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 Forum index » Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Tutorial Requests
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 24, 2012 6:37 am    Post subject: Reply with quote

nicky 96 wrote:
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 Sad 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 Smile 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. Embarassed

The first tutorial i would like to give to you is
The importance of a well written post.

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).
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nicky 96
Vehicle Driver


Joined: 15 Aug 2011
Location: Ohio

PostPosted: Wed Apr 25, 2012 7:38 pm    Post subject: no xcc Reply with quote

•never download xcc
•did extract it
•dont know where
•starting over
•will need help later
•better? Cool

Last edited by nicky 96 on Fri Apr 27, 2012 3:14 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 26, 2012 7:57 am    Post subject: Reply with quote

Sorry, can't follow you.

-Wall of text


-the more you type, the less people will read Wink

The newbie guide in modding

Modding Tools
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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Apr 26, 2012 10:45 am    Post subject: Reply with quote

LKO wrote:
-the more you type, the less people will read Wink
Agreed. Be precise, accurate, understandable and simple. And LKO already helped you with the links. #Tongue
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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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nicky 96
Vehicle Driver


Joined: 15 Aug 2011
Location: Ohio

PostPosted: Sat Apr 28, 2012 10:27 pm    Post subject: Reply with quote

•never download xcc
•did extract it
•dont know where
•starting over
•will need help later
Cool
•better?

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Tue May 08, 2012 8:46 am    Post subject: Reply with quote

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.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue May 08, 2012 12:46 pm    Post subject: Reply with quote

Sir Shockwave wrote:
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.


I suppose I could try making a Tutorial for it.

Are these also a decent example of what you mean?






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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue May 08, 2012 2:36 pm    Post subject: Reply with quote

are those rocket launchers on top?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue May 08, 2012 3:10 pm    Post subject: Reply with quote

Nikademis Von Hisson wrote:
are those rocket launchers on top?


Yes, Yes they are. Twisted Evil
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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue May 08, 2012 4:16 pm    Post subject: Reply with quote

That humvee looks so unbalanced. Laughing
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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Thu Jun 28, 2012 11:17 pm    Post subject: Reply with quote

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?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jun 29, 2012 12:23 am    Post subject: Reply with quote

Use XCC Mixer. And I suggest you read the newbie modding guide. It's around here somewhere.
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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jun 29, 2012 12:25 am    Post subject: Reply with quote

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.
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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Fri Jun 29, 2012 1:57 am    Post subject: Reply with quote

Krow wrote:
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.

Thanks!

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jun 29, 2012 7:35 am    Post subject: Reply with quote

Cameos are located in cameo.mix and cameomd.mix, located in languange.mix and langmd.mix respectively.
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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Fri Jul 06, 2012 9:14 pm    Post subject: Reply with quote

Hey, this topic is nifty...

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.

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TiberFCSL
Cyborg Artillery


Joined: 10 Nov 2006

PostPosted: Fri Jul 06, 2012 11:16 pm    Post subject: Reply with quote

I'm making an easy TS AI tutorial, I'll upload it soon, first I need some verification not just by me, but from others too.
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jul 19, 2012 9:23 pm    Post subject: Reply with quote

GeneralKrukov wrote:
Hey, this topic is nifty...

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.


This ancient tutorial might help

http://yrarg.cncguild.net/old/index.php?page=tutorials/mammoth
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Sun Jul 22, 2012 11:42 pm    Post subject: Reply with quote

Allied General wrote:
GeneralKrukov wrote:
Hey, this topic is nifty...

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.


This ancient tutorial might help

http://yrarg.cncguild.net/old/index.php?page=tutorials/mammoth


ah, so that's how. thanks!

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Mrghost33
Vehicle Driver


Joined: 21 Jul 2012

PostPosted: Tue Aug 14, 2012 11:31 pm    Post subject: Reply with quote

Hello everyone,
I'm new to modding and mapping so i have a quick question.

How do you add custom text in-game for Red alert 2.
Example: GI: Hello

I'm trying to make a custom map and i want some custom text for it. Thanks for the help.
-Matt

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Sat Aug 25, 2012 4:55 am    Post subject: Reply with quote

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?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Aug 25, 2012 5:57 am    Post subject: Reply with quote

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.

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Sat Aug 25, 2012 6:29 am    Post subject: Reply with quote

ApolloTD wrote:
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).

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Tue Sep 11, 2012 12:15 am    Post subject: Reply with quote

Herpy Derp. Here i go again: Boy am I a nub at modding!

How do I depress the angle of the Soviet Flak cannon? I want to make a copy with same voxel and shp for an anti-tank gun base defense.

