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Tutorial Requests
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Mar 21, 2003 11:25 pm    Post subject:  Tutorial Requests
Subject description: Post all your tutorial requests in this topic ONLY! Do not post them outside it.
Reply with quote

Hello everyone,


The Tutorials Vault forum is a place to share tutorials only. It is not a place to ask questions, request tutorials or ask where is a tutorial about something. You can ask questions and ask where you can find a tutorial about something at the Red Alert 2 Editing Forum only. If you have any requests for a tutorial, this is the only topic in this forum where you can do it. Simply post your reply with a tutorial request and pray for a good soul to make this tutorial for you. Thanks in advance for your cooperation.

Last edited by Banshee on Mon Apr 09, 2007 3:32 pm; edited 1 time in total

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Mon May 19, 2003 8:58 pm    Post subject: Reply with quote

ok, i think a good idea for a tut is about beginning a new mod... what files to create in what directory... what files go in which mix files etc..

a directory tree like:

Red alert directory -
- Art.ini
- new file
- bla.ini

sort of thing for people like me who have no idea Very Happy

and maybe like a list of tools and skills required/recommended to be a modder (wether one person or a team) for example, if you want new units, someone has to be good with 3d and imaginative (not me :S)

basically, a place where a new modder could start...

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RcxMaster2
Civilian


Joined: 10 May 2003
Location: US - California

PostPosted: Thu May 22, 2003 1:40 am    Post subject: 3rd Side Help, have everything but this info! Reply with quote

Dark:

There's no real formula for making a mod. If you're a beginner, start like I did: with the rules.ini file. There are tons of hot info in there that you should be able to use, and the original programmers wrote plenty to guide you to altering units, increasing firepower, rate of fire, armor, etc. etc. etc. You should be able to find that file on any RA site, just look for "original rules.ini" if you don't have it already. With the new units, start out slow, just editing them and making different versions that look like other units. Then, get some XCC tools (run a search) and see what you can see in the RA local.mix file. More info would be on a .mix tutorial. However, some of the units in the local.mix file are models that never became units, so you can reinstate them with some tricks. This should be on the site too. One of the things I like fiddling around with is old TS units, but I don't know if Red Alert's files have them. When I had RA, I never looked at the .mix files. Good luck!

I have a question, too.

I've been cruzing the lines for a while, trying to find out how to make a third side in Red Alert 2 without the Yuri's Revenge expansion. Can anyone out there tell me how? I have an idea for a really cool third side, and I know how to do everything but make the actual side. I've tried, after reading DeeZire's tutorial, to reroute the GDI side as mine, but without success. I haven't been able to bring it up on the country selection screen.

If it turns out that the YR expansion is required, go ahead and tell me how to do that. Help!

-Sam - AIM: RcxMaster2

P.S: I might need a little help with this mod, so if anyone is interested I might give them the details. Remeber, its for RA2, not TS, SC or WC.

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Thu May 22, 2003 10:53 am    Post subject: Reply with quote

well what i meant by it is that for example, a n00b webdesigner is likely to put all his files in the same folder, where it's good practice to put all the layout images in an images folder etc... so while there is no real formula for making a mod, there's always a best way of laying out the files and such...
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bullethead
Vehicle Drone


Joined: 04 Jun 2003
Location: USA

PostPosted: Wed Jun 04, 2003 11:09 pm    Post subject: Reply with quote

My tutorial request I hope can be accomplished. Im new to all the modding and I just figured out how to make voxles and .hva. Now the next thing I need to learn is how to make a basic building. I know how the rules and art work but the problem is making the building. I know I have to convert the .shp top pcx then open it in paintshoppro but after that im stuck.

I now you can copy and past but I dont want to waste my time with that. I want to get down to the real stuff. So if you could please make a tutorial on creating an easy building lets say like a power plant or something. that would be greatly appreciated. Oh and hello to everyone here since this is my first post. Very Happy

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Wed Jun 04, 2003 11:36 pm    Post subject: Reply with quote

Dark wrote:
well what i meant by it is that for example, a n00b webdesigner is likely to put all his files in the same folder, where it's good practice to put all the layout images in an images folder etc... so while there is no real formula for making a mod, there's always a best way of laying out the files and such...


Check over at Deezire, he just wrote an article about how to go about making a mod, it might be what your looking for i don't know i didn't read it.

Bullethead: If you want to get into the 'real stuff' as you put it, you will need a lot more than PSP, photoshop might come in handy as will 3ds max or Gmax, you will need to spend a hell of a long time learning how to use these before you get anywhere near half-decent results. The only other option is copy and paste, which is what most modders prefer as its quicker, and gives good results without the need for complicated programs.

