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HVA issues
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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Dec 15, 2013 9:20 am    Post subject:  HVA issues
Subject description: HVA not working ingame
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I whipped up some basic propellers for the PDplane in RA2 and animated them ages ago, they worked fine.

Recently, I reformatted and installed RA2 again, and... well.



The plane itself is *tilted*, and I have no idea why. I've checked it in HVA editor and it works fine.

Is RA2 touchy with multiframe HVAs or something?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Dec 15, 2013 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Here use these...

ART INI
Code:

[CARGOPLANE]   ; Allied Cargo Plane
Voxel=yes
PrimaryFireFLH=0,32,0
ShadowIndex=3
UseBuffer=yes
DisableVoxelCache=yes
DisableShadowCache=yes

[PDPLANE]   ; Soviet Cargo Plane
Voxel=yes
PrimaryFireFLH=0,32,0


CARGOPLANE is a recolored version of the original into Allied Colors (Its a C-130)

PDPLANE is the unused one in the Mixes (Its an Antonov)

I assume you know how to customize paradrop planes...

Also... whats with the TD/RA1 Sized Infantry?



Cargo Planes.rar
 Description:

Download
 Filename:  Cargo Planes.rar
 Filesize:  22.5 KB
 Downloaded:  48 Time(s)


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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 15, 2013 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, HVA Editor and RA2 doesn't always work the same when it comes to HVA rendering.

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"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)
=======================
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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Dec 15, 2013 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
I assume you know how to customize paradrop planes...


Customize = faction-specific pdplane?

Ah... no. I dropped out of the C&C community around TW and I hadn't really paid much attention to RPatch or whatever the RA2 exe editing patch is. So spill?

Atomic_Noodles wrote:
Also... whats with the TD/RA1 Sized Infantry?


Scaaaaaaaaaaaaaaling. It feels better seeing a tiny soldier next to a large tank. The vehicles, tanks and stuff have all been scaled down too.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Dec 15, 2013 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then you could have just shrunk them down to 75% just like in TS which still provides each infantry with their own ideal size. Right now they are barely visible on screen like Ants.

Your using Ares right?

Just put in each Country's List

Paradrop.Aircraft=XXX

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 16, 2013 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Then you could have just shrunk them down to 75% just like in TS which still provides each infantry with their own ideal size. Right now they are barely visible on screen like Ants.


It's my personal mod. I've seen TS sized infantry and I prefer TD. Personal preference, really. Yes, you're right - they're not very detailed, but I prefer "proper sized infantry standing beside the Humvees (my humvee fetish has not diminished, no) they just climbed out of" over "detailed looking infantry".

Atomic_Noodles wrote:
Your using Ares right?

Just put in each Country's List

Paradrop.Aircraft=XXX


Aha, no. I really should switch to it. Isn't Ares YR-only, anyways?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 16, 2013 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

It is.

Jem, let Tyler recap the past 5 years, okay? #Tongue

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"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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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 16, 2013 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Jem, let Tyler recap the past 5 years, okay? #Tongue


Whaaaaat?

Is there any mod base I should start with, something that gets all the building animations working properly and stuff? YR UMP or something?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 16, 2013 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 16, 2013 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what do you suggest I use for a mod base? Or is it "UMP is here, but hasn't been updated in ages"? Or something else?

e: Jem?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Dec 16, 2013 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go with UMP and ask Atomic_Noodles for the fixes made since UMP. He'll be Jem to me because he got known to me as Jem before he even registered to the modding forums.

