Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Dec 15, 2014 10:34 am Post subject:
I don't see why gattling is needed. Just use small ROF and LaserDuration bigger than ROF. _________________ "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
You can set ROF=0 or even negative for non-stop fire but do realise damage goes up fast so very low damage is advised. DO NOT put muzzle anims in such weapons (if go as drastic firing rate) however or any long impact anims or you will lag the game bad due to overlaps. QUICK_EDIT
Posted: Sat Jan 03, 2015 3:54 pm Post subject:
Once Again I need Help... :/
Well... I need help once again, now about clean resized shp's like in Reloaded mod... I'm trying to use old Lost Relic Buildings in my mod but I need how have a nice and fancy resize like this screen...
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 03, 2015 4:01 pm Post subject:
There is no magic resize button like that - FS-21 manually went on and fixed the frames one by one after resize.
OTOH, you already get a better result if instead of using SHP Builder, you export the frames into Photoshop/GIMP/etc and resize there. _________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 03, 2015 4:41 pm Post subject:
Never used that one, so I'd guess it has anti-aliasing issues - if it doesn't use original Paint's resizing calculation under the hood in which case no point using that. _________________ "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
Posted: Sun Jan 17, 2016 1:50 pm Post subject:
Tutorial Request
I would like a detailed tutorial about changing France to The Netherlands.
As i am currently a feaking noob at modding, I need all the help I can get.
I am using xcc mixer 1.47, I allready found a text where this was explained but some things did not match the xcc mixer layout.
example: I need to convert a pcx file to an shp file. If I do this under a same name from the file the program chrashes. Furthermore, adding a file to ecache seems not to be in my options, at least not that I have found yet.
So I will ask kindly again, could some please post a tutorial about changing the name and face of a country for total noobs.
It would be better if you start a new topic in the Red Alert 2 Editing Forum to ask specific question about the problems you are having. _________________
Hi, guys. I'm quite new to modding, but I do know coding, so it's not completely new for me but there are just some things I don't understand, like how to draw/create voxels or to use them. I've been looking for a tutorial but couldn't find a decent one yet, so, where should I start? QUICK_EDIT
I wanted to request a tutorial on how to model and render buildings using blender (buildup, shadows, render object, etc.), i am really focusing on the buildup one.
If i am not mistaken for this subforum _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
And what about the buildup tutorial for the template? _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
@PussyPus: Quick tutorial:
1. Create cube in template and move it so it'll be fully below z=0
2. Press I and select Location (make sure current frame is 0)
3. Then a select current frame around 20 (or further)
4. Move cube above z=0 and press I and select Location
5. Run Buildup script.
6. Profit.
That's the most basic way to animate buildup.
If you want to animate buildup like I do then select all objects you want to animate at frame=0 and toggle Automatic keyframe insertion + Keying set for LocRotScale and press I. Everytime you move, rotate or scale it'll automatically insert the keyframes. Then you just do buildup animation backwards (aka sell animation).
After finishing your animation you then go to Dope Sheet, select all the animated objects and their keyframes and mirror them and finally move the keyframes to right position.
There's also a modifier that can be useful for creating cut style animations. That modifier is Boolean. To use it you create a boolean object (cube) that will cut the buildup object. Then you add that boolean modifer for the animated buildup and select Difference and that boolean object. Animate that boolean object to go through the buildup object and then you can move it to another layer. QUICK_EDIT
Posted: Fri Jun 09, 2017 11:30 pm Post subject:
Tutorial about using Half-Life tools & models for RA2YR
Hello, I recently restart work in RA2YR modding and I would like to know how to use properly the Half-Life .mdl's to convert them to units for RA2YR, I noticed some of you already did it and I would like to get a tutorial explaining to do everything properly... Except the rendering part I know to do that.
I wanted to request for how to import images of rendered building (if buildup) into a single SHP, when i do this the image colors get corrupted. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
Also Known As: martx Joined: 28 Oct 2016 Location: PH
Posted: Fri Aug 04, 2017 4:16 pm Post subject:
How can I make a Unit Upgrade (Icon style) change the affected unit's art in shp?
I'm good at voxelling, but not at coding _________________ all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you QUICK_EDIT
Request: How to make a time machine trigger in final alert 2, i actually need the time lapse (they go through time in the same location) and time shift (they go through time but to a different location in the map) ones. _________________ If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. �:p .
QUICK_EDIT
I'm in great need to know how to add new voxel projectiles and to add a radiation field to a projectile explosion on the ground. Help. _________________ I'll throw bananas at your general direction. QUICK_EDIT
Well voxel projectiles is pretty easy, just set projectile to whatever your voxel is, the make a warherad to deal damage and a "strike" animation, done.
Artmd.ini is your friend. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
I tried doing this with the "copy and paste" way, just changing the projectile Image and setting voxel=yes and it gave me a Cannon projectile. I don't know what I did wrong.