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bullethead
Vehicle Drone


Joined: 04 Jun 2003
Location: USA

PostPosted: Wed Jun 04, 2003 11:52 pm    Post subject: Reply with quote

well as a matter of fact I do have gmax also. so still if anyone would be willing to make a tutorial That what would be so kick ass

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jun 05, 2003 12:01 am    Post subject: Reply with quote

Sorry, i was wrong, you need 3ds max, Gmax is no good as Flyby's script wont work in Gmax, all you do is amke your building in 3ds max, and run flyby's script on it to turn it into SHP, there are only a handful of people around here who know how to do it, one of them is SPider-man_2099, i'll direct him to this thread he might be able to help better than I.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Thu Jun 05, 2003 12:12 pm    Post subject: Reply with quote

How bout a tut on making new voxels with 3ds max.
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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Thu Jun 05, 2003 7:17 pm    Post subject: Reply with quote

you can't use gmax for things that need to be rendered (shp files for example) because it doesn't have the redner feature)

as for making a voxel with 3d max it's pretty easy... first you make the model (size is important, i usually model around 500 units in length) then use flyby's script to convert the model (you may need togroup all objects) it will be converted to a text file... open it up and change all "undefined" text to like 45 save and convert to vxl with ccx mixer..
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 05, 2003 7:54 pm    Post subject: Reply with quote

In fact, you can "render" with GMAX. Your keyboard has a sweet button known as "Printscreen".


There are some other tricks that allows the pictures to be in a renderable situation... I'm posting a tutorial on it right now...
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 05, 2003 10:02 pm    Post subject: Reply with quote

I've made a tutorial for that "GMAX -> Tiberian Sun" that also serves to Red Alert 2. You can check under TS Tutorials in the PPM site and also in Tutorials forum (duh).

Have fun!



Bulletthehead, if you have some GMAX skills, you can make your building with it following that tutorial as well Wink.
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bullethead
Vehicle Drone


Joined: 04 Jun 2003
Location: USA

PostPosted: Fri Jun 06, 2003 1:20 am    Post subject: Reply with quote

Thanks banshee Ill take a look

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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Mon Jul 14, 2003 1:17 am    Post subject: Reply with quote

Umm, i need 2 tutorials, please. 1: how to set the correct turret offsets for vehicles AND buildings with turrets.
2: how to make a tank/building w/turret with 2 or more barrels to fire alternately out of each barrel, and not just pick one or fire from anywhere. if anyone can help me here, ill put you in my mod's credits. I would appreciate the help. thanx.
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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Fri Jul 18, 2003 3:37 pm    Post subject: Reply with quote

could someone plesae respond?
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 18, 2003 4:02 pm    Post subject: Reply with quote

... (replied)


errr.. actually, it's not my area.... so if someone else could do a tutorial on that... ok. Otherwise, no tutorial.
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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Fri Jul 18, 2003 8:31 pm    Post subject: Reply with quote

should i put a separate post?
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 18, 2003 10:09 pm    Post subject: Reply with quote

requests in this post, tutorials in new posts. There is nothing else to discuss in this specific forum
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devin11590
Cyborg Artillery


Joined: 23 Mar 2003
Location: USA

PostPosted: Fri Jul 18, 2003 10:40 pm    Post subject: Reply with quote

i8 meant asking for the tutorial, should i make a new post in this section? (a new topic)
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Jul 19, 2003 12:31 am    Post subject: Reply with quote

I knew you meant that. Do not make a new post if it's not a tutorial. All requests must be in this post.
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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Sun Oct 12, 2003 2:39 am    Post subject: Reply with quote

ummm... Do any of you know anything about adding new unit voices?
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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Oct 12, 2003 5:15 am    Post subject: Reply with quote

fremen5 wrote:
ummm... Do any of you know anything about adding new unit voices?


Ummm.. yeah, we do. There's a thread about it in the RA2 forum. Called ... um... "RA2 YR sounds"

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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Sun Oct 12, 2003 5:37 pm    Post subject: Reply with quote

does it work for TS also?
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Oct 12, 2003 6:04 pm    Post subject: Reply with quote

TS has a different way...

