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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 3:13 pm    Post subject:  Mod gone wrong ... Reply with quote  Mark this post and the followings unread

i added a few infantry and tanks from Y'sR and the Apocalypse mod to Ra2 ... for a day or two everything worked perfect but now i get an IE every time i try to build a Robot Tank or Arnie, i click the cameo and, boom, IE Sad

here's the art.ini and rules.ini sections ...

art.ini:
Arnie:
[ARND]
Cameo=ARNIICON
AltCameo=ARNIICON
Sequence=HeroTwoSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135
SecondaryFireFLH=100,-25,135

[HeroTwoSequence]
Ready=0,1,1
Guard=0,1,1
Prone=86,1,6
Walk=8,6,6
FireUp=164,6,6
Down=260,2,2
Crawl=86,6,6
Up=276,2,2
FireProne=212,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Die1=134,15,0
Die2=149,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Cheer=56,15,0,S
Paradrop=292,1,0
Panic=8,6,6

Robot Tank:
[ROBO]
Image=ROBO
Voxel=yes
Remapable=yes
Cameo=ROBOICON
AltCameo=ROBOUICO
PrimaryFireFLH=150,0,100

-------------------------------------

rules.ini
Arnie:
[ARND]
UIName=Name:ARND
Name=Terminator Unit
Image=ARND
Category=Soldier
Strength=1250
Prerequisite=Barracks,Radar
Occupier=no
Armor=heavy
TechLevel=3
CrushSound=InfantrySquish
Sight=10
Speed=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=2000
Soylent=1500
Points=100
Nominal=yes
Fearless=no
Pip=red
DamageSound=IronCurtainDeflect
VoiceSelect=ArnoldSelect
VoiceMove=ArnoldMove
VoiceAttack=ArnoldAttackCommand
VoiceFeedback=ArnoldFear
VoiceSpecialAttack=ArnoldMove
DieSound=ArnoldDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=100
Size=1
Trainable=no
Crushable=no
NotHuman=yes
Warpable=yes
ImmuneToVeins=yes
ImmuneToRadiation=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
Primary=Termigun
ElitePrimary=TermigunE
PixelSelectionBracketDelta=-6
UseOwnName=true
VeteranAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
IFVMode=4

[Termigun]
Damage=125
ROF=10
Range=7
Projectile=InvisibleLow
Speed=100
Warhea=SA
;Warhead=HollowPoint
Report=ArnoldAttack
AssaultAnim=UCBLOOD

[TermigunE]
Damage=175
ROF=5
Range=10
Projectile=InvisibleAll
Speed=100
Warhead=SA
;Warhead=HollowPoint
Report=ArnoldAttack
AssaultAnim=UCBLOOD

Robot tank:
[ROBO]
UIName=Name:Robotank
Name=Robot Tank
Image=ROBO
Prerequisite=Factory,Radar
Primary=Termigun
Strength=750
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=7
Speed=10
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
Cost=1000
Soylent=1600
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=RobotTankSelect
VoiceSelectDeactivated=RobotTankSelectDeactivated
VoiceMove=RobotTankMove
VoiceAttack=RobotTankAttackCommand
VoiceFeedback=
DieSound=RobotTankDie
MoveSound=RobotTankMoveStart
;ActivateSound= RobotTankOnline
;DeactivateSound= RobotTankOffline
CrushSound=TankCrush
MaxDebris=2
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=15
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
Size=3
AllowedToStartInMultiplayer=no
OpportunityFire=yes
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Trainable=no
;BuildTimeMultiplier=1.3
;Sensors=yes
;SensorsSight=8
SizeLimit=1
Passengers=5
;OpenTopped=yes
PipScale=Passengers

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Warhea=SA

You can always use an INI checker next time.

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

(deleted my previous two posts to merge them into one Very Happy)

thanx for pointing that out, 001. i never checked the weapon because it seemed logical (to me) for the IE to occur when the gun would have been used, not when the unit using it was trained ... or am i wrong ?
And one more thing ? ... why isn't the cameo for the oill derrick showing up in-game ? i have the art sections, oildicon.shp is in my mix but it doesn't show up. the first time i tested to see if the oil derrick is ok, i could see the cameo but now i don't see it ? ... any ideas ?

off-topic: is your name just "001010011100101110" or does it go on forever, and ever, and ever ? Laughing

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, can you give me your Artmd and Rulesmd?

Btw it's actually 001100010010011110100001101101110011 #Tongue

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

here they are
... ok, sorry "001100010010011110100001101101110011", but you still didn't answered my question. is it only this long or does it go on for ever and ever and ever, etc ...

