Joined: 25 Jan 2007 Location: Maastricht, The Netherlands
Posted: Tue Jun 12, 2007 7:53 pm Post subject:
ART sections?
Subject description: i know you cannot create new rules sections but...
I want to include 1TNK in a map i'm making. I chose 4TNK to edit because that's a tank i'm not gonna use in the map. But when i added the code "image=1TNK" it became imageless and i was like, huh?
Then i realised: there's probably no section called "1TNK" in ART.ini
Now i ask you, the professional: Can i create new ART sections in a map without breaking it?
And if the anwer is no (wich I highly expect, but asking never hurts):
Is there a way to edit an existing art.ini section in such a way that it that it represents a voxel that doesn't match names without breaking the map?
well see theres a problem with that though TB well at least from what iv heard/remember that the 1tnk and others besides the TD mammoth(4tnk) all dont have art.ini entries or at least complete ones so therefore they cant be added into a map which is what he is asking about.
but id like to remind ya that you can still use the graphics that are coded and do switching of turrets and bodies of units to get new ones. (provided that youd have to make a new unit for your map and do all the stuff TB was saying plus a little more) _________________ Kalistia Crestland (2)
In Soviet Russia, grass grows on tiberium! QUICK_EDIT
actually there is a way to hack into maps and force new images to work! You need SE2K (oh no I did something productive with SE2k I must be a noob and a retard right assholes?). What youdo is this:
1: Open SE2K without going through finalsun
2: Go to editing, select advanced editing and go to art.ini
3: Add the new art entry to the ini file
4: Create the new unit you want (do not clone a unit) from an already existing unit
5: Save the file as a ".rul" file
6: copy the contents of that .rul file to the map directory, everything should now work! QUICK_EDIT
yes but you are making it work for a map which you cannot do any other way. Also I made a mistake, you copy your ini to the .rul file you created then you recopy that to the map that you have made. the art.ini rules wont show up in notepad, this is normal dont worry. _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
2: Go to editing, select advanced editing and go to art.ini
3: Add the new art entry to the ini file
Because those steps certainly make it look like you're just editing art.ini and then adding the appropriate image tags to the special rules coding of the map file, which is basically modding and thus defeating the need for your SE2k method.
you are but you aren't. its complicated. Think of it as the map using a different version of the art.ini in the game but its really not. And you are not actually editing the art.ini filed ur actually editing the .mix file altogether. You cannot gain access to this in regular notepad for a map. Just trust me I made the original flame tank work in TS for a map I made _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
Black yo uare dumber than you look and even dumber than you talk. stop speaking unless you have soemthing worth hearing got it? Try what I said using SE2K otherwise you can just go F-off... _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
Um, no one is going to use SE2K because it is a ztyping n00b tool for those who are too dumb to learn INI by hand and notepad.
Also, Team Black is ages-more respected than you could hope to be, so I think you should treat him with a bit of respect. >.> _________________ QUICK_EDIT
For gods sake... is this all about having ART sections in a MPR/MAP file? Look... experienced members have said it dont work... and i have a IDB of the game engine sitting here that also tells me ART Flags can not be called in anything other than the Art/FS.ini. QUICK_EDIT
well looks like im gonna have to show you guys it works then make you feel bad about your arrogant selves.... I wqill get the flame tank to work on a basic map with nothing special.... _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
Sure... if im wrong i will admit, oh... i need to know one thing though, do you have just Tiberian Sun, or Tiberian Sun and Firestorm installed? QUICK_EDIT
here eat this and just die because it works fine. Everything here is for TS... Be Nod, build a factory and a temple and build the devils fist. The other mods are generic shit i've tested. Oh dont forget to delete my post when I prove you wrong so you dont look bad. Oh and dont forget to deny everything I told you so "you" can make a "discovery" about how to enable the old voxels on maps. And if this doesnt work do what I said using SE2K OTHERWISE DONT SAY ANYTHING BECAUSE YOU HAVENT EVEN TESTED WHAT I TOLD YOU. JUST BECAUSE I DONT POST OFTEN DONT MEAN IM NEW OR RETARDED. IT MEANS I HAVE A LIFE AND IM NOT ADDICTED TO A WEBSITE.
SICKOFURSHIT.jpg
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oh and here is a screen shot so you all can die.
