Posted: Tue Apr 22, 2003 4:02 am Post subject:
Adding a Wolverine or Titan to RA2
Author: tibmaker
How to add a Wolverine or Titan in Red Alert 2
Requirements:
XCC Mixer
Ini files
Tiberian Sun
Open XCC Mixer and goto the Tiberian Sun directory and select TIBSUN.mix. Go to Conquer.mix and find smech.shp (Wolverine file). The Titan and the Wolverine are not vxl's they are shps. You have to make sure they are in a good palette that is compatible for Red Alert 2 so you go and click View ' Palette and select auto, Convert from TD, and Use for Conversion. After that you right click on smech.shp and copy it. Now it will be in the correct palette. So now you have the file for the Wolverine and you need to insert it. Open up your art.ini file (Yuri's Revenge is artmd.ini) and create a new entry or overwrite one. It should look like this:
[title] ; name
Voxel=no
Remapable=yes
Cameo=your cameo file
PrimaryFireFLH=0,48,48
WalkFrames=12
FiringFrames=4
If you name the title something don't forget to name the shp file the same as that title. Now you have the Wolverine unit. Just insert the image entry into the rules file.
The Titan goes exactly the same way but with a different file. The files you need are mmech.shp. Once you have that Open up the art.ini file and make a new entry or overwrite a new entry. It should look like this:
[title] ; name
Voxel=no
Remapable=yes
Cameo=your cameo file
WalkFrames=15
FireFrames=11
PrimaryFireFLH=20,-50,100
If you name the title something don't forget to name the shp file the same as that title. Now you have the Titan! Just insert the image entry into the rules file.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat May 17, 2003 12:59 am Post subject:
Titan is a voxel with shp. The body is shp while the barrel is voxel.
Banshee, for the PPM Graphic Competition (Challenge #1), wrote:
Is it so hard to make it or you guys don't give a toss to this comp? If the answer is "hard", then let's make a deeper analysis in the structure of the mechs using Titan (GDI) as example.
Titan is composed of a body (mmch.shp) and a barrel (mmchbar.vxl) and the hva of the barrel (mmchbar.hva)
As you may see, the body is a .shp file, so it doesn't need a .hva file for it. The body uses the .shp format because of the walking animations.
The .Shp part is divided in 2 parts: the botton movement and the head.
The botton movement is exactly the walking animation and it has it walking for each of 8 sides. (North, Northeast, East, Southeast, South, Southwest, West and Nothwest respectivelly). Each direction has 15 frames, but it's up to you to decide how many frames each direction will have as long as all directions have the same number which will be placed in the WalkFrames= setting in art.ini.
The head animations are just the rotation and has the head pointing 32 different directions (if you do that in 3D Studio Max, the difference for each angle is 11.25º).
The other 152 pictures are shadows that you dont need to do otherwise you'll go crazy....
The voxel is just the barrel.
The art.ini codes are something you shouldnt worry much, specially because the weapon is a vulcans and vulcan projectiles in the game invisible.
ok, this tutorial is missing where you have to put the .shp file after you've extracted it from the tiberian sun mix...
i figured out how to import the new units myself today of which i'm proud :d but there's obv stillstuff i need to find out.. not a bad tut.. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon May 19, 2003 7:42 pm Post subject:
you have the expandXX.mix for your mod (or expandmdXX.mix in YR case)... and XX is a number with 2 digits from 02 to 99. It's where you put the voxel and the hva file. Inside this mix file, you may find an ecacheXX.mix or ecachemdXX.mix where you put the shp file. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
hmmmmmmmmm, that all means nothing to me, i just put them into ra2.mix since i'm not making an actual mod, i don't have the vision to create something such... _________________
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon May 19, 2003 7:59 pm Post subject:
Putting in ra2.mix is bad, as it can create problems when you want to play on wol. Try getting XCC Utilities at XCC Homepage and create a new mix file with the XCC Mix Editor called "expandmd02.mix" (or call it expand02.mix if you dont have the Yuri's Revenge). There you add your voxels by using a non-maximized window of windows explorer and draging and droping the selected files into it. And also add your hva files there. Then, you use your XCC Mix Editor to make another file called "ecache02.mix" and add all the .shp files that you use in your mod on that. After you add all the files in a mix file, make sure to press the button "compact mix". When ecache02.mix is done, open your expandmd02.mix (or expand02.mix) and add your ecache02.mix in it. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
i already have the mixer and mix editor tools, thats how i extracted and compacted the files... the only reason i put them in ra2.mix is because i didn't know where else to put em... plus i can't play on wol with ra2 so thats no problem to me... _________________
I took all the mix files from the language.mix and put them in the ra2.mix. plus i put my own shps and vxls in there and had no problem on wol. _________________ We will bury them!! -Russian officers
Can i have a scooby snack cause im hungry QUICK_EDIT
Hey, his tutorial, does not tell how to add a barrel or turret to a SHP body. I would really appreaciate it if this could be explained. _________________
You use HVA Builder but it seperates some of the voxels leaving blank layers so there is no way to do it correctly afaik sorry. _________________ QUICK_EDIT
Yep it adds these layers that are blank, so you best bet is to use vxlse and resize canvas then nudge the voxel to the side you want and mirror it. _________________ QUICK_EDIT
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