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TS or RA2 ??
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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Wed May 24, 2006 11:17 pm    Post subject:  TS or RA2 ?? Reply with quote  Mark this post and the followings unread

I have this question :

does editing TibSun have any advantage compared to editing RA2 ??
cuz for example RA2 allows you to dock several aircrafts at the same time, enables you to create a helicopters with moving blades,a good working spy,etc...

thus ; is tibsun in any way better or are they the same or RA2 better??

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed May 24, 2006 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

depends of what you like best... there are too many things each game has... i would have to say RA", becasue of the Rock Patch it makes almost all TS things work in RA2 YR.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu May 25, 2006 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

TS is easyer to MOD...

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Thu May 25, 2006 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

is there anything you can't get to work from TS in RA2YR ??

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soldier20
Civilian


Joined: 25 May 2006

PostPosted: Thu May 25, 2006 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

can yous tell me what progam i need and where can i get it to create my own voxels and from what site

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Thu May 25, 2006 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, the program to create voxels that most of us use is VXLSE III 1.2c ,which can be downloaded at http://www.ppmsite.com

and if you want to put them in the game, you'll need a hva builder.
if you want to create infantry (and some vehicles aswell) you'll also need the SHP builder

another very interesting tool is the voxel viewer ; it allows you to see how your voxel will look like ingame.

Last edited by k212 on Thu May 25, 2006 8:19 am; edited 1 time in total

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Thu May 25, 2006 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

gufu wrote:
TS is easyer to MOD...


nosense, it's exactly the same, just with a lack of possibilities (compared to RA2 / YR)
Besides, if you edit RA2/YR, you don't need to hack the exe in order to make stringtable changes.

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soldier20
Civilian


Joined: 25 May 2006

PostPosted: Thu May 25, 2006 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

cool thanks for that but but but i want to do it for ts it dosnt matter dos it.

Also what if i want to make buildings is there a nother program and i did 3dsMax but would the interface
be similar and how can i make my factions up and how to make the ai notice my new faction as an enemey and aslo my units

Last edited by soldier20 on Thu May 25, 2006 8:49 am; edited 2 times in total

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Thu May 25, 2006 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

what's that about stringtable changes,I dunno what they are Embarassed

anyway, I was asking cuz I was planning to make a mod in summer for TS:FS , but I'll probably do one for RA" / YR instead, cuz U can do many more things, I'll probably do most stuff in TS first, cuz I have more experience in it, and then I'll just remake it quickly for RA2 if it's done and looks nice.

But is there something from TS you can't make or do in RA2/YR ???? or can U make everything??

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu May 25, 2006 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Well just use common sense e.g. ion storm, tiberium damage and mutation of two visceroids into one, deformable terrain, FS logic, hunter-seeker logic, firestorm generator, weeds, tiberium missile fill up logic, crackable ice

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Thu May 25, 2006 9:16 am    Post subject: Reply with quote  Mark this post and the followings unread

ok thx

just one more thing, how does the game know where it can move vehicles ; cuz a vehicles can move over the front part of a refinery or a war factory, but don't move over the back part, how do you implement that??

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Sat May 27, 2006 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

there is a fixpiont (eg for refinery the point where the harv unloads) at wich the units dock. everything before this point will be igrored, means, u can have there a building SHP like a wall, the unit will pass through.

same for war factoy

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this is the World War III site!

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat May 27, 2006 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

thank U Smile

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