First off, open XCC mixer and go to the Tiberian Sun folder, find TIBSUN.mix then open it. Open temperat.mix and extract ‘’tibtre03.tem’’ and save to the desktop. Then go back and open snow.mix and extract ‘’tibtre02.sno’’ (the reason I have chose two different Tiberium trees is so that it will look different on Snow & Temperate maps) . Once they are extracted to the desktop, rename ‘’tibtre03.tem’’ to ''tibtre04.tem’’ and ‘’tibtre02.sno’’ to ‘’tibtre04.sno’’, then open XCC Mix Editor and make a new .mix file ‘’ecacheXX.mix’’ (were XX is a number from 02 to 99) then Insert the files‘’tibtre04.sno’’ and ‘’tibtre04.tem’’ and click compact, after that place the mix file in the Tiberian Sun folder.
Now we get to edit the rules.ini……
open your rules.ini file and find the ‘’[TerrainTypes]’’ list, then go to the bottom of the list and find ‘’44=VEINTREE’’, underneath that enter ‘’45=TIBTRE04’’, now that is that out the way.
Now scroll down until you find a big list ‘’; ******* Terrain Objects *******’’ , at the bottom of the list is where we ant to go, you will find the entry headings
[TIBTRE01] [TIBTRE02] [TIBTRE03]
At the bottom of [TIBTRE01] entys add the tag… TiberiumToSpawn=0
At the bottom of [TIBTRE02] entys add the tag… TiberiumToSpawn=0
At the bottom of [TIBTRE03] entys add the tag… TiberiumToSpawn=2
Now underneath the ‘’[VEINTREE]’’ entry heading add this…………..
Now for the last bit. Scroll down some more and you will find the section header
‘’ ; ******* Tiberium Varieties *******’’
Just a tiny bit down is the Tiberium type we want to work with.
We will now work with ‘’[Aboreus]’’ as this is the Tiberium our new Tiberium tree will spawn
1. Change the name tag to ‘’Name=Tiberium Cruentus’’ as Cruentus means blood red (as DvD says) 2. Change the Value= tag to Value=100 (this makes it VERY valuable to the player, more than the Blue Tiberium) 3. Change the Growth= tag to Growth=2200 4. Change the GrowthPercentage= tag to GrowthPercentage=.09
5. Change the Spread= tag to Spread=2200 6. Change the SpreadPercentage= tag to SpreadPercentage=.09 7. Change the Power= tag to Power=35 (this will make it VERY explosive, so guard it!) 8. Change the Color= tag to Color=Burgandy (DvD says this is nicer than red, so we will go with that for now)
well that is our new Tiberium done.
now save you rules.ini file and make sure both the ecacheXX.mix and the rules.ini are in the Tiberian Sun folder.
Now open your art.ini and on the toolbar click edit>find and type in ‘’TIBTRE03’’, it will then take you to that entry. Underneath ‘’[TIBTRE03]’’ entry’s add…..
[TIBTRE04] Theater=yes Foundation=1x1
Then click save, and again make sure the art.ini is in the Tiberian Sun folder.
That is all the editing that needs to be done
Now to put your new Tiberium onto a new map you have to have FinalSun (link at the top of the page)
Below is a screenshot of FinalSun to show you where you new Tiberium Tree is…………..
( you will find them under the Terrain Objects )
[img][/img]
And to put the actual new Tiberium on the map, look at the screenshot below (thanks to DvD for telling me)
** the menu is under Special / Overlay > All Overlay, then scroll down **
[img][/img]
ypu can use the BIGBLUE image for the tree... youst copy it and do the same as with the tib tree... _________________ leader of the World War III TC for TS
use this code and name your BIGBLUE TIBTREE4. and make sure you have the right pallete.
Quote:
[TIBTRE04]
Name=Tiberium Tree
SpawnsTiberium=yes
RadarColor=192,192,0
IsAnimated=yes ;if you just dont get the animation, set it to "no"
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
AnimationRate=3 ;try out wich value works
AnimationProbability=.003 ;try out wich value works
Immune=yes
TiberiumToSpawn=3
is this really so difficult?
_________________ leader of the World War III TC for TS
yes but dont some Firestorm maps, and maybe some normal TS maps use BIGBLUE? so if you rename the BIGBLUE to TIBTREE4 and a map uses BIGBLUE, you might have problems. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Jun 24, 2005 9:26 am Post subject:
uh, what do you mean?
is it that if there are bigblue on ts maps, you can't put the tree on the map or something like that.
and if you're using fs? QUICK_EDIT
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