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Few questions.
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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Mar 23, 2003 8:54 am    Post subject:  Few questions. Reply with quote  Mark this post and the followings unread

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Last edited by TerroR on Tue Dec 07, 2010 6:01 pm; edited 1 time in total

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D
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Joined: 25 Oct 2002
Location: United Kingdom

PostPosted: Sun Mar 23, 2003 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. u cant make em go underwater, but i can make em go stealth, so it seem like they surface when they fire.
2. dunno
3. Maybe change the ammo for it
4. its not possible, (i think)
5. you will have to edit the weapon

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Sun Mar 23, 2003 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.like he said
2.muk has a tutorial for that i think
3.like he said
4. [specialflags] fogofwar=yes (i think)
5. never played generals but i think you have to change it to"lobber=no" o wait its already at that umm i think it has something to do wit the projectile.

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Sun Mar 23, 2003 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. I got a sub to go in the water but not under water, how do i get it under water?

2. How do i replace the ion cannon with the metior shower?

3. How do i make the Orca bomber only drop 1 bomb?

4. How do i make it so people have no choice but to have FogOFWaw on?

5. How do i make the BAZOOKA shoot straight like in generals (and i's not a simple as removeing 'High=Yes' because i tryed that)


ok off the top of my head
1, have to make it cloak, same as RA1+2 only the emerging sound will be the cloak one sounds kinda dumb

2, not sure offhand, replacing the hunter seeker is MUCH! better anyway

3, Burst=1

4, Dunno, might have to edit every map

5, This should be VERY easy. Cant think of the exacts right now but just take a look at a weapon that does fire straight ie Titans shell

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kopaka649
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Joined: 02 Jan 2003
Location: Earth...

PostPosted: Sun Mar 23, 2003 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
5, This should be VERY easy. Cant think of the exacts right now but just take a look at a weapon that does fire straight ie Titans shell
umm i thought so too and then i looked at the code. it looks like something to do with the actual animation sry

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Mar 23, 2003 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not 1 answered fully but tanks anyway, urr and it's all possible apart mayb the sub going under water isn't possible.

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Mar 23, 2003 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
1. I got a sub to go in the water but not under water, how do i get it under water?


- Like SMIFFGIG replied

Quote:
2. How do i replace the ion cannon with the metior shower?


- In the beggining of the rules.ini you have a line like this:

IonStormWarhead=IonWH ; Warhead used by ion storm strike.

Get the meteor storm warhead from Tiberium Deezire, Muk's Mod or from Tiberian Sun Retro and copy to your mod and replace the IonWH with the warhead you took and credit the author of the mod that you took the code of.

Then, get the mouse.shp in the conquer.mix inside tibsun.mix and modify the ion cannon part.

Quote:
3. How do i make the Orca bomber only drop 1 bomb?


- OMG, guys... anyone havent paid attention that it has no Burst line? Tsk... tsk... but in air bombers case, it's defined by range. The smaller the range, the smaller the number of missiles that will be shot. So, Range=1. If still drops more than one, try Range = .5

Quote:
4. How do i make it so people have no choice but to have FogOFWaw on?


There are some lines related to it, but there is no option to remove the fog of war. Beggining of rules.ini:

FogOfWar=no ; Is fog of war enabled?


Quote:
5. How do i make the BAZOOKA shoot straight like in generals (and i's not a simple as removeing 'High=Yes' because i tryed that)


; Acceleration = amount to increase missile speed (def=3)

Give it a higher acceleration.

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Mon Mar 24, 2003 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

TY verry much Banshee. Anychance of that tutorial now Razz

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Mon Mar 24, 2003 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a better solution for the 5):

TurboBoost=yes

It speed up the acceleration of the missile... used by weapons from SAM buildings...

Btw, about the tutorial, I'll do it in this week...