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Cargozer
Civilian


Joined: 13 Oct 2003
Location: Finland

PostPosted: Mon Oct 13, 2003 1:37 pm    Post subject: Reply with quote

Tut request for RA2:

I'd like to add a paratrooppers for a example UK. When they build radar, i'd like them to have paratrooppers then, and i'd like to know how to make a "new" paratrooppers, same as old, but it drops different guys, example Navy Seals.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon Oct 13, 2003 4:36 pm    Post subject: Reply with quote

Quote:
DeeZire:
Look for the sections that define those paradrop Super Weapons (near the end of the RULES file) and add this new one;-

[NewParaDropSpecial]
UIName=Name:Para
Name=Paratrooper Drop
IsPowered=false
RechargeTime=4
Type=ParaDrop
Action=ParaDrop
SidebarImage=PARAICON
ShowTimer=no
DisableableFromShell=no

As you can see, this is an exact copy of the normal ParaDropSpecial, the one which gives you infantry units for your side. Now jump to the [SuperWeaponTypes] section and add our new one to the end of the list;-

nn=NewParaDropSpecial

Substitute 'nn' so it's the last number in the list.

Next, hop to the [CAAIRP] entry (the Tech Airfield) and edit the following tag so it looks like this;-

SuperWeapon=NewParaDropSpecial

What this does is make the Tech Airfield give the player our new paradrop Super Weapon instead of the normal one - but because our new one is exactly the same as the normal one, theres no difference to the players. While you are in the [CAAIRP] entry, you can also use the Ammo= tag on the structure to control how many times the player can call upon this Super Weapon.

Next step is to edit the American one. Find the normal paradrop Super Weapon entry, and edit it so that it looks like this;-

[ParaDropSpecial]
UIName=Name:APara
Name=American Paratrooper Drop
IsPowered=false
RechargeTime=4
Type=ParaDrop
Action=AmerParaDrop
SidebarImage=APARICON
ShowTimer=no
DisableableFromShell=no

Note that we have swapped the Action= and Type= tags around - the reasons for this will become apparent. Next, hop to the [AMRADR] entry and edit the following tag so that it looks like this;-

SuperWeapon=ParaDropSpecial

What this does is change the normal paradrop Super Weapon so that it actually becomes the American paradrop Super Weapon instead.

These two Super Weapons will reinforce the players with the infantry defined by the following statements in the [General] section, depending on the side you are using;-

AllyParaDropInf=E1
AllyParaDropNum=6
SovParaDropInf=E2
SovParaDropNum=9

In Yuri's revenge, you also get this;-

YuriParaDropInf=INIT
YuriParaDropNum=6

At this point, you can customize any of the Paradrops. The above statements can actually be lists (you may notice this from the tags that are commented out). So for example, if you used this...

SovParaDropInf=E2,E2
SovParaDropNum=5,5

...then you would get two paradrop planes, each carrying 5 Conscripts. Make a note of this feature, as we need it later.

To recap on what we have done so far;-

(i) we have 'cloned' the normal ParaDropSpecial, called it NewParaDropSpecial, and given the 'clone' to the Tech Airfield - this means that any player will get infantry units for their side when they capture the Tech Airfield - so no change for the players there;

(ii) we have 'swapped' the AmerParaDropSpecial and the original ParaDropSpecial and given the edited ParaDropSpecial to the American Airforce Command Center, so that the Americans get GI's. The only difference here is that they will now get 6 GI's instead of 8, as their Super Weapon now uses the AllyParaDropInf= and AllyParaDropNum= tags instead of AmerParaDropInf= and AmerParaDropNum=. We will address this next;

(iii) we now have the AmerParaDropSpecial remaining, and it's now unused - this is the one we will make use of for our new (extra) paradrop.

The game tells you that 'the Americans have the best paratroopers in the world', however the reality is that under normal (un-modified) circumstanes, the only difference is that they get 2 more troops than anyone else with their paradrop. We can address this by adding this tag to the [Americans] house entry in the RULES file;-

VeteranInfantry=E1

This allows all GI's produced by the Americans side to be made straight at veteran level - this also affects the paradrops, so now they get veteran GI's on their paradrops, thus they now have an advantage over other armies (other Allied sides will only get standard GI's). The downside to this is, of course, that the Americans also get Veteran level GIs when they train them from the Barracks whilst other armies get no such bonus. You could get around this by making a 'clone' of the GI, giving ownership of the cloned unit to Americans only and giving it TechLevel=-1 - this means it cannot normally be trained in the game, but you could allocate it to the (newly edited) American Paradrop by using the AllyParaDropInf= statement (see above). This means that any army gets Veteran GI's if they get ownership of that Super Weapon.

