Posted: Thu Mar 14, 2013 7:51 pm Post subject:
Invisible custom unit problem
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! QUICK_EDIT
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. QUICK_EDIT
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.
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 QUICK_EDIT
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. QUICK_EDIT
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! QUICK_EDIT
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! QUICK_EDIT
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Posted: Thu May 09, 2013 1:10 pm Post subject:
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 _________________ Mod Leader and founder of World Domination
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