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New Sprites...?
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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Mon Jul 07, 2008 3:27 pm    Post subject:  New Sprites...?
Subject description: How?!
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I expect this has already been asked about a million times, but i can't be bothered to go through the entire fourm, and check.
How do i create new sprites for RA2 YR? And put them on so the game reconsizes them? Question

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 07, 2008 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

eh... you mean shp files right?

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Mon Jul 07, 2008 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dunno. I've never done anything like this before, i've always just done INI editing. Never new 'shps' or sprites. Or whatever they are! Sad

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Mon Jul 07, 2008 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

mmm.... you will need to download xcc utilities then isntall them open your XCC Mix Editor create a new file called Ecachexx for ra2 or Ecachemdxx for Yuri (where the xx means a number from 02 to 99 i think whethever number you like)then clic on Insert then select the shps you like to add then save compact the files and The Ecachexx/Ecachemdxx place it on your game directory

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Daz
Energy Commando


Joined: 26 Apr 2003

PostPosted: Mon Jul 07, 2008 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why should anyone be bothered to type an explanation for you if you can't be bothered to use the search function on any of the C&C modding forums (or Google) to look for things yourself?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jul 07, 2008 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

And if youve edited INIs before you would still know how graphics work within Ra2/YR.

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Bugsey827
Grenadier


Joined: 15 Apr 2008

PostPosted: Tue Jul 08, 2008 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Well i don't understand how the Graphics work... I didn't exacly make the game (Although it would be cool if i did) And besides, i'm 13 and don't know anything about game graphics! Except stuff like 'This is a 2.5D game' Knowing the units are 3D, but the Structures are only shown from one angle, 2D. And it dosn't really matter now, 'cos i got the Voxel Section Editor 3. But have no idea what i'm doing.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jul 08, 2008 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread


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mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Mon Jul 14, 2008 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The graphic for a unit, say "soldier" consists of section in art(md).ini and the graphic file itself; the name of the graphic file must be the same as the name in art(md).ini; don't expect to make the connection yourself; it's done automatically as in many other situations e.g.[SOLDIER] <-> soldier.shp

1. Infantry and building graphics are SHP files; a shp is made of frames for every position of every action - fire, deploy etc. actions mentioned along with corresponding frame numbers in art(md).ini

2. Units like land, air, water that rotate about axes ingame, for decency, use the more complex VXL files (plus additional HVA)

Both 1. and 2. use FLH (Forward Lateral Height) values for determining the exact point from the projectile springs relative to the center of the unit. The values are not in pixels but leptons (just as small). Note that FLH is not a file. Smile

For basic tutorials / info reffer to
http://www.modenc.renegadeprojects.com/Main_Page

For vxl you read
http://yrarg.cncguild.net/index.php?page=tutorials/tutorialvxlanew

If it's too obvious for you, I ment no offense.

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