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Invisible custom unit problem
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Fennex
Civilian


Joined: 14 Mar 2013

PostPosted: Thu Mar 14, 2013 7:51 pm    Post subject:  Invisible custom unit problem Reply with quote  Mark this post and the followings unread

Hello, I've got a problem and hoping someone could shed light on the matter.

I had just finished creating a simple, new custom unit that I wanted to input into the game (just a clone of the Jump Jet Infantry, except with a slow firing rail gun). However, when I start it up, the cameo and actual graphic of the unit is missing.






I know I at least coded rules.ini correctly, since if I tell it to use the image for the original Jump Jet Infantry, it shows up in the side bar and game works just perfectly with no IE.

I've looked all over them forums, and they all suggest putting the .shp files into ecacheXX.mix, which makes sense since all the .shp graphics for the game are located within these files. But I have done this over and over numerous times to no avail.

Am I doing something wrong to the rules.ini file? The only thing I did to it was copy the entry for the Jump Jet Infantry and just edited the values to fit the names of my custom .shp files. Or is it something to do with the actual .mix files?

Also, my game is up to date, and the .shp files are the appropriate size and format (ts). Any insight into this matter is greatly appreciated. Thanks!

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 14, 2013 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you give your new unit an entry in art.ini? By the looks of things, no. Simply extract art.ini from TIBSUN.mix -> Local.mix, clone the original JumpJet trooper entry and change your the values necessary for your new unit.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 14, 2013 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Fennex
Civilian


Joined: 14 Mar 2013

PostPosted: Thu Mar 14, 2013 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Did you give your new unit an entry in art.ini? By the looks of things, no. Simply extract art.ini from TIBSUN.mix -> Local.mix, clone the original JumpJet trooper entry and change your the values necessary for your new unit.


I did just that, doesn't work.

As far as the name of the .shp files in question:

"rgjumpjet.shp" and "rgjjicon.shp".

I put those files in "ecache98.mix"

I believe I have looked over these tuts, but I'll go over them again just in case. Thanks Lin Kuei Ominae.



art.ini
 Description:

Download
 Filename:  art.ini
 Filesize:  84.6 KB
 Downloaded:  42 Time(s)


rules.ini
 Description:

Download
 Filename:  rules.ini
 Filesize:  237.53 KB
 Downloaded:  40 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 14, 2013 8:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, the unit code looks correct. So it can be only an issue with the mix file.
Either placed somewhere where the game can't find it, or a corrup mix or no rgjumpjet.shp in the mix.

However before you add more changes you should install the UMP. It fixes several bugs of vanilla TS and also makes modding easier by removing the need for taking care of the special case of the firestorm stuff.
Then base your future mod project on the UMP and edit these inis.

\EDIT
do you even have firestorm or a version 2.00 or higher installed?
IIRC the support for ecacheXX.mix files came with firestorm/v2.00, so if you have an older TS that's why the game can't find your ecache mix.

Last edited by Lin Kuei Ominae on Thu Mar 14, 2013 8:47 pm; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 14, 2013 8:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure if I'm overlooking something, but everything appears to be correct in your INI files (can't speak for MIX files which could possibly be corrupted), however, I don't recommend using filenames longer than 8 characters for usage in-game as from experience I can tell you that it causes odd image errors sometimes. Rename RGJUMPJET to RGJJ for example.

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Fennex
Civilian


Joined: 14 Mar 2013

PostPosted: Thu Mar 14, 2013 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
do you even have firestorm or a version 2.00 or higher installed?


Yes, I just checked. The version for Firestorm is 2.03

Lin Kuei Ominae wrote:
Either placed somewhere where the game can't find it, or a corrup mix or no rgjumpjet.shp in the mix.


It is directly in the SUN directory, and I checked if rgjumpjet.shp was there, and unfortunately it is. I've recreated the ecache98.mix multiple times cause I thought it was corrupted too. But the .aud files read correctly from it, so I don't understand why the .shp doesn't.

I'll take your advice though to install the UMP. It might fix a lot of problems. Thanks!

Aro wrote:
Rename RGJUMPJET to RGJJ for example.


I'll give that a try and let you know if it worked or not. Thanks!

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Fennex
Civilian


Joined: 14 Mar 2013

PostPosted: Thu Mar 14, 2013 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Aro, you were right. For some reason, I guess the game thought the name I inputted was too long. rgjj.shp works but rgjumpjet.shp doesn't, and now both cameo and graphic are visible. I've learned a valuable modding lesson today. Thanks guys!  Very Happy

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 14, 2013 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're welcome. The TS engine proves how futile it can be once again. #Tongue

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Thu May 09, 2013 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I also have this same problem to the Bike I just added recently it's called Haste Bike. I'll go see if I can upload later.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu May 09, 2013 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have couple of voxels I made and they are longer than 8 characters.They work just fine. All it needs to match the file correctly and coded correctly in the .INI

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri May 10, 2013 12:55 am    Post subject: Reply with quote  Mark this post and the followings unread

sometimes

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DarkVen9109
Pyro Sniper


Joined: 02 Nov 2012
Location: Philippines

PostPosted: Fri May 10, 2013 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

My HVA and VXL matches their names correctly and also I put their entries in both rules and art.ini

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