PS.: I'm using TibEd for RA2YR because it's way easier _________________ I'll throw bananas at your general direction. QUICK_EDIT
Don't use TibEd, It tends to add unnecessary tags which break the codes already. Just refer to modenc while making changes and use already existing codes as templates then do trial and error. _________________ ~ Excelsior ~ QUICK_EDIT
I've noticed that TibEd add unnecessary tags so I always check the code manually. About the template, is there any link for a template or do you have a template? _________________ I'll throw bananas at your general direction. QUICK_EDIT
You wont get any help here if you use TibEd.
Use a text editor to edit the inis in the only correct way, explain what you did (best by showing the code here) and explain what doesn't work. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Is TibEd that bad? I only use it to add the codes I want, As I've said, I always "fix" what I did manually. I never had any major problem using TibEd
Edit: my major beginner problem is how to add radiation to a weapon/proj/WH. Just like the demo truck, when it explodes, it leaves radiation, but I want it smaller, say, 3 cells? _________________ I'll throw bananas at your general direction. QUICK_EDIT
You're much better off learning to just do it in a general text format (Notepad++ is great) because TibEd is just a crutch that only makes things more difficult when you need to change something in the rules it doesn't work with (it makes the rules a huge mess) and there's many things that can't be done with it. What Atomic_Noodles was talking about for a template is: If you want to make a new tank, copy [GTNK] or [HTNK] as they're the most basic tank and add/remove tags from there, rename it and give it an Image= if you have to, add it to the [VehicleTypes] list, and now you have a new tank. If you want to make a weapon, copy another pre-existing weapon, etc. etc. And for more help with tags and such, consult modenc.renegadeprojects.com as it's practically a complete list of tags you need to know with description. Once you start doing this, I think you'll find it alot easier to do than entering stuff one at a time in TibEd.
Anyway, the amount of radiation provided by RadLevel= on the weapon will control the duration as well as the damage of the radiation. The size of the radiation site however is controlled by the CellSpread= on the warhead the weapon uses. So for the demo truck, you would want to change:
Code:
[DemobombWH]
CellSpread=3
that's all there is to it really. A quick CTRL+F search in notepad and you're there.
Oh and you may want to copy everything you've changed already to a new rules, as I'm sure TibEd made quite a mess of the current one you're using. Take it from me, I started modding using TibEd and soon found it to be a waste of time, that I could do things so much faster in Notepad. And another thing: If you plan on using Ares to improve your mod, TibEd will certainly not know what to do with the tags. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
yep. people have had IE's, or stuff stop working, cos tibed randomly decides to bork code. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Alright, I'll start over in a new rulesmd and make everything better, as hard as it sounds (I've added over 10 new units :c).
I started modding YR on text editor by myself, no tutorials, nothing, only trial and (mostly) error. It took me 2 weeks to add my first unit, well not actually, I edited the unused howitzer to be usable and okay-ish to say "this is nice". Months passed and I found TibEd, and then I took it as a way to start over since I thought it was easier to "click and select what I want". Anyways, thanks for the useful tips, I'll try harder.
And thanks again about the radiation thing, I'll test it later! _________________ I'll throw bananas at your general direction. QUICK_EDIT
yep. people have had IE's, or stuff stop working, cos tibed randomly decides to bork code.
I never had any major IE with TibEd, it only happened when I typoed things like "Primary=120mmm" _________________ I'll throw bananas at your general direction. QUICK_EDIT
I used Tibed on day one of modding over 10 years ago.
It got me used to how things work ---- but i eventually realized i couldnt do everything i wanted to do in tibed. Not all the code was readable - so you couldnt always understand the bigger picture when things decide to not work.
Going through rules ini manually was something i picked up modding Emperor Battle for Dune, then when modding Red Alert 1. Because its all basically the same for each of these games.
Tibed does things for you and is unforgiving when things go wrong. QUICK_EDIT
I used Tibed on day one of modding over 10 years ago.
It got me used to how things work ---- but i eventually realized i couldnt do everything i wanted to do in tibed. Not all the code was readable - so you couldnt always understand the bigger picture when things decide to not work.
Going through rules ini manually was something i picked up modding Emperor Battle for Dune, then when modding Red Alert 1. Because its all basically the same for each of these games.
Tibed does things for you and is unforgiving when things go wrong.
I did say TibEd has its uses
But yes, nowadays with Ares, it is rather obsolete for pros. _________________ 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.
How do I code a radial repair? And where would I find the effects that fit it?
AttachEffect.Animation=some anim with warhead with negative versus and large cell spread. But this will make AI's unit dancing around as if they were hit. I indeed don't know what's the best way to do it. _________________
I'd say I "simply" want something that moves the mod files into the directory, then launches the game, and removes the files on closing, but I only know enough that that's not that simple. QUICK_EDIT
Yes XCC Mod Creator doesn't supports Ares (My bad, I should have guessed you were using Ares) it can only launch the game via the normal exe & not through Syringe. _________________
Not sure whether or not this would be considered necrobumping this thread, but a tutorial on how to make unit voices sound close to the original RA2/YR voices would be nice. (Eg: Apply a set of effects to a C&C: Generals unit's voice line for the sounds to asethetically fit C&C: RA2/YR). QUICK_EDIT
That would be voice acting more than adding effects that would keep any additional voice close to the original. But that certainly would be funny, especially if we had a way to contact the original VA's. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum