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Uhmin Rockus
Civilian


Joined: 03 Oct 2007

PostPosted: Mon Feb 04, 2008 6:23 pm    Post subject:  question
Subject description: harvesters
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Is there any way to make a different harvester unloading image for each side???

And when you make separate harvesters for each side will the AI build the new harvester for whatever side you make the new harvester for???

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Ickus
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PostPosted: Mon Feb 04, 2008 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, only one can be use...with that adding more harvesters will take that image when unloading..

but it is possible to have the AI build custom harvesters, but the issue lies in it telling it to harvest...IIRC...

however I've seen that custom harvesters granted as crate goodie object will automatically harvest, same goes for ones created via free unit logic.

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Joshy
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Joined: 13 Aug 2006

PostPosted: Mon Feb 04, 2008 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just don't use a unloading image. Wink

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Tue Feb 05, 2008 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Funny actually, i looked into the RA2 UnloadingClass key today, ill see if i can get anything out of it.

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Uhmin Rockus
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Joined: 03 Oct 2007

PostPosted: Tue Feb 05, 2008 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

joshy wrote:
Just don't use a unloading image. Wink


yeh... it doesn't look right though.
But i guess its gonna have to do.

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 05, 2008 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

try using an invisible dummy harvester for the unloading harvester [HORV]. Then give your refineries an unloading anim fitting to their respective harvesters.
If you make it right, the player can't see that the actual voxel harv disappears and the refinery is now showing the harvester as a part of its shp unloading-anim.

The only problem is, if the other sides harvester (captured, stolen etc) unloads at your refinery, because you see the unload anim of your sides harvester.

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djohe
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PostPosted: Tue Feb 05, 2008 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
try using an invisible dummy harvester for the unloading harvester [HORV]. Then give your refineries an unloading anim fitting to their respective harvesters.
If you make it right, the player can't see that the actual voxel harv disappears and the refinery is now showing the harvester as a part of its shp unloading-anim.

The only problem is, if the other sides harvester (captured, stolen etc) unloads at your refinery, because you see the unload anim of your sides harvester.

Sorry about thread hijacking but Im having trouble with this you wrote LKO

I need help with the unloading at refinery animation for my Tiberian Sun modification for own usage. I know quite a lot of stuff but I got stuck with one thing Laughing . I know that in "Tiberian Sun ² (Squared)" and SMIFFGIG's "Tiberian Sun Retro 1.21" and Deezire's mod version 4.5f the refinery unloading & loading animation is working perfectly but in my mod it only shows some edges of the animation but the sound linked to it is playing.

The art.ini part of my mod is working perfecly becaus the animation is working perfectly when I use TSR's Rules.ini in conjunction or Deezires rules.ini in conjunction with my mods art.ini but when I use my own Rules.ini it only gives me the error I described before, I dont know where in the Rules.ini the little difference is but its somewhere and wonder if you can help me with that.

The other times ive asked for help on this particular subject I never got any proper help (Ive asked for help before on this like here: http://www.ppmsite.com/forum/viewtopic.php?highlight=harvester&t=11266 )

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Lin Kuei Ominae
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PostPosted: Wed Feb 06, 2008 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

i did some research here
the main result was and my only hint is, that the PreProductionAnim is always drawn under the building but over the bib. (PreProductionAnimZAdjust doesn't seem to work)

If you want a working unloading anim, you have to remove the area from the building shp where the unloading anim is playing and add it to the bib.
Then the unload anim should work.

This is the only hint i can give since i don't know how they did it in the mods you've mentioned.

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djohe
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PostPosted: Wed Feb 06, 2008 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good hint but its not good enough for me (I want the bug fixed like in TSR / Deezires Mod / Blubbs TS Squared)

This should involve editing the rules.ini only and not changing any art or art.ini
Just need to find the damn stupid line that SMIFFGIG and Deezire know about and we dont #Mad

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CCHyper
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PostPosted: Wed Feb 06, 2008 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude... What the hell...

There is only way way to fix it, and you have to use animations.

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djohe
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PostPosted: Wed Feb 06, 2008 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
Dude... What the hell...
There is only way way to fix it, and you have to use animations.

How come it works when I put Deezire's rules.ini or Smiffgigs Rules.ini togherther with my mod and it displays the animation properly then?