_________________
"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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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 16, 2013 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Aha, this explains much. Cheers.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Dec 16, 2013 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can post the mix of all the fixes of the UMP with my own alterations as well. You'll have to figure out whats changed from there... Too lazy to do a changelog of my own.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Tue Dec 17, 2013 3:05 am    Post subject: Reply with quote  Mark this post and the followings unread

I just want to tweak YR to my own personal preferences, stuff like adding buildable sandbags, improving the build distance radius, making the game more varied and nerfing Yuri. Because ztype Yuri. Etc.

e:

translated from tyler-ese - yes plox, would love to have the latest patches.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Dec 17, 2013 4:05 am    Post subject: Reply with quote  Mark this post and the followings unread

http://www.mediafire.com/download/9ixb7p4e7a5oa3e/expandmd98.rar

... UMP's Own Touch Ups

Added Modified Allied Barracks (Flag Pole is up front)
Custom Paradrop Plane for Allies & Soviets
Restored Industrial Active Animation
Restored Power Plant & Tesla Reactor Custom Explosions
Added Shadow Frames for Genetic Mutator Death
Lightning Bolts from Weather Storm are now unaffected by lighting
Fixed Flak Cloud Ground Explosion
Modified Corpses (Now has Blood)
Fixed Crazy Ivan Firing Frames
Fixed the Chrono Legion Firing Frames
Fixed the Lasher Tanks Barrel (Residual from RA2)
Fixed FLH of the Grizzly & Rhino Tank
Converted MGUN Animations to RA2 Anim Palette
Added Snow & Desert Specific Graphics for Tanya
Added Snow & Desert Specific Graphics for Chrono Commando
Enhanced Tesla Trooper Graphics
Tweaked Guardian GI Weapons (Now uses GI's Deployed Machine Gun when mobile)
Added MadHQ's Sentry Gun Graphics
Added MadHQ's Gap Generator Graphics

From what I can recall I added...

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Dec 22, 2013 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm going to go out and assume that due to your lack of response from.. oh, say, anyone, that PPM is about as "active" as it was when I left it in 2006.

Anyways... going onto installing Ares/Launchbase/etc... I'm apparently unable to put voxels into mixes. I can put SHPs, but not voxels. Know anything about this?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Dec 22, 2013 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't think of anything what could prevent it.

YR uses expandmdXX.mix where XX can be any number. And only expands can override voxels.

_________________
"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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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sun Dec 22, 2013 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

The problem isn't "YR doesn't display the voxels ingame", the issue is "can't put voxels into the mix files to make them display ingame". The weirdest ztyping thing is, it worked, recently. A couple of weeks ago I realized how really crappy my humvee i looked and overhauled it so it looks less crappy, and it worked when I put the voxels in the mix file. IE, I *could* put the voxel in the mix... and I can't now, either via XCC Mixer or XCC Mix Editor. But I *can* put SHPs into those very same mixes.

Maybe I missed some important generic windows library XCC needs or something?

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 22, 2013 6:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Unless specified LaunchBase might be removing some files when running the game. Or last patch version of YR changed the mix files that is read by the game. ecache*.mix case is different.

If you can't save a mix file with voxels in it, then it is something different.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 22, 2013 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're using FA2 you can't edit mix files too BTW.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 23, 2013 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
If you can't save a mix file with voxels in it, then it is something different.


Yes, this is my issue. I can't click & drag voxels into mix files, nor can I compact them with XCC Mix Editor.

Mig Eater wrote:
If you're using FA2 you can't edit mix files too BTW.


Ohey Mig, I see you're still around. FA2 as in the mapping software? Regardless, haven't touched that in aaaaaaages, so I'm *fairly* sure that's not the issue.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Dec 23, 2013 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

XCC Mix Editor does not differentiate between shp or vxl. Can put any file like exe/dll/sys etc.
into it. Try extracting old contents and make a new empty mix file and add all to it.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Mon Dec 23, 2013 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Use XCC Mixer instead, the Mix Editor can be a bit temperamental & do stuff like this some times.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Dec 23, 2013 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Try extracting old contents and make a new empty mix file and add all to it.


Tried that.

Mig Eater wrote:
Use XCC Mixer instead, the Mix Editor can be a bit temperamental & do stuff like this some times.


I tried Mix Editor when XCC Mixer didn't work.

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