Hey guys whats up im back. i got one question though, where is the file supposed to be at once extracted its been so long i kinda forgot and am just etting my laptop back frorepairs so i got no idea what file i extracted it to so i can ollow all of your previous direction sorry about all this im sure your were if not still are really P/Oed at me but remember im just a noob to modding and all now that im 15 and almost out of my first year of high school ima start getting back to this and all but well just see. still i need help on what file it was or at least where in my dcuments or my compter ect. would i find it at thanx for the help from earlier though.
XCC Mixing tutorial
@all: Seems like you haven't noticed that XCC Mixer has 2 filebrowser (plus the window for viewing the file). The place where files are extracted is the other filebrowser and it's current location can be anywhere (not only a fixed path). _________________ SHP Artist of Twisted Insurrection: Nod buildings
Posted: Wed Apr 25, 2012 7:38 pm Post subject:
no xcc
•never download xcc
•did extract it
•dont know where
•starting over
•will need help later
•better? Last edited by nicky 96 on Fri Apr 27, 2012 3:14 am; edited 1 time in total QUICK_EDIT
I'd like to make a quick request for a "Making Cameos" tutorial. I know there's the cheap way of getting a picture of Google Images and editing in OHS SHP Builder...but what I'm asking about are things like this or even these are better examples.
I honestly have zero idea how people make these, and a tutorial on the how doesn't seem to be around on here. It's as locked a secret as the Borale Ragdoll for Garry's Mod. QUICK_EDIT
I'd like to make a quick request for a "Making Cameos" tutorial. I know there's the cheap way of getting a picture of Google Images and editing in OHS SHP Builder...but what I'm asking about are things like this or even these are better examples.
I honestly have zero idea how people make these, and a tutorial on the how doesn't seem to be around on here. It's as locked a secret as the Borale Ragdoll for Garry's Mod.
are those rocket launchers on top? _________________ 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
How can i extract the original WW shps, voxels, and cameos? For example, if i wanted to get a rhino tank's original cameo from the game, how can i? QUICK_EDIT
Use XCC Mixer. Locate language.mix. Open it, and open cameo.mix. The cameo is in there.
And I suggest you read the newbie modding guide. It's around here somewhere.
EDIT:Clickety. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Use XCC Mixer. Locate language.mix. Open it, and open cameo.mix. The cameo is in there.
And I suggest you read the newbie modding guide. It's around here somewhere.
EDIT:Clickety.
Oooh, thats where it is? I was looking for it in the localmd.
Im a noob at modding... so can anyone tell me how to give a tank a Machinegun against infantry? because i've noticed tanks are pretty useless vs infantry and cost like 4-17 times more than them...
I tried giving a rapid fire 20mm from the warminer as a secondary, but does no good. QUICK_EDIT
Im a noob at modding... so can anyone tell me how to give a tank a Machinegun against infantry? because i've noticed tanks are pretty useless vs infantry and cost like 4-17 times more than them...
I tried giving a rapid fire 20mm from the warminer as a secondary, but does no good.
Im a noob at modding... so can anyone tell me how to give a tank a Machinegun against infantry? because i've noticed tanks are pretty useless vs infantry and cost like 4-17 times more than them...
I tried giving a rapid fire 20mm from the warminer as a secondary, but does no good.
I want to make a gunship that fires rockets, then switches to machine guns, then back to rockets like the RA3 twinblade. will it work if i set the primary to the rockets and give the rocket launcher ammo and a long reload time? Will it use the secondary machine gun while its reloading the rockets? QUICK_EDIT
No, it will not work, ammo on a unit is shared between all weapons. Only way is to try abuse the Gattling system weapon switching but that does have its own issues. QUICK_EDIT
No, it will not work, ammo on a unit is shared between all weapons. Only way is to try abuse the Gattling system weapon switching but that does have its own issues.
EEeeehhhh, forget it :L Don't worry about it then.
