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Modification How To: Please Help
Moderators: Global Moderators, Red Alert 2 Moderators
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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 12:46 am    Post subject:  Modification How To: Please Help Reply with quote  Mark this post and the followings unread

Hi all,

I love playing Red Alert 2, but I've seen mods for the game such as buildings, units, tanks, trucks, and tons other mods. I'm wondering how they are made. There was one topic, that said to take a look the rules.ini file, but I don't seem to have this file on my hard drive or on my CDRom for Red Alert 2, is there some specfic place where I can download the rules.ini file and possibly art.ini? And is there a place that can teach the basics of Red Alert 2 modifications?

Thanks,
Jamison

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Tue Dec 28, 2004 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Download XCC mixer (GOOGLE!!!),open RA2.mix(RA2) or RA2md.mix(YR),go to local.mix and extract Rules.ini to game directory.You can also extract AI(md).ini (AI groups of units,their scripts,teams and when it makes actions ,Art(md).ini (Graphics settings of things),rmg(md).ini (Random map generator), Sound(md).ini (Sound settings).
Then download deezire ini guide from www.deezire.net and read.
Each unit needs its Art(md).ini entry,Rules entry and graphics is in vxl (units,3d objects,something like lego,Voxel Section Editor III) and shp (infantry and some units,2d frame graphics,SHP builder).
New graphics put by XCC mix editor to Ecache(md)nn.mix (nn=1-99) and ini to expand(md).mix.
Map editing:FinalAlert 2,Terrain Expansion
Ini editing:TibEd(DONT USE!!!),XCC INI Editor,Notepad,Wordpad,Word.
AI:AI editor v2

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Dec 28, 2004 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the great information, but I got a few problems:

1. In XCC Mixer, it does not display the names of the files. It displays there names in what appears to be jumbled numbers. So how do I know what/where local.mix is (or any other *.mix file) in RA2.mix? Which brings me to my next problem...

2. I did a search for Rules.ini (File -> Find...), and it came up with a result that was the Rules.ini file. So I extracted it, but when I put it in my RA2 directory and ran my game the computer seemed like it was doing something (loading) but it didn't do anything, I waited like 5 or 10 minutes. Why does this happen?

Thanks and please help more if you can!!

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Kiith-Sa
Rocket Cyborg


Joined: 26 Oct 2004

PostPosted: Sat Jan 01, 2005 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

1:I dont know why this happens,it never happened to me.Try downloading whole XCC Utilities pack and XCC DLL Files.

2:Something is wrong in INI or game.If INI,delete it,if game,reinstall.
Go to Google and find Rules.INI for RA2 and RulesMD.INI for RA2YR.
Pack of all RA2 and YR INI files is on RADEN site,I think.

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sat Jan 01, 2005 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I figured out how to extract the correct, unmodified Rules.ini, Art.ini, AI.ini, etc. All I had to do was search for it using XCC Mixer, goto File -> Find, then type Rules.ini! And I have learned how to use Voxel Section Editor 3 (the best program ever!) and HVA Editor, and I learned how to make new units, tanks, buildings, etc by just simply reading the comments in Rules.ini, Art.ini, etc. Smile But I don't get why my Cameos and Names of my units don't appear correct. The cameo says "Missing Cameo", and the name says "Missing:'<MYTANK>'"? Why? How can I change that?

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sat Jan 01, 2005 9:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the name you have to add it to the csf  Name:myunit Value super fast vechile or whatever #Newbie

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sat Jan 01, 2005 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

What is the csf? Please tell me!

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sat Jan 01, 2005 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

The csf file is the file you modify for your missing name thing.
I think xcc mixer has a a csf editor built in. #Fade in

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sun Jan 02, 2005 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

What is the name of the .csf file??

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Sun Jan 02, 2005 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Ra2.csf or ra2md.csf Smile

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sun Jan 02, 2005 4:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you so much cabal901! Smile

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Mon Jan 03, 2005 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

What a fast learner. It took me a month to make my first unit.

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Mon Jan 03, 2005 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I learn things extremely fast!

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jan 14, 2005 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

cameos are shp images a 60 x 48 pcx image, you give it a name i.e. BIGTANKICON and then in art find the art code of your unit and use Cameo= for rookie cameo and AltCameo= for veteran symbol version.

The ra2 convention is ICON for rookie icons and UICO for veteran

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jan 14, 2005 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

the main trick of successful RA/TS/RA2/YR modding is balance and uniqueness or surperb quality

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Fri Jan 14, 2005 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing I knew how to do cameos practicly from the start. Laughing

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jan 14, 2005 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

well that was to help answer your missing cameo problem ..

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Fri Jan 14, 2005 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

The missing cameo problem wasn't how to make them! I figured it out now anyway!

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Sun Jan 16, 2005 3:51 am    Post subject: Reply with quote  Mark this post and the followings unread

GA, the trick is having all that you said, not just one or two.

Anyway, we've got a new veteran modder here Smile

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Sun Jan 16, 2005 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Whos a new veteran modder, me? Smile

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Mon Jan 17, 2005 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I separate newbie modders from veterans simply by knowing if they can make a unit. Of course, the unit may not be good, but at least he can make it, he have experience.

Yeah, it's you. Not so veteran, but at least you do have proper modding skills, unlike people out there who simply shout, "I've got a great mod!" even though they can't even make a voxel.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Jan 17, 2005 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't exactly make voxels. That doesn't stop people from making a half-decent mod.

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Mon Jan 17, 2005 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not exactly to good at making voxels because I always make them much to small and ugly. But I'm good with the Voxel Section Editor 3.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Jan 18, 2005 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually not been able to makes voxels isn't nesseciarly a bad thing, if your mod consists of several inconsistent models with bad normals and horrible UBER weapons why bother?

Everyone specialiss.

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Tue Jan 18, 2005 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure I follow what your saying...

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Wed Jan 19, 2005 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm telling about the one who cannot make voxels as an example, I meant people who cannot do any forms of modding at all.

Anyway, Jamison, do you already have a mod in the works?

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Jamison
Vehicle Driver


Joined: 28 Dec 2004
Location: Milwaukee, WI

PostPosted: Wed Jan 19, 2005 3:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

No actually. I'm still practicing making units (the SHPs). Cause, well, I'm not good at graphics, so I'm trying to get better.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jan 20, 2005 10:09 am    Post subject: Reply with quote  Mark this post and the followings unread

basically i was trying to say i hope you mod is not a newbee mod made in day with SEAL Paradrops  !!!! or UBER nuke damage and if you add new units, buildings, try to make the AI use them.

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