Posted: Sun Aug 17, 2003 4:48 am Post subject:
Adding new tank
Tools you MUST have:
==============
1.xcc uilities, and i mean all of them (xcc mixer, xcc mix editor, xcc sound plug-in)
2.any text editor (notepad, word pad will do)
3.any picture editor (adobe photoshop, paintshop..you wil use them for the cameos)
Adding units to the game:
=================
First (Tanks): you must have your .vxl, .hva files..which are recognized by the game as 'your tank':
1.xxx.vxl: is the body (base) of the tank
2.xxxtur.vxl: is the turret of your tank
3.xxxbarl: is the barrel of your tank
*some units have only the body (e.g. mirage tanks, demolition trucks, allied war miner...)
*some units have the body and the turret (e.g nighthawks, prism tanks,...)
*some unitsa have the body, turret and barrel (e.g grizzly tanks, rhino tanks, apocalypse tanks,...)
Moving On,
1.copy your vxl, occupied by you .hva files in your .mix file (ecachexx.mix is recommended).and this step is done by two ways:
a. you will have the xcc mod creator, which you'll find a lot of properties for making modding easy. it has a left side bar which contains a lot of categories, here are the ones necessary for you to be used for modding ( hva, vxl, cameo, shp, ini ). these sections are actually the extentions of the file types..to use it just drag amd drop the file types into the previous section.
b. you can use the xcc mix editor to create a new .mix file ( name it ecachexx.mix, expandxx.mix or ecachemdxx.mix, expandmdxx.mix if you are modding Yuri, where xx is a number from 01 to 99) then drag and drop the shp files to the ecache(md)xx.mix and the hva, vxl files to the expand(md)xx.mix
2.go to the art.ini* file
3.make a new entry in it so it will look like this:
[YourTank]
Cameo=YourTankicon* ; g.s the icon that will appear in the RA2 Side bar
AltCameo=YourTankuico* ;g.s the 'veteran' icon that will appear on your RA2 side bar (appears when you infiltrate a war factory, barracks with a spy)
Voxel=yes ;g.s. MUST be present or 1.your tank will not appear in the game 2.the game will crash
Remapable=yes ;g.s. tells the game that the tank will take your side's colour (e.g red,blue..etc)
*the 'xxxicon' and the 'xxxuico' entries are normally the naming of files used by westwood, you can name them anything you want
4.Basically, thats all you need for you Tank artwork
Rules.ini* Section :
*Basically, the Rules.ini file contains all the commands and codes used in the game to make some stuff work such as, Tanks, Infantry, Buildings, even Multi-Player rules (such as max.money and max unit count) could be found here so it is very important not to make any mistake while editing it because it may corrupt the whole gaming system leading the the appearance of the most annoying message a modder can ever see, the 'Internal Error' message, it happens when a given command is typed incorrectly (i.e. RA2 Rules.ini is case sentitive, meaning if you typed say 'requiredhouses' instead of 'RequiredHouses' for say your tank, it wont be buildable)
Now, after you've known almost the ground rules for using Rules.ini, the next steps involves the 'Rules.ini' file, and you will use it to make the game recognize your tank:
1. Open it (Duh??!!?)
2. Jump to the [VehicleTypes] section
3. Add the xx=YourTank to the list, where xx is the last number in the list
4. Then make your 'vehicle' entry here are some helpful commands.
[YourTank]
- UIName=Name: YourTank; the 'Name: YourTank’ enrty must be present in file called ra2.csf; we'll talk about it later
- Name=YourTank
- Prerequisite=GAWEAP ;this entry tells the game what kind of buildings is required in order to produce your unit the GAxxx means an allied building, the NAxxx means a soviet one
- Primary=AnyWeapon ;the weapon used by your tank in its atandard state
- Secondary=AnyWeapon2 ;the secondary weapon used by your tank in its standard state
- ElitePrimary=AnyWeaponE ;the weapon used by your tank in its 'elite' state
- EliteSecondary=AnyWeapon2E ;the secondary weapon used by your tank in its 'elite' state
- Strength=200 ;the determines the HP (Hit Points) of your unit
- Category=Transport, AirPower, AFV, Support ;any of these values are the ones used for the tanks and it determines the category of your tank
- Armor=Light, Medium, Heavy ;any of these armor types also determines the strength of your tanks regaring some weapons (i.e some weapons may have great effect on Medium tanks but a light one on the Light-armored tanks)
- Locomotor=* ;this can’t be written, it’s a sort of codes and here they are:
- Sight=6 ;you can use any value you want to determine your tank's sight (how far it will see enemies and attack)
- Speed=7 ;any value you want, determines the speed of your unit
- ROT=4 ;any value you want, determines the rate of turn of the body or the turret (if present).
