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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 10:00 am    Post subject:  Question...
Subject description: About buildings...
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I've added a new civilian building to a game,but there is no my building in buildings list in final alert,and I've added some infantry which I can't find there too. Help me please and tell me how to make new added units available for using in final alert?

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Sat Jan 08, 2011 10:48 am    Post subject: Re: Question... Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
I've added a new civilian building to a game,but there is no my building in buildings list in final alert,and I've added some infantry which I can't find there too. Help me please and tell me how to make new added units available for using in final alert?

Can you post the kode?

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

code of what exactly?

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Jan 08, 2011 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

the rules and art ini code of said building...


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have a seperate directory for your mod? If your mod stuff arent in the Westwood folder it wont read them unless you redirect FA to open with your mod.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rules:

[TSERKOV]
UIName=Name:TSERKOV
Name=Church
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4lg,Dbris3sm,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=6 ; UC base values
ClickRepairable=no
LeaveRubble=yes

Art:

[TSERKOV]
Foundation=7x7
NewTheater=yes
DemandLoad=true
CanBeHidden=False

Last edited by andrewmarley on Sat Jan 08, 2011 3:06 pm; edited 2 times in total

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Do you have a seperate directory for your mod? If your mod stuff arent in the Westwood folder it wont read them unless you redirect FA to open with your mod.


I'm using xcc mod creator.
My original mod files aren't in the same directory with game and the mod has it's own directory. When mod creator activates the mod, it also puts all mod files into the game folder, right?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

FA wont read packaged mods like that. If your mods rules/art ini and .mix files arent in the directory that you have FA pointed to, then it wont read them.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what should I do?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

redirect FA to open with your mod files. or just stick your .mix files and .ini's in RA2 directory.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sat Jan 08, 2011 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Copy your rulesmd.ini and artmd.ini to your game dirctory.
2. Use FA2 1.02 please, 1.01 doesn't support YR mods(a perfunctory solution is to copy your expandmd**.mix and ecachemd**.mix and rename them to expand**.mix and ecache**.mix).

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

So now i see my infantry in infantry list,butt still no building

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Jan 08, 2011 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could also just add a random building(same foundation), then save the map, open it with wordpad, and replace the building with your building

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

so foundation is 7x7... no original buildings has that foundation

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jan 08, 2011 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unless you're using Ares, you can't have a building that large anyway.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 4:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

so what is the maximum foundation?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jan 08, 2011 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread


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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

So... Nothing...
I've changed foundation to 4x4 and still nothing.
This is edited code:
Rules:

[CATSERKOV]
UIName=Name:TSERKOV
Name=Church
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
Points=5
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4lg,Dbris3sm,Dbris8lg,Dbris8sm,Dbris3lg,Dbris2sm
BaseNormal=no
Sight=6
ClickRepairable=no
LeaveRubble=yes

Art:

[CATSERKOV]
Foundation=4x4
Height=4
NewTheater=yes
DemandLoad=true
CanBeHidden=False

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

this might sound lame, but you did list it in the [BuildingTypes] list right?
and it's in an expandmd.mix right? and that .mix file is in the RA2 directory right? If this is all true then it should show up in FA in the Buildings->Other drop down list.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 5:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes,it's all true and... nothing!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 5:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

do have all the extentions needed to use NewTheater=yes?
CATSERKOV
CTTSERKOV
CUTSERKOV
.etc,.etc

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then I dont see any reason why this is not showing up.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

so I found a way out of this problem... I've reinstalled the final alert and... it's all good)

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 6:57 pm    Post subject: New Problem Reply with quote  Mark this post and the followings unread

So there is new problem.
Look at this.
Same palette.
Same background color.
How to fix it?



4.PNG
 Description:
Damaged... No problems
 Filesize:  339.91 KB
 Viewed:  4045 Time(s)

4.PNG



3.PNG
 Description:
Idle... Some problems
 Filesize:  354.51 KB
 Viewed:  4045 Time(s)

3.PNG



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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

The idle frame is using the Color blue#198 "shadow color" and should be blue#252, open it back up in shp builder and do ColorReplace with 01 to 00 in that frame only.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

No,I've already tried

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

whats the frame sequence in your .shp file?, it should be--

Idle frame
Damage frame
Garrison frame "if used"
Idle shadow frame
Damage shadow frame
Garrison shadow frame "if used"

so you should have a total of 4 or 6 frames depending on what you did.
Make sure all frames use the#0 blue for background and only the actual shadows should use the #1 blue

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok.I found what exactly was wrong.Can somebody make a good shadows for this building if I give you this shp?because I don't know how to make right shadows...

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 08, 2011 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont do .shp shadows. I make all my shadows via Max. So unless you have a .max file I cant help you. But I do know that it's really not that hard to do it in shp builder. Just turn shadows on and draw a shadow next to it that resembles it. Of course your not going to get it right the first few times, but like they say "practice makes perfect".

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Jan 08, 2011 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe it's possible to make it in photoshop?

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Sat Jan 08, 2011 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Upload it here and I try

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jan 09, 2011 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

You should also flip the building as the light source is on the wrong side.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Jan 09, 2011 8:11 am    Post subject:  Church Reply with quote  Mark this post and the followings unread

Ok. Here is it. If you use it in your mods - credit me.



full size - all frames - no shadows.shp
 Description:
need shadows...

Download
 Filename:  full size - all frames - no shadows.shp
 Filesize:  388.64 KB
 Downloaded:  86 Time(s)


Last edited by andrewmarley on Tue Jan 11, 2011 11:56 am; edited 1 time in total

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Sun Jan 09, 2011 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Am I going at right direction?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jan 10, 2011 2:39 am    Post subject: Reply with quote  Mark this post and the followings unread

you have it located to much directly behind the building, and to much of the towers are in the shadow. It's a good try though. Smile

Should be more like this.

P.S. That's one damn big building. 7x7 foundation? thats kinda even crazy for me Laughing and I like big buildings.



testja.png
 Description:
 Filesize:  72.58 KB
 Viewed:  3896 Time(s)

testja.png



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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Mon Jan 10, 2011 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium so the sun shine from E and not SE?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jan 10, 2011 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Sun shines from SW to NE but a little bit more SNE

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Mon Jan 10, 2011 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

guys, post here complete version please

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