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Thu Mar 27, 2003 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by TerroR on Tue Dec 07, 2010 5:32 pm; edited 1 time in total

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D
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Joined: 25 Oct 2002
Location: United Kingdom

PostPosted: Thu Mar 27, 2003 7:53 am    Post subject: Reply with quote  Mark this post and the followings unread

6)maybe decrease the ROT (lol i duno)

7) convert them into ts palletes

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 27, 2003 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

6. Dooffy is correct.

7. TS and RA2 palletes are the same format of pallete.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Mar 27, 2003 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee wrote:

7. TS and RA2 palletes are the same format of pallete.


Ok well tell me why when i added the hut from RA2 into TS it looks white and brown Question

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 27, 2003 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

because the format is the same, but the colours are different.

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Mar 27, 2003 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a way of fixing this?

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Thu Mar 27, 2003 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

use XCC mixer to extract the animation as a .PCX, then convert it back using a different palette

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Mar 30, 2003 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

One Of A Kind wrote:
use XCC mixer to extract the animation as a .PCX, then convert it back using a different palette


I havn't a clue how to convert it back?

_____________________________________

Can someone get the x think from YR and post it here in attackment. It's likea tank stopper used in WW2 on omaha beach and stuff and it's in YR. I would get it myself but i don't wanna install YR and look for it because i don't know what it's called eather.

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Banshee
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Also Known As: banshee_revora (Steam)
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PostPosted: Sun Mar 30, 2003 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

open the .pcx with PSP and use the correct pallete. Then, open XCC Mixer, select the correct pallete and right click the .pcx files and click at "convert as shp(ts)".

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Sun Mar 30, 2003 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

PSP?

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sun Mar 30, 2003 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

PaintShop Pro, as opposed to PS which is Photoshop (confusing eh).

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Sun Mar 30, 2003 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can i do this with Photoshop?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Mar 30, 2003 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know... if it accepts JASC palletes, you can, otherwise you cant...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Tue Apr 01, 2003 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Why is everybody talking about using the "correct pallete" on PSP??? what pallete? It doesn't accept TS palletes....

btw I never need to use PSP, just XCC Mixer (copy as pcx using ra2 anim palette, convert to sph (ts) with the TS anim palette... it's easy.. why use PSP?

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One Of A Kind
Gauss Rifle Trooper


Joined: 28 Nov 2002
Location: Derby, England

PostPosted: Tue Apr 01, 2003 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

sometimes it doesn't work that easily, depends on the colours that the anim, graphic, etc is made up of.

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Tue Apr 01, 2003 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I did it, omg i did it on my first attempt -w00t-

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Tue Apr 01, 2003 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

8. How do i get the clustermissile to act like the missile in RA2. Like launch into the air and then no sight of it then dives at the target and blows up?

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D
Commander


Joined: 25 Oct 2002
Location: United Kingdom

PostPosted: Tue Apr 01, 2003 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe make the maximum flyinf level ro sumthing really high, and the minimum realy high

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 01, 2003 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

you shuld not do clusters in your airburst weapon, but you should change the art.ini code of the warhead animation. Give it a tremendous damageradius and damage and you'll see what I mean...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Apr 02, 2003 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Banshee, as I told you in my reaction on your Demo truck tutorial, damage radius is limited to a field that is 3 x 3 cells. (The cell in the centre is the impact cell)

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Wed Apr 02, 2003 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmm... so, help with spread line for the warhead Wink

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The DvD
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Joined: 30 Dec 2002
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PostPosted: Fri Apr 04, 2003 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

btw, 3 x 3 is the maximum spread for EVERYTHING except units that have EXLODES=yes

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Apr 04, 2003 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmmmm.... weird, because the guy who made Eternity already made a superweapon that affected a whole base. I just dont know if he used cluster... TS Retro has a meteor shower that also affects much more than 3 x 3, but it uses cluster and airburst weapon, I think...

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Mike
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Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri Apr 04, 2003 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes that guy used airburst

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Sun Apr 06, 2003 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tryed converting some animations from RA2 and YR and they turn out shit. why?