Deezire's 4.5f dont edit any of the art (almost no new art in the mix files and none is related to the harvester or refinery)
Neither does Smiffgif's TS:R (I already removed the bib like in TS:R and checked his art files for any clues and there is none there)

That should prove that both TS:R and Deezire's Mod changes their rules.ini somewhere so that it displays this animation properly somewhere.

Offtopic mabe: TSHyper have you played Deezire's/TS:R/TS:Squared and looked at the Refinery when unloading/loading and wondered how they did it?

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Dutchygamer
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PostPosted: Thu Feb 07, 2008 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Ehmm, djohe, the anim is already in the original game, only it isn't used. You can enable it with using codes, but it's quite difficult to enable it...

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Team Black
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PostPosted: Thu Feb 07, 2008 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander also made an unloading anim in DTA..

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djohe
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PostPosted: Thu Feb 07, 2008 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
Bittah Commander also made an unloading anim in DTA..

Thats not the same thing, DTA is a mod that changes the refinery animation completly to the C&C1 refinery .shp with C&C1 animations.

I meant like a fix for the orginal game/my mod/other mods (even TS:R with the 3x3 Refinery) like Dutchygamer said.

Dutchygamer wrote:
Ehmm, djohe, the anim is already in the original game, only it isn't used. You can enable it with using codes, but it's quite difficult to enable it...

Congratulations! Dutchygamer you just pointed out exactly what I want to do now tell that to TSHyper also Laughing , now we just need to find out what manages that stupid animation in the rules.ini (not the art.ini Very Happy )

Is there anyone here at PPM that is able to dig trough TS:R or Deezire's mod and find that stupid line/lines or fixed the bug themselves and want to reveal it here in this topic/thread like Deezire or SMIFFGIG or someone else that is a smart enough for this task like Blubb? <--- JOKE

You guys might also want to look on this topic for more info on my problem:
http://www.ppmsite.com/forum/viewtopic.php?t=11266

And for all those who want to see a picture of what I mean, ask for a picture here and I will post it.

Offtopic:
I know how to fix it in Redalert2's soviet and allied refinery unloading animation but the Tiberian Sun refinery is "@#%&!" annoying!
Westwood only forgot some line and needed to relink some animations after eachother for the RA2 Refineries to make the unloading animation to work in the art.ini)

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djohe
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PostPosted: Sat Feb 09, 2008 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about double posting but:

Is there no one here at PPM that is able to help me with enabling the NAREFN_A and NAREFN_AR animations for unloading and loading animations at the refinery.

Cmon I thought you guys here at PPM where smarter than this Laughing

Dutchygamer wrote:
Ehmm, djohe, the anim is already in the original game, only it isn't used. You can enable it with using codes, but it's quite difficult to enable it...

That is exactly the thing I need help with can you help me with this?

The animation in question for those who dont look in the mix files or dont know how it looks here is a picture taken when playing Tiberian Sun Squared:



unloading anim.PNG
 Description:
Harvester unloading animation for refinery (NAREFN_A)
 Filesize:  23.02 KB
 Viewed:  11986 Time(s)

unloading anim.PNG



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Dutchygamer
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PostPosted: Sat Feb 09, 2008 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I do know some art.ini codes, but I ain't an expert in that. I suggest buggering LKO with this.
Also, I suggest looking trough the TS:Squared art.ini, and deleting everything that has nothing to do with the refinery and the harvester, so you may find the correct code Wink
Or as a last resort option, ask the mod designer (Blubb IIRC) how he did it...

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DeeZire
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Joined: 20 Nov 2006

PostPosted: Sat Feb 09, 2008 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

My memory of TS editing my be a little hazy (I'm modding Grand Theft Auto these days) but I think I remember this one. I'm pretty damn sure that the unloading harvester anim only plays on buildings that are called NAREFN - the game uses PROC instead. Take a look through my RULES file and you'll see how I made that change.

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CCHyper
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PostPosted: Sat Feb 09, 2008 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only plays on NAREFN? The game is not hardcode to do anything with PROC or NAREFN.

IIRC is uses ProductionAnim or PreProductionAnim, i did it for Recoil ages back.

Also DG, you wont be able to see the Squared INI's, i compressed it on request of Blubb.

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Dutchygamer
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PostPosted: Sat Feb 09, 2008 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ow, I didn't know that... Then you just must find it out on your own djohe... Sorry Wink

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djohe
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PostPosted: Sat Feb 09, 2008 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL! nice suggestion about deleting everything that dont have to do with the refinery/harvester dutchygamer Laughing Never thought of that HAHAHA

And as TSHyper said it is compressed so that the mix file aint accessible.

