Posted: Sat May 09, 2009 5:32 pm Post subject:
Getting Started
I've played Red Alert 2 for quite a while, and I wanted to add a few of my own ideas to it. However, there is a major problem in getting to that, and I while be quite honest and frank about this as possible:
I have never done this before, and I have no idea how to get started.
I've searched documents and forums, as well as the internet. So far, I'm getting the idea that there are .ini files that can be modified, along with artwork that must be drawn along with that. However, I can't seem to find the file.
So, does anyone have any tips on how to get started? QUICK_EDIT
Well first off you need to know that the files are packed into what are called mix files. The game reads all the ini files, artwork (shp, voxel, pcx, etc), and more from those files. To open these you need the XCC Mixer this tool allows you to open the mix files and view what's inside there. I'll link you to it Here. This package includes all the XCC utilities (Mix editor, Mixer, Aud thingy, etc) and is very handy.
Once you get the mixer set up, take a look at Team Black's tutorial in the Tiberian Sun Tutorials section. From there, extract the ini files and have fun. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Or (if you are good at English, polite and listen to people who post) you can ask a few questions and be directed to specific tutorials for what you want to do, in that case you sir would be a diamond in the rough
Red Alert 2 (And Yuri's revenge if you have it -which you should because of extra useable logics) work with about 10 ini files. Rules contains Units, buildings, infantry, weapons, warhead and general settings. Art.ini controls what they look like, ai.ini controls the (retarded)AI and the rest aren't necessary until later.
Inis are editable with notepad (which is what most people use), they need to be extracted, they can be found in local.mix in Ra2.mix (add "md" to the end of those for Yuri's revenge, as well as the ini names).
A typical unit in the ini files has a reference in the units list:
[Unittypes]
...
(can't remember)=MTNK
...
And its own entry later on
;Grizzly tank
[MTNK]
Name=GTNK
UiName=Name:GTNK
Primary=105mm
Strength=300
Prerequisite=GAWEAP
Cost=700
Speed=6
..
I've cut a lot out and I'm not sure about that speed= but you get the idea. RA2/YR consists of a set of predefined tags that have effects and changeable lists of units, infantry,structures,weapons,projectiles(what the "bullets"are),warheads(scaling of damage for different targets, saying whether soldiers burn, melt or fall over etc) and animations (more later)
You can mess with these to get different effects and although people seem to think all the options have been used up you'd be surprised Good luck modding.
[NINJA EDIT] _________________ Yes, work on MV continues. It is not forgotten. Last edited by Lt Albrecht on Sun May 10, 2009 11:58 am; edited 1 time in total QUICK_EDIT
Posted: Sun May 10, 2009 1:44 pm Post subject:
Re: Getting Started
Anzarta wrote:
I've played Red Alert 2 for quite a while, and I wanted to add a few of my own ideas to it. However, there is a major problem in getting to that, and I while be quite honest and frank about this as possible:
I have never done this before, and I have no idea how to get started.
I've searched documents and forums, as well as the internet. So far, I'm getting the idea that there are .ini files that can be modified, along with artwork that must be drawn along with that. However, I can't seem to find the file.
So, does anyone have any tips on how to get started?
First things first to sort out the overkill of the infodump seen above. What are your aims as a modder? A balance mod? Semi or Total conversion? Content upgrade? The details behind this will help narrow down where to start.
Among them, every single ini you could ever need or want. Several tools such as FinalAlert2 (a map maker) and TibEd.
Before you dive into trying everything out in a frenzy and only getting lost, try out only a few things at a time. Especially after you have answered what your mod aims are. Then I can help a wee bit more. QUICK_EDIT
Sorry for the dump of information. I got carried away because you didn't appear and say "MAEK ME AH MOD PLZ! I WANT EXE HACKER, SW MAKER AND VOXEL ARTIST LOLOLOL"
Seriously, we get people like that... Guess I got carried away by the fact you have a brain _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Thank you for the resources, I'll start by making a few units and experimenting with all of the functions. In a few weeks, I might be able to start on a full modification.
@Team Someguy: To answer your question, I'm doing a content upgrade, adding new units to each faction & sub-faction. QUICK_EDIT
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