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 Forum index » Modding Central » Red Alert 2 Editing Forum
Adding animation to rulesmd.ini doesnt work?
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aldaristemplar
Civilian


Joined: 15 May 2021

PostPosted: Mon Jun 07, 2021 6:34 pm    Post subject:  Adding animation to rulesmd.ini doesnt work? Reply with quote  Mark this post and the followings unread

Hi there again. I want to ask about the difference between rulesmd.ini and rules.ini.

Here is my problem though. I did the same exact things with both rules and rulesmd. Firstable, i open up my conquer.mix with my XCC mix Edtior, i added VTmuzzleblue.shp (which is my custom shp), i save it. i add the vtmuzzleblue to animations list from Rules.ini -> I test with Red Alert 2 -> it worked. I did the same thing to rulesmd.ini and conquer.mix from yuri's revenge dictionary. I went to the game, and it didnt work, i tried with different name, differerent shp files but it still not work. What happened?


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Lupin III
Medic


Joined: 04 Mar 2021

PostPosted: Mon Jun 07, 2021 7:41 pm    Post subject: Re: Adding animation to rulesmd.ini doesnt work? Reply with quote  Mark this post and the followings unread

aldaristemplar wrote:
Hi there again. I want to ask about the difference between rulesmd.ini and rules.ini.

Here is my problem though. I did the same exact things with both rules and rulesmd. Firstable, i open up my conquer.mix with my XCC mix Edtior, i added VTmuzzleblue.shp (which is my custom shp), i save it. i add the vtmuzzleblue to animations list from Rules.ini -> I test with Red Alert 2 -> it worked. I did the same thing to rulesmd.ini and conquer.mix from yuri's revenge dictionary. I went to the game, and it didnt work, i tried with different name, differerent shp files but it still not work. What happened?


I don't know if i say right things, but i know sure, that rulesmd is for YR, infact, "md" means missiondisk and about your problems, i can help you, but you need to reply more details about your problem. For example, show me, the code in artmd.ini , or somethings of this kind.

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Virgil
Cyborg Firebomber


Joined: 22 Jul 2018

PostPosted: Mon Jun 07, 2021 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

rules.ini is for vanilla RA2, while rulesmd.ini is for YR. For animation you will also need art(md).ini sections to make it work I think. YR is also handling things in slightly different ways from RA2 due to being an expansion. The information provided is no enough to decide what's causing your problem.

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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Tue Jun 08, 2021 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

you should be writing your expansion files into a numbered expandmd mix files instead of the games default files. i didnt even think
XCC could insert a file into a mix inside of another mix. at any rate, i bet the other two are right and that its probably an issue that  
has to do with the game getting confused between expansion 'md' files and vanilla ra2 files.
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silverwind
AA Infantry


Joined: 11 Jun 2016

PostPosted: Tue Jun 08, 2021 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

What I'm getting from your post is:

1. you put vtmuzzleblue.shp into ra2.mix > conquer.mix (issue 1)

2. you added vtmuzzleblue and apmuzzle to the [Animations] lists in rulesmd.ini and rules.ini (good)

You loaded the game and only ra2 shows the new animation. YR doesn't.


What you need to do is to create a pair of new mix files inside the game directory called "expand55.mix" and "expandmd55.mix". you can replace 55 with any number between 07 and 97, to be safe. Put your shp files in these mix files (and compact them).

The game will load your animations with default values as long as they're in these files and are in the [Animations] lists in the respective rules(md).ini files.

However, if you want to control how they're played, add sections to the art(md).ini files and modify them there.

To summarize:
Files go in: expandXX.mix / expandmdXX.mix
listed in: rules.ini / rulesmd.ini
adjusted in: art.ini / artmd.ini

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aldaristemplar
Civilian


Joined: 15 May 2021

PostPosted: Tue Jun 08, 2021 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
What I'm getting from your post is:

1. you put vtmuzzleblue.shp into ra2.mix > conquer.mix (issue 1)

2. you added vtmuzzleblue and apmuzzle to the [Animations] lists in rulesmd.ini and rules.ini (good)

You loaded the game and only ra2 shows the new animation. YR doesn't.


What you need to do is to create a pair of new mix files inside the game directory called "expand55.mix" and "expandmd55.mix". you can replace 55 with any number between 07 and 97, to be safe. Put your shp files in these mix files (and compact them).

The game will load your animations with default values as long as they're in these files and are in the [Animations] lists in the respective rules(md).ini files.

However, if you want to control how they're played, add sections to the art(md).ini files and modify them there.

To summarize:
Files go in: expandXX.mix / expandmdXX.mix
listed in: rules.ini / rulesmd.ini
adjusted in: art.ini / artmd.ini


I didnt add the variable to artmd.ini so that is why my animation didnt show up. It fixed perfectly. But what excactly "compact" mix files means?

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silverwind
AA Infantry


Joined: 11 Jun 2016

PostPosted: Sat Jun 12, 2021 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure what it actually does, tbh. I think it optimizes the file structure after you're done working with the mix file.

In any case, avoid putting files directly in the original mix files. So many reasons why that's a bad idea.

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McPwny
Cyborg Firebomber


Joined: 29 Jan 2018

PostPosted: Sat Jun 12, 2021 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can open up the .mix file that you want to dump the files in, select all of the files you want to add, then drag and drop them into XCC mixer.
the manual .mix editor is basically obsolete since forever.
_________________
.shp artist and critic of voxels

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