Ive already spoken alittle to Blubb and he do not know how he did it Laughing

DeeZire wrote:
My memory of TS editing my be a little hazy (I'm modding Grand Theft Auto these days) but I think I remember this one. I'm pretty damn sure that the unloading harvester anim only plays on buildings that are called NAREFN - the game uses PROC instead. Take a look through my RULES file and you'll see how I made that change.

DeeZire: Holy*** BATMAN! you did it! Woohoo one of the most annyoing bugs works now! I will be forever gratefull Deezire!
Thanks for comming here to PPM an fixing my bug in one single post Laughing
Also your mods owns, Your AI in Deezire for Redalert2:YR kicks my butt and the rest of the mod is great too, And your Generals:ZH mod is great. The TibSun mod is great too.

I wonder why it works in TS:Retro then becaus SMIFFGIG did not rename it there in TS:Retro 1.21 to NAREFN like you did.

Last edited by djohe on Sat Feb 09, 2008 8:42 pm; edited 1 time in total

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Dutchygamer
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PostPosted: Sat Feb 09, 2008 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

That maybe worth a Tutorial. May I, DeeZire?

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djohe
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PostPosted: Sat Feb 09, 2008 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go ahead Dutchygamer.

I just renamed everything in the rules.ini to NAREFN
This will howerver bug the singleplayer missions up becaus they still have the name PROC in them.
Ive also done some work on art.ini codes for the refinery

Laughing now we need to know how SMIFFGIG did it without changing the came to NAFEFN from PROC so it wont bug the Singleplayer missions.

Last edited by djohe on Sat Feb 09, 2008 8:47 pm; edited 1 time in total

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CalChillin
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Joined: 23 Oct 2007

PostPosted: Sat Feb 09, 2008 8:45 pm    Post subject:   Reply with quote  Mark this post and the followings unread

that would be a good tut, as many people have wanted to know including me Very Happy Smile

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CCHyper
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PostPosted: Sat Feb 09, 2008 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm, renamed it to NAREFN? I dont think that is hardcoded, just check the art.ini and rules.ini for anything where it is attached to the name NAREFN.

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djohe
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PostPosted: Sat Feb 09, 2008 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper I did not think that either but when I changed everything from PROC to NAREFN it worked for some wierd reason.

ARMORED CAL 4 just change everything in the Rules.ini named PROC to NAREFN untill we come up with a sollution for the singleplayer missions.

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CCHyper
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PostPosted: Sat Feb 09, 2008 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

PreProductionAnim=NAREFN_A
PreProductionAnimX=-2
PreProductionAnimY=2
PreProductionAnimZAdjust=-80

Look for NAREFN_A.SHP, you will notice that its the unloading animation. You should have also looked at the TSR art, and i did say it had something to do with ProductionAnims...

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CalChillin
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PostPosted: Sat Feb 09, 2008 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

it looks good in game and makes it seem more realistic too Very Happy Very Happy

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djohe
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PostPosted: Sat Feb 09, 2008 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper that is not it, ive already tried fooling around with that one under [NAREFN] in art.ini but its not the problem

The problem was or is located in the rules.ini and not the art.ini as ive tried to explain earlier

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CCHyper
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PostPosted: Sat Feb 09, 2008 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

You sure? Because i NEVER renamed NAREFN or PROC or whatever to enable it in Recoil.

I just remember editing the art and having trouble getting the right X and Y positions.

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djohe
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PostPosted: Sat Feb 09, 2008 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes im sure that the problem is not located in the art.ini becaus the animation is displayed when I use "my" art.ini together with SMIFFGIG's or Deezire's rules.ini

(SMIFFGIG did not fix the bug the same way as Deezire did, it appears also)

(also SMIFFGIG's 3X3 refinery art has nothing to do with the unloading animation if you believe that becaus I use that same art in my personal mod and it still did not want to display the unloading animation before I changed all PROC lines to NAREFN)

There seems there is three ways of fixing this bug:
1. Deezire's way: changing all PROC lines to NAREFN in rules.ini
2. SMIFFGIG's way: dont know how he fixed the bug
3. The hard way: New art

Last edited by djohe on Sun Feb 10, 2008 12:08 am; edited 1 time in total

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DeeZire
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PostPosted: Sat Feb 09, 2008 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
That maybe worth a Tutorial. May I, DeeZire?

Sure go for it.

Can anyone help me in return with a couple of TS things, Im updating my mod.

