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Adding a Wolverine or Titan to RA2
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tibmaker
Vehicle Driver


Joined: 15 Mar 2003

PostPosted: Tue Apr 22, 2003 4:02 am    Post subject:  Adding a Wolverine or Titan to RA2 Reply with quote  Mark this post and the followings unread

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.


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI #Art.INI #XCCUtilities 

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Fri May 16, 2003 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

the titan is a voxel.....

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Banshee
Supreme Banshee


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

PostPosted: Sat May 17, 2003 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Mon May 19, 2003 7:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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..

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Banshee
Supreme Banshee


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

PostPosted: Mon May 19, 2003 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Mon May 19, 2003 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Mike
Commander


Joined: 11 Jan 2003
Location: Netherlands

PostPosted: Mon May 19, 2003 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dont let westwood hear ya

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Banshee
Supreme Banshee


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

PostPosted: Mon May 19, 2003 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dark
Vehicle Drone


Joined: 19 May 2003
Location: UK

PostPosted: Mon May 19, 2003 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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scoobmiester
Vehicle Drone


Joined: 26 Sep 2003

PostPosted: Fri Sep 26, 2003 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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jamesminilogo
Medic


Joined: 16 Jul 2003

PostPosted: Mon Oct 27, 2003 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

arent all the tiberian sun voxels already in RA2??? i think they are in local.mix

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DeeZeL
Cyborg Firebomber


Joined: 10 Jun 2003
Location: Egypt

PostPosted: Mon Oct 27, 2003 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

not all of them

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Aug 03, 2005 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Can someone do a tut on how to convert voxels and hva from TS to RA2/YR?

And I thought TS shps are in the right pallete for YR anyway.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Aug 03, 2005 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

u don't need to convert.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Wed Aug 03, 2005 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, if you put TS Buildings/Units you will see some pink dots

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Thu Sep 29, 2005 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the tip.Can I add this way all the rest of the units?

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ChrisBlitz
Medic


Joined: 17 Sep 2005

PostPosted: Sat Nov 26, 2005 9:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Nov 27, 2005 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

what Turret=yes?

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Nov 28, 2005 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Duh...

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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Nov 29, 2005 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

What if I want to resize 'em example 15% bigger?
1. I know how to resize shp...
2. But I don't know how to resize voxel 15% bigger!

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Nov 29, 2005 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I beleive it's the exact opposite of smallifing them...

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Tue Nov 29, 2005 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Nov 29, 2005 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

So it makes holes in them?

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Tue Nov 29, 2005 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue Nov 29, 2005 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

So how do we fill the blanks?

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Tue Nov 29, 2005 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

no idea...when you open the voxel after you rezized it in hva builder it is the voxel before you rezized it.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Nov 30, 2005 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I would suggest simply resizing it to 200%, then editing the voxel bounds. See ModEnc for a "Voxel Bounds" tutorial.

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