I'll just have the rapid machine guns only target infantry and rockets target vehicles with a burst value of 4 and a long pause between firing (the rockets). QUICK_EDIT
Out of luck there. The Barrel of the Flak Cannon is made with the barrel tilted. Shouldn't be too hard to make one with the barrel aiming forward though with Voxel Editor. _________________ ~ Excelsior ~ QUICK_EDIT
Noob question #4: How do i get the Mammoth Tusk missile to be inaccurate? I turned the Apoc into the Konig Landkreuzer siege engine, so that it will use the main guns on tanks and buildings while use the missile on infantry but I also want it to appear more like an MLRS, where it covers a large patch of land where targeted it with explosions and not just one square with 6 explosions...
Noob question #5: How to set up stolen Tech options for the Soviets? Give the Soviets a spy -> *stolen tech is same as allied stolen tech*
Noob question #6: Is it possible to get large voxels to NOT intermesh with each other when packed tightly next to each other? if so, how?
And Noob question #7: Do I need Ares or NPatch for tank drops? QUICK_EDIT
Noob question #4: How do i get the Mammoth Tusk missile to be inaccurate? I turned the Apoc into the Konig Landkreuzer siege engine, so that it will use the main guns on tanks and buildings while use the missile on infantry but I also want it to appear more like an MLRS, where it covers a large patch of land where targeted it with explosions and not just one square with 6 explosions...
Noob question #5: How to set up stolen Tech options for the Soviets? Give the Soviets a spy -> *stolen tech is same as allied stolen tech*
Noob question #6: Is it possible to get large voxels to NOT intermesh with each other when packed tightly next to each other? if so, how?
And Noob question #7: Do I need Ares or NPatch for tank drops?
4) Make a New Projectile then add "Inaccurate=yes" to the Projectile. Use this projectile for the Mammoth Tusk Missile Weapon. Optionally you can add in FlakScatter=yes as well to make it more ... inaccurate.
5) For Unmodded add RequiresStolenSovietTech=yes on the unit in question to make it so you require infiltration of Soviet Labs. Ares expands on this in detail. Refer to it's Manual.
Noob question #4: How do i get the Mammoth Tusk missile to be inaccurate? I turned the Apoc into the Konig Landkreuzer siege engine, so that it will use the main guns on tanks and buildings while use the missile on infantry but I also want it to appear more like an MLRS, where it covers a large patch of land where targeted it with explosions and not just one square with 6 explosions...
Noob question #5: How to set up stolen Tech options for the Soviets? Give the Soviets a spy -> *stolen tech is same as allied stolen tech*
Noob question #6: Is it possible to get large voxels to NOT intermesh with each other when packed tightly next to each other? if so, how?
And Noob question #7: Do I need Ares or NPatch for tank drops?
4) Make a New Projectile then add "Inaccurate=yes" to the Projectile. Use this projectile for the Mammoth Tusk Missile Weapon. Optionally you can add in FlakScatter=yes as well to make it more ... inaccurate.
5) For Unmodded add RequiresStolenSovietTech=yes on the unit in question to make it so you require infiltration of Soviet Labs. Ares expands on this in detail. Refer to it's Manual.
6) Nope nothing you can do there...
7) Yes. Ares preferrably.
4) I've already tried that D:
didnt work, still pinpoint accurate...
EDIT: Here's my code:
Code:
; Mammoth tank
[APOC]
UIName=Name:APOC
Name=Apocalypse
Image=MTNK
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=2500
Explodes=yes
Prerequisite=NAWEAP,NATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=5
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=5000
Soylent=5000
Points=100
ROT=5
Crusher=yes
OmniCrusher=yes;gs can crush things not normally crushable
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=CrusherAll;gs OmniCrush handles crushing tanks and such, this handles walls
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=10
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=120mmxE
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
BuildLimit=1
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 16, 2012 10:56 am Post subject:
Take out ROT, that's why your missiles are still accurate.
http://ppmsite.com/forum/viewtopic.php?p=444036#444036 _________________ "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
How do I add in a new nation? since I'm replacing a lot of units, I wanted to add in a new one simply titled:"The Forgotton" they use all the old replaced equipment from other factions. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Nov 07, 2012 11:20 pm Post subject:
http://www.ppmsite.com/forum/viewtopic.php?t=27581 and http://www.ppmsite.com/forum/viewtopic.php?t=27478. _________________ "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
Make sure the Infantry's Primary weapon has Assaulter=yes & AssaultAnim on the Weapon. The Infantry in question will now be able to clear garrisoned buildings by approaching it much like C4 does.