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djohe
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PostPosted: Sun Feb 10, 2008 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah sure, this is a Tiberian Sun editing forum anyway.

Glad to see that your back into TS editing Deezire.

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DeeZire
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PostPosted: Sun Feb 10, 2008 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

OK two slight things that are bugging me really.

First, I followed this tutorial to the letter, I even used the same hex editor;-
http://www.ppmsite.com/forum/viewtopic.php?t=12972

But it doesnt work for me and the tib doesnt change color on the radar. Can someone help me out or even better just post a ZIP containing the games stock tiberium images with the fixed radar colors?

Second, I was reading this;-
http://www.ppmsite.com/forum/viewtopic.php?t=15924

And I'd really like different colors for the clocks in the sidebar, preferably green for GDI and red for Nod. I tried editing the sidebar.pal files to get them to be different as I know the game will struggle with side-specific gclock2.shp files but I failed miserably, can someone do that for me as Ive seen it in a mod somewhere and dont want to just steal it.

Thanks for any help!

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Dutchygamer
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PostPosted: Sun Feb 10, 2008 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Ask joshy, he has seperate sidebar anim colors in his mod (red bar for Nod, yellow bar for GDI)...

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Joshy
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PostPosted: Mon Feb 11, 2008 12:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Ask joshy, he has seperate sidebar anim colors in his mod (red bar for Nod, yellow bar for GDI)...


In your beta GDI has a greyish one Laughing But I fixed that.

Quote:
Second, I was reading this;-
http://www.ppmsite.com/forum/viewtopic.php?t=15924

And I'd really like different colors for the clocks in the sidebar, preferably green for GDI and red for Nod. I tried editing the sidebar.pal files to get them to be different as I know the game will struggle with side-specific gclock2.shp files but I failed miserably, can someone do that for me as Ive seen it in a mod somewhere and dont want to just steal it.

Thanks for any help!


Edit the sidebar.pal for both sides and put it in like SIDEC.MIX or something like that and if you recolored it to the color you wanted for both sides it should work. Wink

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DeeZire
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PostPosted: Mon Feb 11, 2008 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Ive done it now, thanks Smile Just need to get my tib showing the right color on the radar.

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djohe
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PostPosted: Mon Feb 11, 2008 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey guys Longsharks just found the solution in TS:R's art.ini Laughing

What I wrote:
Everytime ive looked in TS:Retro's Art.ini ive must overlooked that there is 2 refinery entries.
This is much better than the solution Deezire's did and Dutchygamer wrote a tutorial on.

The only thing you have to do now is to create a duplicated entry of the [NAREFN] in the art.ini and name it [PROC] instead with Image=NAREFN. There should not be any more work in this one compared to Deezire's solution and does not involve editing maps/missions or ai(fs).ini

Thanks longsharks for almost pointing out Laughing there is "2" refinery art codes in SMIFFGIG's TS:R art.ini

DeeZire wrote:
Ive done it now, thanks Smile Just need to get my tib showing the right color on the radar.

What color do you want it in and for what file? (give me the filename/s and color HEX code and ill see what I can do about it)

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DeeZire
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PostPosted: Mon Feb 11, 2008 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

^ yep thats what I also did - I still left a PROC entry in the game so that the single player missions and AI triggers still worked, but it was a structure that the players could not build, only the comp.

@djohe - what I want is all the tiberium files (tib01.tem - tib20.tem) modified so that they show the correct colour on the radar. I need the color to be set to hex 18 9F 18.

Many thanks!

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djohe
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PostPosted: Tue Feb 12, 2008 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats wierd I cant find any mention of a [PROC] entry in your rules.ini Deezire

EDIT instead of double post:
--------------------------------
Here ya go Deezire (I used the HEX editor "frhed v1.0.156" and did it all manually Laughing (No batch commands = alot of work Laughing )

All densities should now be "18 9F 18" on the radar like you wanted
I noticed that thin patches where more visible on the radar so I will use this myself too. Smile

Hope ya like it. Remeber this was only for Temperate terrain so do a copy paste of all of them and replace .tem with .sno

Just remember to put me in the credits for the tiberium Laughing



tib01 to 20 tem(hex 189F18).zip
 Description:
Tiberium 01 to 20 for temperate terrain with 189F18 radar color by djohe

Download
 Filename:  tib01 to 20 tem(hex 189F18).zip
 Filesize:  44.71 KB
 Downloaded:  231 Time(s)


Last edited by djohe on Tue Feb 12, 2008 1:43 am; edited 1 time in total

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DeeZire
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PostPosted: Tue Feb 12, 2008 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

No worky, still black on the radar for me Sad

I put them in expand02.mix > ecache03.mix

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djohe
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PostPosted: Tue Feb 12, 2008 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Is that in finalsun/map preview or ingame on radar screen?

