Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Tue May 22, 2007 1:30 pm Post subject:
Start MS paint
Open your file
save as "BMP 24 bit"
Import the new file in SHP builder
(remember selecting pallet and so on)
Save as xxxx.tmp (in the dropdown menu)
There you go!
EDIT: oops, it wasn't PNG>BMP it was PNG>TMP ^^ _________________ This is a signature Last edited by Dupl3xxx on Fri Jun 08, 2007 7:40 am; edited 1 time in total QUICK_EDIT
^^^^^
Worst .png to .tmp tutorial ever. Sorry, but it is. SHP Builder is not a tool to be used for TMP files just yet. There may be a new tool released sooner or later. But until then, XCC TMP Editor 1.05 would be your best bet. _________________ QUICK_EDIT
Joined: 22 Aug 2006 Location: somewhere south of the north pole
Posted: Sat Jun 09, 2007 12:52 am Post subject:
I have seen people do maps where the light turns from day to night. Does anyone of you know how to do so? _________________ This is a signature QUICK_EDIT
Posted: Tue Oct 02, 2007 2:59 pm Post subject:
Warlock
I need 3 tutorials:
1st - To add new buidings(techcenters, others) to RA2 e FA2;
2nd - add new units to both things too;
3rd - Add new textures or tiles.
Thanks for the attencion!!!
Sorry about my english!!! Last edited by warlock on Tue Oct 02, 2007 3:40 pm; edited 1 time in total QUICK_EDIT
Be more specific, what type of building are we talking about here ? a defensive building, helipad, nuke silo ?
Also..
Open art.ini or artmd.ini (md for yuri\'s revenge) and look at other buildings code..that is the best way to learn along with the occasional question to help you along, just remember to be specific as to what you need help with. QUICK_EDIT
depends what it is. .shp or vxl. heres the rundown.
you need to add a new entry in the art.ini. and the rules.ini
make sure you put .shps in a .mix file called ecacheXY. (XY=#>02)
voxels can simply go in the ra2 folder, but best put them in a mix file aswell. usually expandXY(XY=#>02)
Look at the existing entries to see what each type needs.
(infantry,tank and building or effects animation "trailers,overlay,explosions,and projectiles")
Each type have special settings to define what it is and to function properly ingame.
mainly for animation cycles and sequences also what cameo to use and sometimes palette. etc. Westwood left definitions on what the tags do.
.shps need to have the correct palette units use unittem.pal while trees and rocks use isotem.pal
also if it is terrain object/overly it needs the correct extension for theater art. (.sno, .lun. .tem...etc)
voxels are simple. all it needs to be defined. by giving it the tagg voxel=yes. of course it needs other tags if it has a turret or fires at a specific area. ( Forward,Lateral and Height coordinates. FLH)
then hop over to your rules.ini add Image= to the unit or type entry. with the value of the name you have your art.ini entry.
so. if you made. [DUDE] in the art it should be Image=DUDE.
or the new entry be declared as [DUDE] and it will automatically use the art entry with the same name.
thats the crash course I hope it helps, theres more tutorials though on the specifics, best search the forum for more. _________________ Delirium.. QUICK_EDIT
How to make a war factory like in Robot Storm were the unit appears as soon as it is made along with a chronosphere animation without N-Patch. QUICK_EDIT
If your talking about RA2, you can't have working running animations for warfactories(them opening and closing). _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
one tutorial that would be pretty rare:How do i create custom ore,mainly because i have an 3D model,but i dont know what should i make with it. QUICK_EDIT
Posted: Wed Jun 25, 2008 6:41 am Post subject:
Super Weapon Without RP Or NP ?
By The By Does Any One Knows How To Super Weapon'S With Out Using Rock Patch I Was Thinking That I Can Deleat The Weather Storm Controll's And Pasting Them In The Real One The Into Another Clone Then Make It An Ion Cannon Can Anyone Test It For Me QUICK_EDIT
no. you can edit the already created superweapons. and most likely nobody is gonna test it for you they are just gonna say do it yourself _________________
Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard QUICK_EDIT
Posted: Mon Jun 30, 2008 7:53 am Post subject:
IFV stuff
Can someone turn on the light for me (and maybe others), please?
That is, can someone explain the relations between *TurretIndex= Weapon*= *TurretWeapon= IFVMode= (from rulesmd.ini) Weapon*FLH= (in artmd.ini)?
