Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu May 27, 2010 4:57 am Post subject:
New tutorials for all your needs!
Subject description: Red Alert 2 with Ares, Generals and etc!
If you browse the modding sections of our forums, then what I'll post in this news is not something new, however, it is always worth to spotlight some of the guides that teachs some tricks that will help you to learn how to mod games and, here's the most recent posted ones:
Augusto shows several ways to tricks on how to create a mine layer unit for Red Alert 2: Yuri's Revenge, including his favourite way, which he used in his mod called 'Next Generation'. Here's a snippet:
Augusto wrote:
The Next Generation way, is my own way to recreate the mine layer logic in RA2 needs a shp version of the mine layer vehicle voxel and solving the end-ways of the deezire way, its a issue that has not been spreaded until this time and the comunity and that only appears in the Next Generation mod its a easy to implement way that turns the Deezire formula, instead that the mine layer vehicle transforms into a mine-building that gives a new free mine layer, the mine layer vehicle transforms, (as in the Supernova way), into a mine layer building but it wont spawns mine-slaves as the supernova formula, it just spawns a (freeunit) mine-vehicle, and this building-mine layer lets the mine layer undeploy (undeploysInto) into the original vehicle, overcoming the problem of the Deezire way that the original vehicle status dont maintain as it was In the Next Generation way, when the vehicle deploys into a building that undeploys into the original vehicle, the status,veterancy and damage, stays at it was because it is the same vehicle that can deploys when it wants, that makes this formula very useful in combat units like the sea scorpion
The tutorial is available HERE and the original tutorial in spanish is availlable HERE.
Ares offers support for 16 new countries and sides with taunts... plus the ones without taunts. But the process of creating new countries has confused a couple of people. So, m7 has recently posted a tutorial on how to create a new country using Ares. I repeat: country, not side. Here's a snippet:
m7 wrote:
Alright, since this seems to be something that blows other people's minds, I'm going to be writing simple yet effective tutorials for adding new countries using the new Ares DLL injector. (No, it's not a patch.)
There are a few things worth noting from the beginning. All of this should be in the documentation.
- You can have up to 32 new countries, 16 of which can have taunts. I don't see this being an issue.
- You can reorder the country list. The old 9 countries have special Ares handling that tells the game to still use their old loading screen, flag, and strings.
- You can have 16 new sides, don't ask me why you need 16 though.
- You can add your new countries and sides either before or after the GDI,Nod,Special,Neutral sides. It has no special effect contrary to what I thought.
Are you bored with these script based animations from Generals? Here's a trick for you: you can actually add movies to the game and this tutorial from The-Light will show you how to do it. Generals uses the same .bik format from Red Alert 2. Here's a snippet from the tutorial:
The-Light wrote:
RAD Video Tools can open quite a substantial ammount of file types, so lets assume the movie is in an openable format. Now what we do is opening the file with RAD Video Tools, you'll be presented with a screen similar to that in the picture. I put a red circle around the Bik button, pressing that button opens up a new screen in which you can adjust some settings.
The seccond screen I've also added, I also marked with red the converter button so it'll be easy to find. Pressing that button closes this screen and opens another, that screen shows the progress of convertion. Converting a movie or video takes quite a lot of time, when having one minute of film, then ten minutes of converting time is a reasonable guess.
How do you make new armours in Generals and Zero Hour? This quick tutorial from The-Light explains it in a very simple way. Here's a snippet from it:
The-Light wrote:
Armor in CnC Generals(Zero Hour to) is something which defines how much damage a object takes from certain damage types, together with the Healthpoints of a unit, this will define how much times a unit can be hit by a certain weapon before it dies.
To start with, there's a large sum of different damage types used in Generals, each weapon does a certain damage type.
Infantry like redguards and rangers usually use SMALL_ARMS damage, tanks use ARMOUR_PIERCING, Jets usually JET_MISSILE, bomb EXPLOSION, this way there's a over 12 other damage types.
And that's it. I hope these tutorials are useful for you. Happy modding and if you have a tutorial to share with us, go ahead and post in our forums! Last edited by Banshee on Sat May 29, 2010 2:44 am; edited 1 time in total QUICK_EDIT
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