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what_now.zip
Description:
this comes with a .rul file, a map u can test it on (has no tiberium or anything) and a backup of the origonal
Alexander with that attitude you will be off these forums very soon, people who are gloating around like you fair off poorly here so stop with your very annoying attitude now.
Also as a modder myself who frequently talks to many other modders who I hold a high respect for SE2K is well known in the community as a n00bish tool, but this is not a discussion for SE2K and I also strongly advise you do not try and help people by using at as an example. _________________ QUICK_EDIT
Alex chill down .
You have come into this topic like a bull at a gate on fire, instead of insulting people in ur first post (which is why people have turned against u) and just posting ur idea, perhaps they may have TESTED it.
Well if it works then congrats on the discovery, but personally i just make a small mod to do the job if i want something special anyway QUICK_EDIT
oh so its ok for you guys to tell me im wrong without testing what I've done But I cant come back and you and defend my work... _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
Alex I told you your attitude was wrong and you are still persisting with it so unfortunately. Banshee notified.
Also I would look at Luke's side of the case and also what I said instead of getting like an over reactive little girl saying that me and Rico are saying you are wrong.
I never said your method was wrong, I said SE2K was bad and Rico did not scream at you saying you were wrong or anything yet posted something sensible so you really should learn how to construct a sensible argument and study what it is you are arguing about before starting to use an attitude like that. _________________ QUICK_EDIT
yes it does..... ftnk is in the art.ini for TS but it is blocked out so it is as if the tank isnt there... SE2K can force any image to work that doesnt have/has a deleted ini code.
And for the last god damn time there are no art sections fo the map that can be seen using notepad. Just do what I say and stop telling me I'm wrong you people are ridiculous. You dont have the jurisdiction claim my work is wrong when you wont even prove me wrong, you all just rant and rave how you don't think it works!
Quote:
do this god damn it.
1: Open SE2K without going through finalsun
2: Go to editing, select advanced editing and go to art.ini
3: Add the new art entry to the ini file
4: Create the new unit you want (do not clone a unit) from an already existing unit
5: Save the file as a ".rul" file
6: copy the contents of that .rul file to the map directory, everything should now work!
I wil lshutup and go do other things when you do this with ANY unused voxel image... _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
try it..... just try it. I know its hard to stoop down to a noobs level.. Afterall you are better than me you are smarter than me and you are overall closer to perfection than I'll ever be, right. Do what I said otherwise every word yo uspeak is completely invalidated by the fact that you wont even test it yourself.
I hate arrogant and ignorant people like you. _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
End, Shit, Now... ztyping flame topics go no where... and i dont think Moderators like Morpher want to deal with crap like this... continue this elsewhere... because like i said, i cant be arsed anymore. QUICK_EDIT
First off... wheres the ART sections in these shitty files... all i see is [TRUCKB] with Image=FTNK... i dont see ART sections...
Now, if you had Firestorm installed, your [TRUCKB] Image=FTNK would be pointing to a unused Firestorm entry...
As he says, there are no art.ini tags anywhere in that map you posted up, so how can you claim that it uses art.ini tags if they are not there?
Furthermore, I also confirm TSHyper's argument that the game engine does not call the art.ini tags from anywhere but the art.ini file and artfs.ini. I also stick by SE2k NOT being able to force tags.
Quote:
And for the last god damn time there are no art sections fo the map that can be seen using notepad
Can't be seen using notepad? So how do you suggest we see them? Hex editor? No, wait. Nothing appears there either.
Oh, and I don't think anyone else has pointed out yet that you posted this:
Quote:
Oh dont forget to delete my post when I prove you wrong so you dont look bad. Oh and dont forget to deny everything I told you so "you" can make a "discovery" about how to enable the old voxels on maps.
RIGHT AFTER TSHyper posted this:
Quote:
Sure... if im wrong i will admit
Oh, also:
Quote:
(oh no I did something productive with SE2k I must be a noob and a retard right assholes?)
You brought that upon yourself, and have nobody else but yourself to blame.
I think the point i'm trying to make there is clear enough. _________________ QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Aug 01, 2007 3:05 pm Post subject:
I might point out further that Mr. "Try It Yourself" didn't even do what I mentioned:
Dumber Than I Talk wrote:
I can do that too
[VehichleTypes]
51=FTNK
[FTNK]
Image=FTNK
(I assume he even knows how to edit with notepad)
The Image= tag can be used to call up almost any voxel in the mixes, even if there's no art.ini entry for it.
