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SHP failed to show in game [RA2]
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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Tue May 10, 2011 4:14 am    Post subject:  SHP failed to show in game [RA2] Reply with quote  Mark this post and the followings unread

Hi there,

I am quite new to modding and recently, I tried to put a new pillbox into RA2.

For some reasons, the pillbox just won't show up on the map in the game. But I can see the cameo showing correctly.

These are the THREE .mix files I have, lying discretely in the RA2 directory.
- expand98.mix
- ecache98.mix
- ra2.csf (probably irrelevant to my problem)

So I put gafpill.shp, gafpillmk.shp and gafpillico.shp in ecache98.mix. Then I updated rules.ini and art.ini (code shown below) and put them in expand98.mix.

Rules.ini
Code:

[BuildingTypes]
;... continuing from original BuildingTypes list
320=gafpill
;... go to [gapill] and copied the section and pasted below
[GAFPILL]
UIName=Name:SPILL ;already updated in CSF
Name=Sniper Pillbox
BuildCat=Combat
Strength=700
Armor=steel
Prerequisite=BARRACKS,GACNST
TechLevel=5
Adjacent=12
ROT=10
Sight=9
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=French
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1300
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=AWP3
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
AIBuildThis=yes


Next, art.ini
Code:

;copied [gapill] and pasted
[GAFPILL]
Cameo=gafpillico
Image=GAFPILL
Remapable=yes
Foundation=1x1
Height=1
Buildup=GAFPILLMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,10
PrimaryFireFLH=90,0,40
PrimaryFireDualOffset=true
Recoilless=yes


Is there a problem in my coding? Or is it a problem of my .mix files management? Actually, I learnt about .mix management from this website.

http://www.modenc.renegadeprojects.com/MIX#File_Names_and_Loading_Hierarchy

Thanks a lot,
Felastine.



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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Tue May 10, 2011 4:40 am    Post subject: Reply with quote  Mark this post and the followings unread

You will also want ggfpill.shp and ggfpillmk.shp.

The first letter of building file names are factional. G=Allies, N=Soviets, Y=Yuri. I am unsure if this has any real value.

However, the second letter is important as it dictates what theater to show a building in. G=General (default for the others), A=Artic, T=Temperate, U=Urban.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue May 10, 2011 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

G, N, Y and C are the only valid starting letters in vanilla (aka no NPatch/RockPatch or Ares) RA2 and YR. If you use the others, multiple theater art doesn't work; it will always show arctic.

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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Tue May 10, 2011 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I have no NPatch/RockPatch or Ares. So... what exactly should I do? Add also ggfpill.shp and ggfpillmk.shp into ecache98.mix?

Also, am I understanding correctly that buildings and cameos go in ecache*.mix and all other things go in expand##.mix?

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Tue May 10, 2011 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

From what I saw, yes. Add them. I personally didn't see anything else wrong, though I could have missed something.

Cameos go in ecache*.mix, and I believe buildings also work there. I personally put buildings into expand*.mix, but I think both work.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue May 10, 2011 5:21 am    Post subject: shp Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
G, N, Y and C are the only valid starting letters in vanilla (aka no NPatch/RockPatch or Ares) RA2 and YR. If you use the others, multiple theater art doesn't work; it will always show arctic.


Well, I never used G, N, Y, C to start off a building name in Van Yuri. I've labeled them as Building01 and so on, or what ever the building was. And that was before I used any patch

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue May 10, 2011 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

If you use non-valid letters at start, then you can't use NewTheater. That's fixed on Ares 0.1.

Felastine, at NewTheater=yes, the second character defines the terrain. G is generic, A is arctic, D is desert, U is urban and L is lunar. If a terrain-specific art is missing, generic will be loaded instead.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue May 10, 2011 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:

Felastine, at NewTheater=yes, the second character defines the terrain. G is generic, A is arctic, D is desert, U is urban and L is lunar. If a terrain-specific art is missing, generic will be loaded instead.


And for sake of completeness: You forgot NewUrban which is letter N.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue May 10, 2011 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
Well, I never used G, N, Y, C to start off a building name in Van Yuri. I've labeled them as Building01 and so on, or what ever the building was. And that was before I used any patch
As long as art uses this logic it'll work. In rulesmd you can use any reasonable name and Image=.

Anyway labeling your stuff "Building01 and so on" sounds like a really dumb idea.

Graion Dilach wrote:
G is generic, A is arctic, D is desert, U is urban and L is lunar.
Also N is for New Urban.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue May 10, 2011 12:39 pm    Post subject: shp Reply with quote  Mark this post and the followings unread

Sorry, forgot to mention those were just my civilian buildings.

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue May 10, 2011 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

@OBolt and Starkku

I remembered NewUrban uses Urban buildings... OK, thanks.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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felastine
Cyborg Engineer


Joined: 10 May 2011

PostPosted: Wed May 11, 2011 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you all for your very helpful replies. Smile

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