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cataloging all of the files in the ra2.mix/ra2md.mix
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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Sat Apr 26, 2014 1:00 am    Post subject:  cataloging all of the files in the ra2.mix/ra2md.mix
Subject description: DL
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So I just spent about an hour compiling a crap ton of files, but here they are, if this is popular enough I might continue to do it, but at the moment it's just absolute hell...
However, this should help... I have added a categorized listing for edited versions as well... Note: THIS IS WIP. NOT ALL THE MIXES HAVE BEEN DONE. IT'S ALSO ALL IMAGES, NO SOUNDS, NOTHING LIKE THAT



Vanilla Files.zip
 Description:
There you go, have complaints? No? Good.

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 Filename:  Vanilla Files.zip
 Filesize:  6.39 MB
 Downloaded:  642 Time(s)


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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Apr 26, 2014 10:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry if I am missing something... but, what is the purpose of doing this? Why not dig them out of the mix files as needed?

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Sat Apr 26, 2014 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because why not

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Sat Apr 26, 2014 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Congratulations, you just reinvented the wheel and made it a square.

This is a step backwards to simply finding things with XCC Mixer, or rules.ini. It's good that you want to spend time & effort on stuff, but it's useless unless it actually improves the current system.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Tue Apr 29, 2014 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I could see this possibly being useful for an inexperienced modder who doesn't know his way through the mixes yet. I can't remember the last time I actually needed to dig in to the stock assets for any reason though, other than to cross-reference the original INI files (which is the one thing this ZIP doesn't include, interestingly enough).

That being said, I see no reason to chastise someone for at least trying to compile some assets into a way that might make more sense for some; it's not any worse than digging through the mixes. If it doesn't work for you, you obviously don't have to use it. It might be helpful for some though, and if that's the case, then all the more power to you.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Apr 30, 2014 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

this was done about 5 yrs ago and someone bitched that you are feeding them the info and they will not learn how to do it themselves. I don't the link.

IMO If I am making a mod I wouldn't need to add these to a mix file because it is already in the game. But, putting that aside you left out the voxels...... so I would say fail. The most edited stuff are the INI which are here (and once again people bitched)

http://www.ppmsite.com/forum/viewtopic.php?p=318090#318090

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Wed Apr 30, 2014 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not worth it IMO. Downloading a ton of files when you can start XCC mixer and get them from there. Saves space and time while digging through the files/using Windoes Search.

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Wed Apr 30, 2014 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

yup, I found out how the ctrl+F thing works, before I thought that it only searched within the .mix you're currently searching for

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Wed Apr 30, 2014 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Dasfonia
Rocket Cyborg


Joined: 17 Apr 2010
Location: In a human body.

PostPosted: Thu May 08, 2014 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I could see this being good for newbies if you renamed each SHP file to what it actually was, for example: gacnstdm.shp gets renamed to "Arctic (Desert, Lunar, Urban, New Urb, or Temp) Allied Constuction Yard Destroy Anim (gacnstdm).shp".  This way the use can actually use the Windows search function to find the file they are looking for by searching for the actual name that a person would say if they were talking to someone else.  

Think of it this way, I'm not going to say, "Hey dude go build a gacnst so we can blow it up and see the gacnstdm animation!"

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri May 16, 2014 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting idea, but unfortunately that defeats the purpose somewhat. Those files would need to be renamed to something proper in order to actually be used in-game.

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