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Mike
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Joined: 11 Jan 2003
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PostPosted: Sun Apr 06, 2003 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 things could be possible

1. You forgot to resize the they look so BIG

2. You used the wrong palette wich results in wrong colors(animations use anims.pal)

And 3
1 and 2 both:P

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The DvD
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PostPosted: Sun Apr 06, 2003 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah the guy from Eternity uses these invisible clusters that keep damaging your base for a long time (and you don't see anything)

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Apr 06, 2003 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I used the anim.pal which is the animation pallet so wtf?

More questions:

Is it possible to make another armor type?

How do i make a 'terrorist' type infantry like the one in RA2.

Last edited by TerroR on Tue Dec 07, 2010 5:33 pm; edited 1 time in total

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hellfire
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Joined: 09 Jan 2003
Location: Canada

PostPosted: Sun Apr 06, 2003 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I knew there is no way to make a new armor type and the terrorist thing should be easy, but I havent moddin ts in a while so I cant really help.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Apr 06, 2003 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

for the terrorist unit, check my demo truck guide in EE Tutorials and adapt it to infantry (also uses the terrorist explosion animation instead of the ra2 nuke #Tongue).


As for the Ra2 animations to TS conversion, use the ra2 anim.pal in XCC, right click the file and extract it to some dir. Then, right click again (using the ra2 anim.pal) and convert it to .pcx. Use PSP and convert it to 16 million colours. Then, you load the JASC version of TS anim.pal in your picture and replace the blue with the first colour of the TS anim.pal (0,0,0). Then, you save the .pcx file, open XCC Mixer again and right click your edited .pcx file using the TS anim.pal and convert it to SHP(TS). Then, get your butt away from the damn computer and buy an ice cream to celebrate that you converted a RA2 .shp to TS! Very Happy (Note: this last step is optional)

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Mon Apr 07, 2003 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy

If your seriouse about the 'convert it to 16 million colours' thing then how do i do it?

And how do i make another armoure type, RA2 & YR had loads more than TS.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Apr 07, 2003 1:10 am    Post subject: Reply with quote  Mark this post and the followings unread

You know in the colours menu? one of the last options...

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hellfire
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Joined: 09 Jan 2003
Location: Canada

PostPosted: Mon Apr 07, 2003 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

As I said there isnt anyway to create a new armour type. We went over this in the selective targeting thread. (That may have been in the RA2 forum though)

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The DvD
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Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Apr 07, 2003 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there something i don't know about color depths in TS and RA2??? 16 million colours for an anim??? TS doesn't even support that.... it has only 256 colours orso...

Like i said before, i just copy to psx using ra2's anim.pal, then convert the pcx files to SHP (ts) using TS's anim.pal... works fine.... looks good. No problem with blue colours orso....

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The DvD
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Joined: 30 Dec 2002
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PostPosted: Mon Apr 07, 2003 8:41 am    Post subject: Reply with quote  Mark this post and the followings unread

BTw, were do I get the JASC version of the anim.pal??? It doesn't understand the anim.pal i extracted from cache.mix

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Mon Apr 07, 2003 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

thedvd wrote:
BTw, were do I get the JASC version of the anim.pal??? It doesn't understand the anim.pal i extracted from cache.mix


rite click on the pallet in XCC mixer and there should be a 'convert to pal JASK' option.

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Mon Apr 07, 2003 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

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Last edited by TerroR on Tue Dec 07, 2010 5:33 pm; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Apr 07, 2003 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread


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TerroR
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Joined: 25 Aug 2002
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PostPosted: Tue Apr 08, 2003 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

How do i get the sound files out of RA2?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Apr 08, 2003 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use your XCC Mixer, Launch XCC Sound Editor. Then, check the sound you want (play it, just to test) and extract it to some dir. Then, with XCC Mixer, you right click the extracted file and convert to aud. Then, put the .aud in the mix file for it and edit the respective sound.ini file... well, the part of adding to the mix and editing the ini file is in the tutorial...

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Tue Apr 08, 2003 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sound editor, u mean AV Player?

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