So, we can now make our new paradrop. Jump to the AmericanParaDrop entry and edit it so that it looks like this;-

[AmericanParaDropSpecial]
UIName=Name:PARA
Name=New Paradrop
IsPowered=false
RechargeTime=5
Type=AmerParaDrop
Action=AttackMoveTar
SidebarImage=xxxxICON
ShowTimer=no
DisableableFromShell=no

Use any icon in place of xxxxICON for the image on the sidebar, and you can change the RechargeTime= to suit your mod.

Note that we are using an unused Action= here - this is because you can't duplicate an Action= (what the Super Weapon actually does) but you can have multiple instances of the same Type= (how it actually does it, in other words how it performs the Action=) - we have already duplicated Type=ParaDrop and used Action=ParaDrop and Action=AmerParaDrop, so we need a new Action= for this one. AttackMoveTar is unused in the game - the engine only uses AttackMoveNav (the 'q-move' function for units). This gives you a nice 'spinning' attack cursor.

If you are not making use of Carryall or Medic units, you may wish to create a whole new one-frame (non-animated) cursor. If thats the case, change the Action= to Action=TibSunBug and follow these steps;-

(i) extract MOUSE.SHP from the game (MOUSE.SHA in Yuri's Revenge)

(ii) convert it to PCX format using the MOUSEPAL.PAL palette

(iii) change frame #384 to whatever you want your new cursor to be, although you cannot have an animated one (it must be one frame or image)

(iv) convert the PCX image sequence back into a SHP (or SHA) but make sure that you do not use SHP compression. The mouse cursor is drawn in the uppermost 'layer' on screen since it must always be available - if you compress images in this layer, you will get bad corruption of the cursor.

To make use of your new paradrop, give any structure this tag;-

SuperWeapon=AmerParaDropSpecial

You can now customize how your new paradrop will behave just like you can with the others (see above) - the difference is that your new paradrop uses these statements from the [General] section of the RULES file;-

AmerParaDropInf=
AmerParaDropNum=

Since our 'new' paradrop uses those tags, it doesnt matter which side gets this Super Weapon - they will all get the same infantry dropped.


But this way Americans will lose thier special paradrop.
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Sicknesslife
Civilian


Joined: 09 Jan 2004
Location: Canada

PostPosted: Fri Jan 09, 2004 4:01 pm    Post subject: Full beginners tutorial Reply with quote

I would like a tutorial on how to add a new unit when playing a skirmish. There are a lot of tutorials that tell you part of the process. They all unfortunatley assume you know the other parst. This is the first thing I am modding. I have the .SHP for the infantry unit and the cameo. I need to know what .ini files to modify, where to put the .shp and cameo, and anything else that you think is relevent to an up and coming modder. Thanx for your time
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Yotta
Medic


Joined: 08 Jan 2004

PostPosted: Fri Jan 16, 2004 3:46 pm    Post subject: Reply with quote

I would like tutorials on art.ini and rules.ini and adding new units etc...
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flefliker
Vehicle Driver


Joined: 22 Oct 2003
Location: CA

PostPosted: Sat Feb 07, 2004 7:47 am    Post subject: Reply with quote

Can someone please make an in-depth tutorial on how to add new units, infantry, and buildings to Final Alert. I've looked all over the NET and no one has a turotrial on it.
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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Sat Feb 07, 2004 11:43 am    Post subject: Reply with quote

just set your config to expansionpacks and/or mods
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Feb 07, 2004 11:17 pm    Post subject: Reply with quote

adding new units... hmm... (I'm gonna add that task to my free time #Tongue)... too much people requesting it...

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cracker
Vehicle Driver


Joined: 14 Jul 2004

PostPosted: Fri Jul 16, 2004 12:32 am    Post subject: Reply with quote

Ill do a unit-adding tutorial for FA2.

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Th3 1NqU1$1ToR
Medic


Joined: 19 Apr 2003
Location: Australia

PostPosted: Fri Jul 16, 2004 1:12 pm    Post subject: Campaign Creation Reply with quote

i was just wondering whether i could have an indepth tutorial describing how to make a campaign, including how to add the triggers, what ones to add, making the starting units, bases etc.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 16, 2004 2:22 pm    Post subject: Reply with quote

meh... it will be hard to make one here, I suggest you to check http://www.cncgames.com for this one. RVMech made a nice mapping guide there.
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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Aug 05, 2004 11:31 am    Post subject: Reply with quote

in a few mods i downloaded from raden(yr devastation and sudden strike) the screen shakes when a nuclear missile lands could you tell me how 2 do this
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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Aug 05, 2004 12:01 pm    Post subject: Reply with quote

Put these on your weapon's warhead.