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

It ends there. Laughing

So, what? You want to build it? Put TechLevel=1 instead of -1.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Aug 09, 2011 6:10 pm    Post subject: mod Reply with quote  Mark this post and the followings unread

Think you are better off modding Yuri's. It is less hassle and you might not get all these IE. And if I am not mistaken ARES works only with Yuri's and not RA2

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
It ends there. Laughing

So, what? You want to build it? Put TechLevel=1 instead of -1.


i know, even if i'm a noob at this, i'm not that "duh" ... it has techlevel=-1 because my cameo doesn't show up, even though oildicon.shp is in ecache13.mix and art.ini tells it to use it as a cameo but it doesn't and i hate seeing that Ra2 image instead of a building/unit Sad

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chriss Rock wrote:
i know, even if i'm a noob at this, i'm not that "duh" ... it has techlevel=-1 because my cameo doesn't show up, even though oildicon.shp is in ecache13.mix and art.ini tells it to use it as a cameo but it doesn't and i hate seeing that Ra2 image instead of a building/unit Sad


I don't understand. Please specify exactly what you're trying to do and what is the problem.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Aug 09, 2011 7:28 pm    Post subject: mod Reply with quote  Mark this post and the followings unread

I looked at art, you have the oil buildup commented out. Go here they have build up for techs


http://graveyards.cncguild.net/style.php?page=downl#BuildingSHP



I placed your icon in my Yuri Rules and the icon shows up. I am not modding RA2 so I can't tell you why it doesn't work with it.


Offtopic............... 001010011100101110 are you on MMO sites?

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

Last edited by Nikademis Von Hisson on Tue Aug 09, 2011 7:32 pm; edited 1 time in total

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

i get launcher.bmp instead of the cameo!!

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Chriss Rock wrote:
i get launcher.bmp instead of the cameo!!


How the hell? Don't you mean xxicon.shp?

@Nika I don't know, some, why?

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Aug 09, 2011 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
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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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huh... probably not me. My birthday isn't November 1999. O.o

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

so clarify things ...
1. doesn't matter that the buildup si commented, the oil derrick works just fine w/o it
2. i have the xxicon.shp in ecache13.mix, in art.ini [caoild] has "Cameo=oildicon" and i still don't see the cameo ingame ...

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try placing the cameo right in the folder.

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
Try placing the cameo right in the folder.


nope, tryied it, doesn't work Sad ... any ideas on what to do ?

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, how do you get to build the thing in the first place? It has TechLevel=-1 doesn't it?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 09, 2011 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

For RA2, put your Cameos in an expand**.mix

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Tue Aug 09, 2011 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
Well, how do you get to build the thing in the first place? It has TechLevel=-1 doesn't it?


no, it doesn't. it has TechLevel=1 and Prerequisite=Power,Proc ...it was -1 because i can't get the cameo to work, and i hate that, so as long as i don't have a cameo for it, i won't use it.

@Craium: i know, ecache13.mix ...oildicon.shp is in there but it still doesn't work Sad

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 09, 2011 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I said an expand**.mix not ecache**.mix

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
TechLevel=-1


This is in your rules, and I don't get what you mean.

PS, Cranium said expand not ecache, but if it doesn't work in the directory I doubt it will work in there.
Edit: You already posted.

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

sorry, Cranium, lack of sleep got to me Very Happy ... i'll try as you said. btw, when i make expandxx.mix, does xx have to be like the exache XX, meaning 13 ? ... sorry if it's a stupid question

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
Quote:
TechLevel=-1


This is in your rules, and I don't get what you mean.

PS, Cranium said expand not ecache, but if it doesn't work in the directory I doubt it will work in there.
Edit: You already posted.


Let me explain. In the rules.ini posted here, it has -1 because i can't get the cameo to work, and i don't want a building without a cameo. IF i'll get the cameo to work, it will have TechLevel=1 (and Prerequisite=Power,Proc) ... is it clear now ?

[EDIT] nope, expand13.mx doesn't work ...

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

nothing works ... i tryied making a new cameo (shp builders misc option) and it still doesn't work ... any good programs out there to make cameos ?

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I just tried it with my RA2... couldn't get it to show up. I don't understand it either, it should work?

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, it should. the first time i tryied it in Ra2 it worked, also, it works perfect in Y'sR (i got the cameo from the mod's files)

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Then, why are you asking for help if you know it works? Or am I misunderstanding something?

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

since i'm such an expert at modding i thought that there could be a way to make the cameo visible ingame ...that's why Very Happy

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 10, 2011 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I just rememberd, that RA2 requires you to put any and all cameos into the cameo.mix located in the Language.mix
What you have to do is extract the cameo.mix from the Language.mix, insert your cameos, and then reinsert the cameo.mix back into the language.mix
Sorry but it's the only way for RA2 to recognize your cameos. Why westwood coded the exe to only read them this way is beyond me.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Chriss Rock wrote:
since i'm such an expert at modding i thought that there could be a way to make the cameo visible ingame ...that's why Very Happy


Confused

@Cranium ooooohhhh... then how did he get it to work on RA2 the first time?