The only problem is that you won't have a proper FLH or TurretOffset= although those aren't vitally important things..
Code:
[VehicleTypes]
51=FTNK
[FTNK]
Name=Flame Tank
Image=FTNK
Category=AFV
Prerequisite=FACTORY
Primary=FireballLauncher
Strength=300
Armor=light
TechLevel=1
CrateGoodie=yes
AllowedToStartInMultiplayer=no
Sight=5
Speed=6
Owner=gdi,nod
Cost=500
Points=40
ROT=5
Crusher=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
EliteAbilities=EXPLODES
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
The Image= tag can be used to call up almost any voxel in the mixes, even if there's no art.ini entry for it.
The only problem is that you won't have a proper FLH or TurretOffset= although those aren't vitally important things..
Jesus ztyping Christ is this really that hard for you people to understand. Do it with any tank that cant b used in game by normal means. Try "PROBE" for example. And it is very hard to explain but you are editing art sections but for some reason the game "reads" them only for a specific map. And you cant get ftnk to work by normal means because it is deleted in the ini (for TS anyway). I tried before it doesn't work but you people are incapable of listening.
Black you are also using FS try doing that with regular TS...... Because eveyone knows that the "FTNK" image is enabled for FS...... _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
I digress, it is you who is not understanding! We know, exactly why what you are doing is working - you are using the Image= tag to link the vxl with art.ini, and as Team Black put:
Quote:
The Image= tag can be used to call up almost any voxel in the mixes, even if there's no art.ini entry for it.
try it in regular TS it doesn't work. The first post of this thread even said so.... But of course you are TSHypper and you are all knowing...
Quote:
I want to include 1TNK in a map i'm making. I chose 4TNK to edit because that's a tank i'm not gonna use in the map. But when i added the code "image=1TNK" it became imageless and i was like, huh?
Then i realised: there's probably no section called "1TNK" in ART.ini
Now i ask you, the professional: Can i create new ART sections in a map without breaking it?
And if the anwer is no (wich I highly expect, but asking never hurts):
Is there a way to edit an existing art.ini section in such a way that it that it represents a voxel that doesn't match names without breaking the map?
Thank you for your time Smile
looks like you need some reading lessons _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
For example, i just opened G_Canyon.map and added...
[HVR]
Image=1TNK
Now... what do you think happened? Oh yes... a Hovering Light Tank, with turret (keep in mind Team Blacksters note about the turret offset).
Of Course, i could make a almost perfectly working 1TNK by editing the Primary= to a custom / edited weapon and change the MovementType=, SpeedType= and Locomotor= to give the final desired effect.
You see, its nothing new, this kinda thing has been going on since 2001, where it was the craze to have unused units in Mod / Online Maps... "Dizzy Troop Truck" is a name i remember from one of the first mod maps that had this feature enabled when i played online. QUICK_EDIT
For example, i just opened G_Canyon.map and added...
[HVR]
Image=1TNK
Now... what do you think happened? Oh yes... a Hovering Light Tank, with turret (keep in mind Team Blacksters note about the turret offset).
Of Course, i could make a almost perfectly working 1TNK by editing the Primary= to a custom / edited weapon and change the MovementType=, SpeedType= and Locomotor= to give the final desired effect.
You see, its nothing new, this kinda thing has been going on since 2001, where it was the craze to have unused units in Mod / Online Maps... "Dizzy Troop Truck" is a name i remember from one of the first mod maps that had this feature enabled when i played online.
this completely contradicts what the first post said......... It literally contradicts it in everyway.. So you either
A: lied
B: have your own modded art.ini in the TS directory.
Quote:
So what you do is swap the graphics, and you can get it to work.
But I'm not swapping files or anything.... _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
Lie? why would i lie... im in this community to help people learn and give advice... so why would i lie? unless you are calling people like Bittah Commander, Team Black, Creagor and Morpher who also have stated that it works. QUICK_EDIT
Alexander C Bukington. Just like you said, try doing what TeamBlack said before claiming it won't work that way. In matter of fact, this is exactly what you did with SE2K without knowing it (just study the code in your map using wordpad and you should see for yourself, if you know how to code with wordpad that is).