ShakeXlo=5
ShakeXhi=5
ShakeYlo=5
ShakeYhi=5

Play around with the settings.
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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Aug 05, 2004 6:41 pm    Post subject: Reply with quote

thanx i have an idea for a super weapon, it would be like a meteor storm accept it would be called a chrono storm and when the chrono balls hit a unit they would chrono away
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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 3:03 am    Post subject: Reply with quote

I need a beginner (n00b) tutorial please! I wan't to know where to start, where can I get the original Rules.ini file? How can I make my own units, tanks, buildings or whatever, like weapons? No matter how much I search, I cannot find a beginner tutorial on where to start, I know I should look at Rules.ini, but I downloaded it from somewhere, and it froze my game. Everybody (on this forum) says things needed: XCC Mixer, what is that? How can I get it? What is a .whp file? What is a voxel? What are cameos?

Please help me out in anyway possible!

Thx,
Jamison
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Dec 28, 2004 3:06 am    Post subject: Reply with quote

Here's a link for a tutorial made for TS, but it will answer your doubts about XCC Mixer,. Some things work in a similar way in RA2:

http://www.ppmsite.com/forum/viewtopic.php?t=4038
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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 3:53 am    Post subject: Reply with quote

That helps a little, but has nothing to do with how to make mods for Red Alert 2. Crying or Very sad I really want to know how to make my own CUSTOM units, tanks, buildings, turret guns (like the sentry gun), etc. I know I have to start out with something beginner, but I need someones help. And I need a rules.ini file that actually works (so I can take a look at whats happening).

Please help, PLEASE!!! Crying or Very sad
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Is there any easy way to make a units SHP file?

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Clazzy
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Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Dec 28, 2004 12:54 pm    Post subject: Reply with quote

To do this, you need to edit the files called SHPs and voxels. SHPs are used for the buildings, infantry, animations in RA2. Voxels (Volume Pixels) are used for the vehicles and most turrets.

SHPs can be made with a program called OS SHP Builder. Look here for more info.

Voxels can be made with Voxel Section Editor III, found here.

I'd advise reading through the tutorials on the site (many are very handy). Another useful site for RA2 tutorials is: http://yrarg.cncguild.net/

I hope all this helps.
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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 5:54 pm    Post subject: Reply with quote

Thanks a lot Clazzy, I'm currently downloading Voxel Editor II (couldn't find III).
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Banshee
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Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Dec 28, 2004 7:29 pm    Post subject: Reply with quote

The III is available at PPM's frontpage. http://www.ppmsite.com

Go to the CnC Editing Tools sections and both the SHP Builders and VXLSE III there.
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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 7:33 pm    Post subject: Reply with quote

It doesn't say how to download Voxel Selection III. How would I download it?
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Banshee
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Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Dec 28, 2004 7:46 pm    Post subject: Reply with quote

The link says "Get VXLSE III 1.1a"

If you can Get, you Get... it means you download.
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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 8:10 pm    Post subject: Reply with quote

I never even saw that link. Thank you so much, Banshee!
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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Tue Dec 28, 2004 10:20 pm    Post subject: Reply with quote

I would like to read a tutorial on "How to make an excelent FLH on a voxel". I do not mean to do it by hand, trial, error, etc...

I hope that there's a formula where you can count your FLH using your voxel's scale measure unit which has to do something with leptons.

And BTW a tut about what are those feckin leptons (in fact i know is a distance measure unit, but I want certain information)...
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Ti-Oui
Civilian


Joined: 18 Jan 2005

PostPosted: Tue Jan 18, 2005 9:55 pm    Post subject: Reply with quote

Can someone tell me how to add new buttons? I'm sure there is a way but I can't find a tutorial about it. If someone know how, please tell me.

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Amak
Vehicle Driver


Joined: 05 Feb 2005

PostPosted: Sat Feb 05, 2005 1:37 am    Post subject: Reply with quote

If someone can tell me how to edit the main loading screen(with the brutes and Gen mutator. its the pic that u see for a bit before the main menu loads)id be grateful

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Clazzy
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Joined: 26 Nov 2002
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PostPosted: Sat Feb 05, 2005 9:53 am    Post subject: Reply with quote

That file is called glslmd.shp (I think, YR isn't on), you'll have to extract that in the right palette (the palette is the same name) and then alter it. I think it's in the localmd.mix, but don't take my word on that one.
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