Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 2:55 am
All times are UTC + 0
how do I add new overlays?
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Jan 25, 2007 11:38 am    Post subject:  how do I add new overlays?
Subject description: how come I can't add new rocks?
Reply with quote  Mark this post and the followings unread

here's the situation: I've made some new rocks but whenever I try to code them in art.ini and rules.ini as srock06, srock07 etc., nothing happens. I opened the temperat.ini to find what entries make use of the 'srock' chain of file names so that I can edit the number of entries but didn't find anything in the temperat.ini.

My questions are:

1.) are the sandrocks (srock01 to srock05) hardcoded?

2.) if no, what .ini file should I edit so that I can add more overlays?

3.) is the sequence as I understand it correct? (make overlay SHP, code it in art.ini, code it in rules.ini, input it in an ecacheXX.mix file)

4.) are any of the overlays hardcoded or can they all be changed (and add more)?

thanks in advance.

Back to top
View user's profile Send private message
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Jan 25, 2007 11:52 am    Post subject: Reply with quote  Mark this post and the followings unread

1:No clue
2:RULES
4:I added the old RA1 Ore/Gems in a private mod I did once for more tiberium mutations

Final: Tiberian Sun sucks with rocks. You should try cloning the boxes/drums and using them, and avoid using srock names just incase...

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Thu Jan 25, 2007 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

overlays themselves arent hardcored. but the .shp extension should be a theater one. .tmp .sno etc.

you can replace their image them although FS has troubles reading them from the external ecache.

and also overlays have radar colors. so any new ones would appear as black as shroud, veins, tiberium etc.

I am not sure why westwood didnt want anynew overlays...probably it breaks some internal table

I read your other post.

why not make them terrian objects instead of buildings.

_________________
Delirium..

Back to top
View user's profile Send private message
IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Jan 26, 2007 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Desu, thanks for the help Desu... I'm going to try cloning the barrels.. I want to create more overlays and I'm willing to try any piece of coding. Smile

@ Akult, thanks for the help too. Well, turning the rocks into terrain tiles is my last resort if everything else fails. The only problem with rock-as-terrain-tiles is that units can drive, walk, run, crawl and die on them like they're just a bunch of flat images on the ground .... oh wait they are #Tongue. kidding aside, I dont want tanks to drive over boulders like they're a bunch of holograms I want the rocks to feel like rocks Idea

Back to top
View user's profile Send private message
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Jan 26, 2007 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

i see, or you can also make them as terrain tiles.
and make them impassible to tanks but possible to infantry or both #Tongue

unless you can have a terrain object that is bigger than 1 cell. I am not sure what occupation bits really do.. the same effect as foundation?

_________________
Delirium..

Back to top
View user's profile Send private message
IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Fri Jan 26, 2007 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not really sure.. I just followed the tutorial in the tut section which instructs that I can just use existing tiles (varying areas) as a platform to edit my own then just save them as another file.

How do I make a terrain part impassable? can I make another terrain type in rules.ini and assign that to my rock terrain?? or can a tag that says "impassable to all" be assigned to the new terrain group in temperat.ini?

Back to top
View user's profile Send private message
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Jan 26, 2007 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea. just copy the rough land tiles and work of those to make a new set of rocks or grass. i wonder if it supports like transparent height. so grass doesn't appear flat?

hrm..oh look at the desolate snow buildng tiles as an example..., so hopefully you can make grass not appear flat.

yea. remember the movement zones. you can make it impassible to all. by giving it rock, or cliff. and you can adjust the percentage. ex foot=75% track=0%...etc

but it will affect everything assigned, overlays included. =/

_________________
Delirium..

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1966s ][ Queries: 11 (0.0082s) ][ Debug on ]