Add the New Explosion in the Animations List
Then on the Warhead of the weapon that you want to have blue explosions add the new animation to their AnimList.
Mobile Iron Curtain Generator as in a VehicleType that has a deploy weapon which creates a Iron Curtain Effect? Check the Ares Codes. Its there but basically you make a AreaFire/Suicide Weapon that uses the Ares IronCurtain Tags. Add Damage to the weapon if you optionally want to slowly kill your Generator. _________________ ~ Excelsior ~ QUICK_EDIT
1.) You will need a palette before you can make the PNG a SHP. And at that point, you might as well use XCC mixer. There are a couple of ways to make a palette. You can use Paint.NET or Irfanview (my preferred way).
2.) I believe so, they just need to go in an the audio.bag (extracted from the Langmd.mix) unless you're using Ares.
3.) After you've extracted the CSF String Table from the langmd.mix you can use the XCC String Table Editor (XCC Mixer > Launch > XCC String Table Editor) or use the third party program RA2StrEdit which is available on YR Argentina and my personal favorite. QUICK_EDIT
1.) You will need a palette before you can make the PNG a SHP. And at that point, you might as well use XCC mixer. There are a couple of ways to make a palette. You can use Paint.NET or Irfanview (my preferred way).
2.) I believe so, they just need to go in an the audio.bag (extracted from the Langmd.mix) unless you're using Ares.
3.) After you've extracted the CSF String Table from the langmd.mix you can use the XCC String Table Editor (XCC Mixer > Launch > XCC String Table Editor) or use the third party program RA2StrEdit which is available on YR Argentina and my personal favorite.
Sadly, I've tried that before I posted anything about the loadscreens here. It still gives a mess of colours. The one I'm trying to do is the soviet loadscreen by lefthand on YrArg. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Nov 23, 2012 11:20 am Post subject:
Well then grab the pal you got, and copy it to SHP Builder's Palettes/User dir and then it'll be visible on the list of available pals on SHPBuilder's Import's second page. QUICK_EDIT
Sometimes when you extract them they may end up in a different bit rate so might wanna check out if its in the right bit rate. If its just voices/sound effects make sure its 16-bit PCM _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Nov 23, 2012 2:44 pm Post subject:
All ZH voices are in mono 22 kHz PCM within the big.
Yes, whoever made that was an idiot, they could've use IMA at least. _________________ "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
1) The way I want to see it is the Apoc fires its main guns, then fires the Mammy Tusks, then back to its main guns. I have the Cyclic Gattling Ares, so it can loop.
The problem is it wont even engage the gattling cycle. It works like the vanilla Apoc. Here's the code I have:
Code:
; Mammoth tank
[APOC]
UIName=Name:APOC
Name=Apocalypse
Image=MTNK
Category=AFV
Primary=120mmx
Secondary=MammothTusk
;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it
;Do I have a gattling gun or not
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=100
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=200
EliteStage1=150
EliteStage2=100
EliteStage3=150
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=50
Gattling.Cycle=yes
;-----End Gattling stuff-------
TargetLaser=yes
Strength=1000
Explodes=yes
Prerequisite=NAWEAP,NATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=1750
Soylent=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=120mmxE
BuildTimeMultiplier=1.0
2) I also seem to have a problem with DU shells. Whenever I assign Radation = yes and RadLevel= *insert number here* the game crashes when I test it.
3) Finally, how does grand cannon recoil logic work? QUICK_EDIT
RateUp=1 try setting that higher and see if it hits next stages.
1. RadLevel= Must be equal to or higher then 100 but no more then 500 or whats specified by RadLevelMax=500 ; Maximum radiation allowable in a cell. The cell can actually have more radiation
.
As for how the art works, ask another modder. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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