Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Apr 29, 2010 3:55 am Post subject:
as Templar somewhat hinted at, the MDK has a good collection of tutorials that would help you well. Its the main reason nobody bothered making a tutorial for it. It should be a good enough tutuorial to understand how to make new countries and factions and more of the subject. Countries is very easy so you should not have a problem at all.
{edited} ......-.- _________________ Link to a document to see what mods i have and/or working on or working with
Click Last edited by Dubzac on Mon Jun 28, 2010 9:08 am; edited 1 time in total QUICK_EDIT
You really have this whole complex about asking people to ask you for stuff o.0 are you insecure & feel the need to justify your actions or are you just trying to feed your ego by getting people to specifically ask you for help..?
Any way... FA2 comes with a guide on lighting that covers it pretty well so I don't see much need for it TBH. _________________
I doubt that. I just told him about ExtraUnitLight the other day. It's nothing special. >_> _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
Lower "Extraunitlight" at the top of Rules.ini
Done. No loss. _________________ Albrecht never dies, he just goes to the nearest bar to regroup. QUICK_EDIT
I decree that there's bloody instructions in multiple formats distributed with Ares. Oh wait there already is... _________________ Albrecht never dies, he just goes to the nearest bar to regroup. QUICK_EDIT
There is a manual that tells you what each tag does, but it is quite confusing IMO. It may tell you what every tag does but putting it into context is some work.
And some tag, like water voxel, I still don't get.
Don't get me wrong, Marshall did a good job writing the dang thing but more Ares tutorials would be nice just to put it into a situation not just tell us what it does. QUICK_EDIT
Boolean? That's normal developer lingo. How long would the manual be if everything that isn't a everyday-word would be explained? Mind that it is a developer reference that needs to be factually correct and concise. This sets it apart from Dan Brown novels.
Even though the meaning is not explained it should be derivable from context because all Boolean tags have their default values set to either yes/true/1 or no/false/0. Integers are natural numbers and Floats are percentages or decimals. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Mon Jun 28, 2010 5:03 am Post subject:
AlexB wrote:
Boolean? That's normal developer lingo. How long would the manual be if everything that isn't a everyday-word would be explained? Mind that it is a developer reference that needs to be factually correct and concise. This sets it apart from Dan Brown novels.
Even though the meaning is not explained it should be derivable from context because all Boolean tags have their default values set to either yes/true/1 or no/false/0. Integers are natural numbers and Floats are percentages or decimals.
except the manual doesnt say that. I dont expect it to give a language class, but it be nice to have something next to the fancy "lingo" like giving an actual example (which it seems like most stuff dont). QUICK_EDIT
Boolean? That's normal developer lingo. How long would the manual be if everything that isn't a everyday-word would be explained? Mind that it is a developer reference that needs to be factually correct and concise. This sets it apart from Dan Brown novels.
Even though the meaning is not explained it should be derivable from context because all Boolean tags have their default values set to either yes/true/1 or no/false/0. Integers are natural numbers and Floats are percentages or decimals.
except the manual doesnt say that. I dont expect it to give a language class, but it be nice to have something next to the fancy "lingo" like giving an actual example (which it seems like most stuff dont).
Why should the manual have to waste space explaining stuff that you should be expected to know already if you are modding the game? If you didn't understand what something meant, perhaps you should have consulted google or wikipedia first to see if any explanation existed outside the modding community? If you know how to mod the game, you should be able to figure out most stuff in the manual with ease and if not, then its time to post a question about it. QUICK_EDIT
usually happens on hollow voxels, meaning 1 row of voxels. Most times can be fixed by adding an extra row behind the first row. Also bad choice of autonormals can sometimes cause this but majority of the time it is caused by the hollowed out voxels. QUICK_EDIT
Posted: Sat Jul 17, 2010 7:11 pm Post subject:
Fail.
Ugh, how do I delete this? I hit the edit/delete button but there's no delete option in the edit screen.... Last edited by RaveFromHell on Sat Jul 17, 2010 8:58 pm; edited 1 time in total QUICK_EDIT
Um, you do know this is RA2 tutorial page right? If your modding TS maybe you should check witht he guys in that forum.