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Tue Sep 11, 2012 4:15 am    Post subject: Reply with quote

Easy way: Use HVA Editor to rotate it.
Hard way: Use VXL Editor to remodel it in the direction you need.
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http://www.ppmsite.com/forum/download.php?id=43817

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Sep 11, 2012 7:30 am    Post subject: Reply with quote

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. Smile
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Sun Sep 16, 2012 4:01 am    Post subject: Reply with quote

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?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Sep 16, 2012 4:47 am    Post subject: Reply with quote

GeneralKrukov wrote:
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. Laughing

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.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Sun Sep 16, 2012 6:02 am    Post subject: Reply with quote

Atomic_Noodles wrote:
GeneralKrukov wrote:
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. Laughing

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


Code:
; Vehicle carried anti-tank missile
[MammothTusk]
Damage=30
ROF=25
Range=8
Projectile=MammothHeatSeeker
Speed=35
Warhead=ORCAAP
Burst=3
Report=AegisAttack


Code:
; MammyTusk MLRS
[MammothHeatSeeker]
Arm=2
Shadow=no
Proximity=no
Ranged=yes
Inaccurate=yes   ; Bullets do not snap onto targets when "close enough"
AA=no
AG=yes
Image=DRAGON
ROT=100
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
[/code]
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Sep 16, 2012 9:33 am    Post subject: Reply with quote

Try adding FlakScatter to it then. And also you have Burst=3 obviously one of the shots WILL get a hit in.
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Sep 16, 2012 10:56 am    Post subject: Reply with quote

Take out ROT, that's why your missiles are still accurate.

http://ppmsite.com/forum/viewtopic.php?p=444036#444036
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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sun Sep 16, 2012 3:45 pm    Post subject: Reply with quote

Why is this in Tutorials Request...
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GeneralSturnn
Soldier


Joined: 07 Nov 2012

PostPosted: Wed Nov 07, 2012 9:20 pm    Post subject: Reply with quote

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.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Wed Nov 07, 2012 11:20 pm    Post subject: Reply with quote

http://www.ppmsite.com/forum/viewtopic.php?t=27581 and http://www.ppmsite.com/forum/viewtopic.php?t=27478.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Thu Nov 22, 2012 2:43 am    Post subject: Reply with quote

I am not dead :U

Which means moar questions.

How do I give prism based weapons that blueish explosion that I keep seeing on beta images?

Also, does assaulter=yes still work?

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Thu Nov 22, 2012 2:53 am    Post subject: Reply with quote

For the explosion: I assume you need a new animation for the explosion.


Assaulter: I think so, Tanya uses it in Mental Omega I think. Either that or it's some other tag.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Thu Nov 22, 2012 3:10 am    Post subject: Reply with quote

Darkstorm wrote:
For the explosion: I assume you need a new animation for the explosion.


Assaulter: I think so, Tanya uses it in Mental Omega I think. Either that or it's some other tag.


How do i code the explosion? I have an SHP animation (via AtomicNoodles) but any idea what i should code for it or where it goes?

Also, curious if mobile iron curtain generator works.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Nov 22, 2012 3:23 am    Post subject: Reply with quote

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.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Fri Nov 23, 2012 6:49 am    Post subject: Reply with quote

Alright, now,

1)Which setting on SHP builder should I use to convert a png into a loadscreen?

2)Are ZH voices compatible with YR right off the bat?

3)Where can I download string editor? Need to add units without a missing name.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Fri Nov 23, 2012 7:20 am    Post subject: Reply with quote

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.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Fri Nov 23, 2012 7:41 am    Post subject: Reply with quote

Darkstorm wrote:
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.


So I made my .PAL, what's next?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Nov 23, 2012 9:26 am    Post subject: Reply with quote

Considering your lack of figuring out things on your own, I wouldn't do that in the 1) way.

Take this instead, throw in the PNG, make shp and pal via this.
http://vk.cncguild.net/TOOLS/DATA/PNGtoSHP.exe

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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Fri Nov 23, 2012 11:00 am    Post subject: Reply with quote

Graion Dilach wrote:
Considering your lack of figuring out things on your own, I wouldn't do that in the 1) way.

Take this instead, throw in the PNG, make shp and pal via this.
http://vk.cncguild.net/TOOLS/DATA/PNGtoSHP.exe


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.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Nov 23, 2012 11:20 am    Post subject: Reply with quote

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.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Nov 23, 2012 11:39 am    Post subject: Reply with quote

2) Not quite so sometimes...

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
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Fri Nov 23, 2012 2:44 pm    Post subject: Reply with quote

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.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Tue Dec 11, 2012 3:43 am    Post subject: Reply with quote

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

Weapon1=120mmx
EliteWeapon1=120mmxE
Weapon2=MammothTusk
EliteWeapon2=MammothTusk
Weapon3=120mmx
EliteWeapon3=120mmxE
Weapon4=MammothTusk
EliteWeapon4=MammothTusk
Weapon5=120mmx
EliteWeapon5=120mmxE
Weapon6=MammothTusk
EliteWeapon6=MammothTusk

;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?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Dec 11, 2012 4:27 am    Post subject: Reply with quote

1) Are you sure its just the Weapon Stages being too long?

2) Radiation must be set to how max it is specified in the Radiation Controls. (By Default its 500) Going above your set one will crash the game.

3) Read the TurretX Flags in the GrandCannon's Entry in Rules
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Dec 11, 2012 4:33 am    Post subject: Reply with quote

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
.

2. It's controlled with these Building tags.

ROT=1
Turret=yes
TurretAnim=GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate

As for how the art works, ask another modder.
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More disabled navalyards.
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GeneralKrukov
Vehicle Drone


Joined: 23 Jun 2012
Location: In a cheezeburgah

PostPosted: Tue Dec 11, 2012 5:13 am    Post subject: Reply with quote

Atomic_Noodles wrote:
1) Are you sure its just the Weapon Stages being too long?

2) Radiation must be set to how max it is specified in the Radiation Controls. (By Default its 500) Going above your set one will crash the game.

3) Read the TurretX Flags in the GrandCannon's Entry in Rules


I made the stage 50 and rate up to 50 and tested it out but still nothing.

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