Sun Edit 2K canNOT accomplish ANYTHING WHATSOEVER that you can't accomplish with notepad or wordpad; it can only accomplish less (which is the reason why you shouldn't use it).
I've made an online map using leftover voxels a couple years ago myself using only wordpad for the mod and I'll upload it for you along with a screenshot so you can see for yourself.
Alexander C Bukington. Just like you said, try doing what TeamBlack said before claiming it won't work that way. In matter of fact, this is exactly what you did with SE2K without knowing it (just study the code in your map using wordpad and you should see for yourself, if you know how to code with wordpad that is).
Sun Edit 2K canNOT accomplish ANYTHING WHATSOEVER that you can't accomplish with notepad or wordpad; it can only accomplish less (which is the reason why you shouldn't use it).
I've made an online map using leftover voxels a couple years ago myself using only wordpad for the mod and I'll upload it for you along with a screenshot so you can see for yourself.
cool map... But I seriosuly believe I'm not doing what they are because I'm actually adding art.ini entries in the map and everything Is working smoothly. Idk If all you say I'm doing the same thing maybe I am but I still dont think so. _________________ 0h noez!11!!! one 11!! U just p00rd n00bs@uc3 a11 0v3r my l33t sk1llz!!!!!!11one!!111!!!one111!!!!!!!
[img]http://ppmsite.com/forum/viewtopic.php?t=16541[/img] QUICK_EDIT
You are not modding any art.ini entry in the map whatsoever. You're doing exactly what I did without knowing it; just take a look at your OWN code:
Code:
[BGGY]
Name=light tank
Image=1TNK
Turret=yes
Primary=120mm
This is what gives the buggy the image of a light tank, using the art.ini entries of the buggy. If you don't believe me, try copying the code of your map (in wordpad) to another map and see it'll still work.
And in case you didn't know, those are rules.ini entries, not art.ini entries.
Edit:
To prove to you you really aren't editing any art.ini entries whatsoever, try changing the cameo of the Titan into the cameo of an ORCA and changing WalkFrames= into something like 10 so it'll look wrong. You can't accomplish this without editing art.ini entries, so I can already tell you you won't be able to accomplish anything like this on a map since you can't edit art.ini entries just for a map. _________________ QUICK_EDIT
alright here is my art entry that I got using SE2K. And I have tried using image=1tnk (along with mrj, probe ect.) and only a few like MRLS and 2tnk work with no problem. But here are screne shots of my map in se2k form.
entry.jpg
Description:
this is not seen on notepad in a map. Why? I have no idea.
So, you added art.ini tags into the map code, that does not make it work. As Bittah said, try changing the cameo or some thing using only code in a map. You will find it is impossible. Seriously.
On a side-note, I notice you have AutoCAD on your desktop. If you put as much effort into that as you are this, you would have revolutionized modern car design (or whatever). _________________ QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Wed Aug 01, 2007 8:45 pm Post subject:
So what exactly are you trying to do ACB? _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index Last edited by Team Black on Wed Aug 01, 2007 8:49 pm; edited 1 time in total QUICK_EDIT
Your first image:
They're art.ini entries, which are not saved in your map (why? because art.ini entries just can't be saved in a map). The fact you see them in SE2K doesn't mean it's applied to the map.
The second image doesn't tell me much, since it doesn't show me which [ID] the light tank is using, but I'm already pretty sure it isn't [1TNK], but the idea of some other unit.
I don't know what you're trying to say with those images though... But whatever it is, it's not proving you're editing art.ini entries.
Like I said before, SE2K can't accomplish anything wordpad can't (but only less) and you'll only benefit from using wordpad instead of SE2K (note this is an advice, nothing else).
It seems that everybody in this topic but you already knows you're wrong (even before you got proven wrong) aside from you. Just do what I said in my previous post so you'll see for yourself.
Also, please try not to be so stubborn in the future, because believe it or not, there are a load of people that have been modding a lot longer than you have and thus have quite a bit more experience. _________________ QUICK_EDIT
Right... im not trying to flame you or whatever, get this clear... im tying to tell you that the game CAN NOT read any ART.INI flags from anything other than the ART.INI
See my attached image...
The code shows the game loading up the Voxel= flag... notice the call for CCINI_ART, i have highlighted it in yellow with a black outline. This code puts this flag and its contents into the ART.INI memory for the game to use on loadup. QUICK_EDIT
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