Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 15, 2013 11:48 am Post subject:
Yeah, HVA Editor and RA2 doesn't always work the same when it comes to HVA rendering. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
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. _________________
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.
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? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Dec 16, 2013 12:38 am Post subject:
It is.
Jem, let Tyler recap the past 5 years, okay? _________________ "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... QUICK_EDIT
Is there any mod base I should start with, something that gets all the building animations working properly and stuff? YR UMP or something? _________________
It's a bit old tho, and since then Jem posted up a lot of various fixes regarding artwork. _________________ "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... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Dec 16, 2013 8:42 pm Post subject:
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... QUICK_EDIT
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. _________________ ~ Excelsior ~ QUICK_EDIT
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. _________________
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... _________________ ~ Excelsior ~ QUICK_EDIT
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? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 22, 2013 5:08 am Post subject:
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... QUICK_EDIT
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? _________________
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. QUICK_EDIT
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. _________________
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. QUICK_EDIT
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