is going off topic a bit... but was was it to begin with...

Anyway...

Just a quick question... is it possible to import the Steath option from the Nod stealth tanks in TS, and place into RA2/YR?  i'm not saying why just yet.. but if possible it means that with a lilttle bit of help, me an wolf can 'revitalise' a few old projects...

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sun Jun 26, 2005 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes
you can check the submarine units for cloaking tags.

also my advice is learn to voxel good no one notices if your coding is shit if you have sexy graphics.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sun Jun 26, 2005 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

NO learn to make good shps! there are so many good voxelers and so few good shp makers! and as alex said Its the outside that matters not the inside... or well thats false but whatever

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confactor
Soldier


Joined: 07 May 2005

PostPosted: Sun Jun 26, 2005 11:08 pm    Post subject: yes Reply with quote  Mark this post and the followings unread

very nice signature wolf dane...

well to be ontopic, I would have to aggree with ackron. A lot of mods are missing some new quality voxels, and if you spend the time to make only a few new ones instead of a lot of ripped ones it will be well worth it.

And what is meant by coding?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Jun 26, 2005 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
use first se2k,


No. If you use a .INI editor, go hunt down TibEd, or even better, screw all the  INI editors.

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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Mon Jun 27, 2005 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

After using the INI editors were just a foundation of my new work an knowledge that i possess now today, i learnt in 6 hours of ini editing than i did in 6 weeks of tibEd editing.

The sig i got was off a m8's website hehehe, nice to see u here thorn woundered how long it take for u to track me down....

back on topic... the coding is basically the ini files information plus the.mix files.... just an after thought really i have been trying to a the dropship landing bay shp into my work and for sum reason it apears in the menu with the icon but when i build it and deploy it on screen all i get is this poxy little radar dish no bigger than ghost stalkers head! can u please tell me where im going wrong?

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'I cant decide whats real and whats not'

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thorn
Soldier


Joined: 22 Jun 2005
Location: United Kingdom

PostPosted: Tue Jun 28, 2005 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
yes
you can check the submarine units for cloaking tags.


but i'm guessing sub units wont have a steath code, that can b used out of water...

sub marine = under water...

just a thought tho... plz do prove me wrong....

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Tue Jun 28, 2005 3:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cloakable=yes
CloakingSpeed=1

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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Thu Jun 30, 2005 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Wolf Dane wrote:
just an after thought really i have been trying to a the dropship landing bay shp into my work and for sum reason it apears in the menu with the icon but when i build it and deploy it on screen all i get is this poxy little radar dish no bigger than ghost stalkers head! can u please tell me where im going wrong?


can anyone help me with this problem please its just something im working on at the moment its a beta mod called Firestrike which im doing in my sparetime while im out of work.......

*EDIT*

well after trying to add a 3rd side a.k.a cabal last night i developed a headache mainly the cabal power plant cloned from the gdi one appears in the building pannel but when clicked it does not build...... am posting a copy of firestrike here so if someone can graciously have a look at the ini files and please tell me where i went wrong

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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Sat Jul 02, 2005 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Well found out what the problem was with the buildngs hehehehehehe i needed both the standard MCV and CAMCV (Cabals MCV) to get it to build hehehehehe.

Can someone please answer a question for me, how do u import structures from a different game a.k.a YR,FS,RA2...... to TS? its been bugging me and a couple of my crew to get it sorted and we cant fathom it at the moment any chance of some helpful advise?

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sat Jul 02, 2005 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

extract hte SHP of your new building, put it into ecache##.mix (## = 02-99) and copy an art.ini building code (e.g.: NAHAND) and change anything you need.

then you can add it to your rules.ini

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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Mon Jul 04, 2005 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

cheers worm Very Happy thats going to be absolutly ace when i finally get it to work... currently at work at the moment so i'll do it tonight when i get home......... Twisted Evil

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Wolf Dane
Cyborg Soldier


Joined: 18 Jun 2005
Location: In battle against the heartless

PostPosted: Wed Jul 06, 2005 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

nah i think i would leave out the tiberium moster for trainable units, after watching some japanesse anime (yes,again thorn) most noteably robotech hehehehe it gave some inspiration for a modd involving where tiberium first came from.....

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