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Specific mix names
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jim
Vehicle Driver


Joined: 23 Mar 2005

PostPosted: Thu Mar 24, 2005 6:22 pm    Post subject:  Specific mix names Reply with quote  Mark this post and the followings unread

Question What specific name of mix do i need to type when adding a new mix file on RA2? Question

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Fri Mar 25, 2005 12:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Expand(md)XX and ecache(md)XX. XX being a number greater than 10 (to be safe).

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jim
Vehicle Driver


Joined: 23 Mar 2005

PostPosted: Fri Mar 25, 2005 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok i did "ecacheXX" and use my voxel image for my new added unit.But im kinda experiencing some "internal error" and i have an HVA on my voxel...so what is wrong?

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Fri Mar 25, 2005 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

replace XX with a number...

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jim
Vehicle Driver


Joined: 23 Mar 2005

PostPosted: Fri Mar 25, 2005 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exclamation oh no...(sorry not too specific) i did add the number...but really i am experiencing some trouble... Question

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Fri Mar 25, 2005 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

is it yuris revenge or normal

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jim
Vehicle Driver


Joined: 23 Mar 2005

PostPosted: Fri Mar 25, 2005 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have been able to make it work now but...i cant use my voxels(it appears invisible in-game).

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Fri Mar 25, 2005 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

voxels/shps/inis go into expand and infantrys go into ecache
if its not that make sure art.ini has the correct entries and corresponds to rules, and that you have a HVA for the voxel

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That acting was so bad I think you gave me Cancer...

ENGLAND 2006!!! HAWAY THE LADS!!!

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jim
Vehicle Driver


Joined: 23 Mar 2005

PostPosted: Fri Mar 25, 2005 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

what is art.ini and how i use it?? Confused

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W/P
Commander


Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Fri Mar 25, 2005 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

art.ini controls what cameos etc to use for a voxel. if you dont have a art entry that matches your voxel it wont work. you can extract it from local.mix with XCC mixer

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That acting was so bad I think you gave me Cancer...

ENGLAND 2006!!! HAWAY THE LADS!!!

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Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Sun Mar 27, 2005 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Expand files hold voxels/HVAs, loading screen/flag images, palette files, INI files and terrain files. Ecache holds the rest of the SHPs: infantry, structures, cameos and animations.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Apr 04, 2005 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

In YR 1.001, everything goes into expandmd##.mix files. However .shp files, terrain file and maps can actually be put into ecache*.mix files where the star is ANY STRING, not just a number. ecachestuff.mix is an acceptable filename for example. Expandmd##.mix always has to be numbers though.

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