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed Aug 10, 2011 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure. Could have been a flook or something.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

The moral of this story is, modding YR is just easier.

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Allen
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Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Aug 10, 2011 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm using RA2-YR, verson is what ever come from YR CD. I can load icons from ecacheXX.mix just fine.

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

extracted cameo.mix, inserted oildicon and ...nothing, still doesn't work.

obviously, i inserted cameo.mix back inside language.mix Very Happy

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Chriss Rock wrote:
extracted cameo.mix, inserted oildicon and ...nothing, still doesn't work.

obviously, i inserted cameo.mix back inside language.mix Very Happy


Well, I stopped having ideas a few posts up. You sure you put it in right? Got the language.mix into RA2 folder in the end?

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Cranium
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PostPosted: Wed Aug 10, 2011 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

your doing something wrong then. Cause I just put a new cameo into my cameo.mix put it back into language.mix and it worked just fine. Did you delete cameo.mix from the language.mix first? You need to do that. delte it, then save it, then reinsert cameo.mix and save it again.

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Chriss Rock
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Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

i did exactly like you said ... extract, delete, save, insert, save ... and still, nothing ... could the cameo be the reason ?

and why the hell does my xcc mixer behave like this ?

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Cranium
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PostPosted: Wed Aug 10, 2011 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

post up your cameo.mix so i can download it, or atleast the cameo itself. and for xcc thing, you need to change the palette to cameo.pal to see them correctly.

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Chriss Rock
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PostPosted: Wed Aug 10, 2011 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

as you requested...

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Aug 10, 2011 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
I just rememberd, that RA2 requires you to put any and all cameos into the cameo.mix located in the Language.mix
What you have to do is extract the cameo.mix from the Language.mix, insert your cameos, and then reinsert the cameo.mix back into the language.mix
Sorry but it's the only way for RA2 to recognize your cameos. Why westwood coded the exe to only read them this way is beyond me.

No... no it doesn't. I don't know where you got this from but I have incontrovertible evidence to the contrary. If you don't believe me, play my BWR: RA2 project; I have cameos in an ecache mix and they load just fine.

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Cranium
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PostPosted: Wed Aug 10, 2011 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

never have for me, I've always had to stick them into the cameo.mix to work. I even just tried an ecache and an expand mix, didnt work in either of them. Put it into the cameo mix and bam, showed right up.

and your cameo works just fine.



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001010011100101110
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PostPosted: Wed Aug 10, 2011 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Why the hell does it work for FQ, cameo.mix for Cranium, and none for CR?


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FurryQueen
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PostPosted: Wed Aug 10, 2011 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Why? Because they're clearly doing something very wrong. You should NEVER under any circumstances modify the existing mix files. It's not kosher.

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Cranium
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Location: USA

PostPosted: Wed Aug 10, 2011 2:26 am    Post subject: Reply with quote  Mark this post and the followings unread

nope, not doing anything wrong. If theres one thing I know how to do, it's add shit to a mix file correctly. If you look at pic, both those RA2 mix files contain 2 cameos, and 3 building shps. The buildings work just fine, but the cameos WILL NOT show up ingame. Now when I take those same cameos and stick them into Language.mix->Cameo.mix they work just fine. So I dont know what else to really say man.



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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Aug 10, 2011 2:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I just tested this myself using ecache99.mix. The cameo appeared as expected.

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Chriss Rock
Light Infantry


Joined: 06 Aug 2011

PostPosted: Wed Aug 10, 2011 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

well then why isn't it working for me ? ... and btw, i also wrote, in art.ini, under [caoild] Cameo=BRRKICON (allied barracks) and it doesn't work ...
and now would be the perfect time for "wtf is goin' on ??"

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 10, 2011 2:59 am    Post subject: mod Reply with quote  Mark this post and the followings unread

Chris, the only reason I mentioned about the buildup is because from what I have been told is it allows you to sell the item. if you have no buildupmk then it can't be sold.

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Allen
Pyro Sniper


Joined: 13 Feb 2007
Location: C:\Westwood\ TechLevel=12

PostPosted: Wed Aug 10, 2011 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Dude!!!!

You have 2 [CAOILD] in your art.ini!!!! You can NOT have 2 [CAOILD] in the art. Delete the 1st [CAOILD] and add your Icon to the 2st one farther down!

And

Delete the extra active animation you have listed below the first [CAOILD] too!

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Last edited by Allen on Wed Aug 10, 2011 3:05 am; edited 1 time in total

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