Also, Ares is the new age modding system for YR that uses Syringe, a program that injects code into the game without actually altering the original .exe QUICK_EDIT
Posted: Sat Jul 17, 2010 9:50 pm Post subject:
WTF
It doesn't really take an Einstein to mod the game....anyone can add a vehicle, person or building to the rules/art ini. It's a matter of looking at what was previously done, pretty much copy that and edit it as you see fit. Making a multi-player map is no big deal either. But when you change lighting, create new animations, make a single player map, changing load screens, there is a lot more involved. Creating new vehicles through the use of 3d modeling programs isn't that tough either or making new terrain. A bit involved, but the key is time, patience and reading. Tutorials are meant to explain to people how to do something. Telling you that if you take iron oxide and aluminum powder and mix them together and use a magnesium strip to light this, it will create a heat source hot enough to melt through a car will do you no good with the proper ratios. Everyone starts off as a noob, some people can grasp the concept of modding quite quickly, some it takes a bit of explaining. Just because I can make thermite that works every time without fail doesn't mean you will too. Knowledge is power and if people share their knowledge and wisdom of modding in an easy to understand language than the modding world would benefit.
Blade's quote on Renegade forums:
Quote:
Words of wisdom
"The internet is a lawless place with knowledge and sarcastic wit the pistols of this wild frontier.
Don't go out without being sufficiently armed."
Blade
But the internet is also full of Cyber Bullies that flex their muscles and talk down to when they want to show off their skills. To these cyber bullies I say "PISS OFF".
There are people out there that are looking for help and want to learn. The questions should be explained properly. What they are trying to do, what they have tried to do and the results. There are those that are willing to help those people. People need stop and remember when they first started modding and what it felt like to be a noob. Tutorials should explain what happens when you take A + B to get C. Just like more tutorials on triggers for FA2 could be helpful.
BTW....the modenc isn't always as useful as people claim
If you can do something pretty cool, then great. If someone wants to learn then help them. Maybe you have the time and patience to make a video tutorial.
I'm getting too old to deal with people that want to be a hard a**. So, if you want to be a Cyber Bully then to you I show you my middle finger and say "YOU'RE #1." _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
BTW....the modenc isn't always as useful as people claim
A: It is a good reference for most things, and while it is imperfect, it gives a good starting point from which to do your own coding.
B: ModEnc is a wiki. If you know that it is wrong, then edit it to be right. QUICK_EDIT
Holy crap, where did that come from Nikademis? I hope that wasnt directed towards me, cause that would be some Bullshit. You of all people should know I try to help people as much as possible. QUICK_EDIT
Posted: Sat Jul 17, 2010 10:51 pm Post subject:
Reservoir Dogs
No, you have helped me more than once with something. I just get tired of hearing people rip on others for asking questions. The people that should be ripped dont seem to get it. No one ever seems to complain about the topics that read HELP ME.....when my nephew did that his first time posting he was ripped by 5 or so people for doing it. As stated tutorials need to be understood fully by all, not just selected few.
Cranium gets 2 thumbs for his help
@Orac: I understand that and agree that the modenc is helpful, but sometimes you can read something that states make the number higher... but higher doesn't state which driection it should be. I can't give you an example, because I can't think of one off the top of my head. But, when I first started modding someone had asked a question along this lines. He tried one way and when he posted up a response someone complained he went the wrong direction. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Hey, you, shut up. No one cares about you or your opinion and your doucherant was very irritating. Step off your goddamn soapbox. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
Well the First Amendment gives me the right to freedom of speech. It wasn't directed towards you either, I have seen you help others. There are countless numbers of people that help others or give constructive criticism (Blade, Cranium, MigEater,LKO, Aro, DonutArnold, Marshall, DJBreit, Droken are a few others I can think of off the top of my head) You can love me or hate me and I don't care. I am probably one of the oldest on this forum, if not the oldest, and I get tired of snot nose whinny little punks running around. People complained (and still do) about VK and his NPatch. I never had any major problems with it. You can please some of the people some of the time...........you can't make everyone happy at the same time cause this world would fall apart if everyone got along.