A scheme on how a tag affects another? _________________ Единый, могучий, Советский Союз! QUICK_EDIT
There are lots of stuff more obvious than this.
I've read the comments but they are ambiuguous.
"WeaponX=the name of the weapon to be thought of as weaponX (where X is
an integer)"
kind of cyclic explanation...
A little scheme wouldn't take longer than a flammy reply for an experienced modder.
IMO it would've been much easier if there were only 2 tags: IFVmode= (for occupant weapon) and HVA for graphics; no numbers.
But there are 5 tags (mentioned above) + fvtur<no>.
So, what are the relations? _________________ Единый, могучий, Советский Союз! QUICK_EDIT
lol braindamage. Don't say what would be better unless you actually can understand what happens, kthx.
%sTurretIndex determines the index of turret (fvtur%02d) to use for the %sTurretWeapon 'th slot. (Elite)Weapon%d defines the weapon used by certain IFVMode.
I would never have guessed that. QUICK_EDIT
Ok, thanks for assuming I'm familiar with the fv part routine in rulesmd.ini, artmd.ini and expandxx.mix...
I'm a newb, that's why I'd use a tutorial. If I knew it, I wouldn't ask for it in the first place, would I?
Anyway, now that you mentioned TurretIndex sets fvtur untangled 90% of the knot.
It's not difficult as much as it's cumbersome. _________________ Единый, могучий, Советский Союз! QUICK_EDIT
Hello there I'm looking for a tutorials to teach me how to add new civilian and faction buildings to RA2/RA2YR, and how to use them in final alert 2 you can help me? Yes I'm a newbie at modding.
Thanks for the help. QUICK_EDIT
Requesting a tutorial on how to make a building that automatically generates ore around it, without the need for force-firing or rockpatch/npatch. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Joined: 24 Oct 2008 Location: Wars World!!! Posts: -99999999
Posted: Wed Jan 21, 2009 11:37 am Post subject:
It works without destroying them. Destroying them will stop from ore spawning. _________________ Awesome banner made by m-.. I mean AltomareXD!
MY MOOOOOOOOD!!!!!!11!!1!!1111!!!11!!!1 QUICK_EDIT
It works without destroying them. Destroying them will stop from ore spawning.
Right, I've attatched my ore producing debris to a building, and it does nothing, I'm probably missing somthing really stupid here, so can someone help? QUICK_EDIT
It works without destroying them. Destroying them will stop from ore spawning.
Right, I've attatched my ore producing debris to a building, and it does nothing, I'm probably missing somthing really stupid here, so can someone help?
Joined: 05 Sep 2007 Location: Somewhere in rulesmd.ini
Posted: Wed Jan 21, 2009 9:05 pm Post subject:
lmao i posted the wrong tutorial. srry.
If you meant AG's tutorial it seems that you will have to force-fire into the ground to make it spawn. I don't have any trouble with that it works perfect.
lmao i posted the wrong tutorial. srry.
If you meant AG's tutorial it seems that you will have to force-fire into the ground to make it spawn. I don't have any trouble with that it works perfect.
I've seen that there are two voxels in the ra2.mix file that are for the GDI/Nod apc(apc.vxl and apcw.vxl).So how do I make amphibious units like it(uses the ***w.vxl when on water)in RA2? _________________ The future belongs to The Forgotten! QUICK_EDIT
Joined: 19 May 2008 Location: Scotland, starting a Revolution Cameo: metricon. Posts:???
Posted: Tue May 19, 2009 6:14 pm Post subject:
It was a one of special hardcoded unit so there is a very high chance (im not a experianced RA2 Modder) the logic has been removed from the exe (it is useless any way, 1 unit only with no turret was all that was supported) _________________ Creator of TS:BoB and some other things that might be good when finnished. QUICK_EDIT
Oh yeah, it was removed alright. There is a very slim chance that in RA2 1.000 it might work. Even think, I think it was tested to no avail. QUICK_EDIT
Oh dang .I wanted to make such a unit(like a tsunami tank that has a ***w.vxl where the treads are upside down when on water) _________________ The future belongs to The Forgotten! QUICK_EDIT
How do I add a new faction in RA2YR (needs Npatch or Rockpatch right?) without replacing the existing ones? _________________ The future belongs to The Forgotten! QUICK_EDIT
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