In my game these are green and the thin patches where the same green as the dense patches (green tiberium).

Have you changed any colors in rules.ini or some other .ini file like temperate.ini / snow.ini or firestrm.ini?

what version of tiberian sun do you have? (I have TS2.03 with ETS)

I just put temXX.tem (01-20) into my ecache04.mix (that is not in any other mix file) and they worked correctly directly (rhyme Very Happy ). (Your way should work to)

Hope you find the error Deezire Smile

Btw you forgot to put your website in your profile Very Happy

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DeeZire
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PostPosted: Wed Feb 13, 2008 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I havent made any changes to temperate.ini or snow.ini and havent changed the tiberium entries in rules.ini or art.ini, but it still shows black on the radar.

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Feb 13, 2008 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Thats wierd, have you tried to reinstall Tiberian Sun without any mod files in your TS directory becaus tiberium is not black by default in Tiberian Sun v2.03

I just checked TS Deezire v4.5 and there its still green for green tib and blue for blue tib in the radar.

I might be able to fix your black tiberium bug if you send me the current version of the mod if its not too private Laughing

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CalChillin
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Joined: 23 Oct 2007

PostPosted: Wed Feb 13, 2008 2:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can someone tell me what tib.tem are used for Aboreus (the custom one that are used in TSHypers guide on How To Make 3 Tiberium Types/Colours On A Custom Map How To Make 3 Tiberium Types/Colours On A Custom Map)

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Feb 13, 2008 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

All tiberiums use the same tib01 to 20.tem / sno files. The only difference is that they use different rules.ini entries with different values.

Example for temperate maps:
Green (Riparius - Normal) Tiberium uses tib01.tem to tib20.tem
Blue (Vinifera - More Valuable) Tiberium uses tib01.tem to tib20.tem
Blue (Aboreus - Thirdtype - unused) Tiberium uses tib01.tem to tib20.tem

Note that the third type is actually not completly unused, some official maps has it but its in blue so that you wont notice the difference between this and normal blue tiberium. The difference can be seen when you change color on it in the rules.ini

And if your talking about putting this tiberium type in a map/mission you are in the wrong forum Laughing Razz Twisted Evil It goes in mapping discussion

Ahhh ill post it anyway:
1. Disable beginner mode in Final Sun
2. Goto Special / Overlay ---> All Overlay
3. Paint TIB3_XX (01-20) 01 should be really thin and 20 should be the densest third tiberium type

Last edited by djohe on Wed Feb 13, 2008 2:42 pm; edited 1 time in total

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CalChillin
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Joined: 23 Oct 2007

PostPosted: Wed Feb 13, 2008 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

No i just wanted to change the mini map colour for my third tib and you lot was talking about it

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Wed Feb 13, 2008 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

No you can not change color on the third tiberium type for the radar sorry, its blue in my mod too on the radar when it should be red Laughing

EDIT:
I have not actually checked how to change color on it for the minimap(map preview) but it cant be changed for the radar from what I know

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Wed Feb 13, 2008 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

you have to hex edit it..there is a tutorial floating around...

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djohe
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Joined: 07 May 2006
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PostPosted: Wed Feb 13, 2008 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ickus wrote:
you have to hex edit it..there is a tutorial floating around...

Ickus I already know how to do that and know what it does if you just look some posts up about changing color on the tiberium for the radar for Deezire.

But in this case with Armored Cal 4 its for the third tiberium type and by default it has the same color and files as the blue/green tiberium (tib01 to 20.tem / sno)

So if you change the color of the third type in the normal way it will become red or whatever color you chose for it on the battlefield but will still be blue on the radar (a color it shares with the normal blue tiberium while the green tib is green on the radar even when it uses the same files).

So if I where to change the color of those files again(by HEX editing) I would cause all the tiberium types (all three) to change color on the radar when I only want to change the color on one of them, and it will also still have the same resulting color as the blue tiberium will get.

Hope you understand better now Ickus Very Happy
Just want to clarify the case

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Ickus
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PostPosted: Wed Feb 13, 2008 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol. ok. #Tongue

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