Wisdom of Nikademis Von Hisson:
Your pants are to be worn at the waist, if your boxers are showing pull them up and get a belt _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I am probably one of the oldest on this forum, if not the oldest
You're talking to Fen, genius.
How old is FEN? And I said one of, if not the oldest _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Here's a point guys: LOOSE THE NONSENSE! This is a tutorials request topic, not something that belongs in the crap forum.
To quickly explain, when I said Ares tutorials, I meant things to do with Ares. Any literate idiot can figure out what any tag means, there is a little help area in the rules that explains tags and the Ares manual explains what the new tags are for. However, I was asking for more things like the Chrono Reinforcements and New Countries tutorial, examples of interesting things that you can do. You can say that that the difference is like the difference between saying that AlphaImage makes the unit have a alpha light on it and explaining how to make headlights.
Also to actually be on topic, I'd kind of like someone to make a tutorial on how to reimplement the firestorm defense super weapon. QUICK_EDIT
Posted: Sun Jul 18, 2010 12:22 am Post subject:
FireStorm
I thought super weapons couldn't be added yet. Thought SW were part of next years updated release
I would like to know if there is one for power upgrades, like in TS/FS.
Also the deal with a building self healing, I don't like the idea of every building with the tag being to able to self heal its self, gives the player too much not to do. Is there a way to make it that you have to own a certain building to make it possible or make it so if you build say "building A" it has a radius of say 8 range? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Ok, the recent discussion here helped no one, some people merely got insulted.
@RaveFromHell: Ares is a DLL that is attached to Yuri's Revenge and at certain events takes control from the game. It then adds new features or changes the original behavior and gives back the control. Yuri's Revenge will continue normally then. It's rather an extension than a hacking engine and you can use new tags on units/buildings/whatever to customize Ares. The original gamemd.exe isn't touched at all. You can see what new features Ares supports here.
@Nikademis Von Hisson: There are four new Superweapons already working for human players (AI won't use them yet): GenericWarhead to fire a warhead at the target location like the Ion Cannon, Sonar Pulse to uncloak enemy units, Unit Delivery to place units somewhere on the map and the Firestorm wall. QUICK_EDIT
It's the documentation for the current production release so... yes. _________________ Because Banshee saw fit to ban my other account for no reason, this is my new one. QUICK_EDIT
Fast question.
Is there any special .csf files for handling the short load briefing things whiches says for example "Russians can build Tesla Tanks"?
Because, when I edit the loadbriefshort things on ra2md.csf file, it still says the same old stuff like "Yuri's side is unique" etc. When it was "Yuri haves own tech tree" in ra2md.csf file. QUICK_EDIT
It still seems to work when you change them. I have no idea why the yuri one is different though... _________________ Dawn of the Tiberium Age staff member QUICK_EDIT
Posted: Fri Jul 30, 2010 4:32 am Post subject:
Making a weapon that turns infantry into a zombie
Well the subject thing says it all, I would like to know if/how i can make a weapon that turns other infantry into a zombie ( I have the art/rules entries) when they are 'bitten', hit, by the zombie weapon.
I was thinking it could use the same logic as the Genetic mutator, but I have no clue what I'm doing when it comes to SW.... _________________ http://www.youtube.com/watch?v=ZaflNU45bVY QUICK_EDIT
Simple, use Ares or Npatch to rig a mutation on a warhead (or use infdeath 9 or whatever the original mutation death is) and just set the range of a zombie to a low number so they are close when they "bite" their victim. QUICK_EDIT
Yeah I know how to make the weapon(minus the mutating) but can you point me in the right direction to ares? I'm still freaking confused with what it is exactly and stuff.
It's a mod for the .exe file to expand modding abilities? I think that's it but yeah a link would certainly be nice, I've looked everywhere I could think of!
Thanks for the quick response _________________ http://www.youtube.com/watch?v=ZaflNU45bVY QUICK_EDIT
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