- CanDisguise=yes , no ;gives your unit the ability to disguise
- DetectsDifguise=yes, no ;gives your unit the ability to see disguised units
- Cloakable=yes ;gives your unit the ability to be invisible, they'll be revealed when they attack
- CloakingSpeed=x ;Determines how fast your unit will become invisible again after it stops attacking.
- RequiredHouses=Russians,Confederations,Africans,Arabs ;guess you never heared about those sides they are the coded sides of the game :
1.Alliance: Korea
2.Confederation: Cuba
3.Arabs: Iraq
4.Africans: Libya
5.The rest are easy
And this tag tells the game which sides that will be able to build this unit
- ForbiddenHouses=Americans,French,Bristish,Alliance,Germans ;tells the game which sides Won't be able to build/train your unit.
- RequiresStolemAlliedTech= yes, no ;tells the game whether or not your unit is only built when a spy infiltrates an allied battle lab
- RequiresStolenSovietTech= yes, no ;tells the game whether or not your unit is only built when a spy infiltrates a Soviet battle lab
- Deployer=yes ;gives your unit the ability to deploy
- DeployFire=yes ;your unit can fire while it is deployed
- DeployFireWeapon=1 ;index of the weapon to be used when firing-deploy
- Ammo= -1 or any value ;any value will determine the number of ammunition carried by your tank, -1 means unlimited
- InitialAmmo= -1 or any value ;any value will determine the number of ammunition which will be with your tank when it’s produced, -1 means start with full ammunition.
- Passangers= ;any value, it determines the no. of passangers your tank might carry
- Size= ;any value, determines the size of your tank in any another transport (e.g hover missile)
- Storage= ;any value, used by harvesters it determines the amount of ore your unit can store in it
- Immune= yes or no ;your unit is immune to damage
- ImmuneToPsionics= yes or no ;your unit is immune to mind control waves
- ImmuneToRadiation= yes or no ;your unit is immune to radiation.
that is all the things you might need to know in how to code your tank.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Aug 17, 2003 5:27 am Post subject:
Nice stuff, Deezel . This tutorial might solve some doubts from those who need help to put their voxels working in game and it's also great for those who have started learning to mod the game recently. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
DONT USE TIBED!!!
It crashes the game.
Use XCC INI Editor or Notepad. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Thanks guys, but I have figured a few things out (I was having so much fun making new stuff, I forgot about this topic, lol). I use my old WordPad, I don't need to use INI Editor or TibEd (whatever that is). But thanks anyway. _________________ Is there any easy way to make a units SHP file? QUICK_EDIT
Posted: Mon Apr 03, 2006 11:36 pm Post subject:
Re: Adding new tank
DeeZeL wrote:
Tools you MUST have:
==============
1.xcc uilities, and i mean all of them (xcc mixer, xcc mix editor, xcc sound plug-in)
2.any text editor (notepad, word pad will do)
3.any picture editor (adobe photoshop, paintshop..you wil use them for the cameos)
Adding units to the game:
=================
First (Tanks): you must have your .vxl, .hva files..which are recognized by the game as 'your tank':
1.xxx.vxl: is the body (base) of the tank
2.xxxtur.vxl: is the turret of your tank
3.xxxbarl: is the barrel of your tank
*some units have only the body (e.g. mirage tanks, demolition trucks, allied war miner...)
*some units have the body and the turret (e.g nighthawks, prism tanks,...)
*some unitsa have the body, turret and barrel (e.g grizzly tanks, rhino tanks, apocalypse tanks,...)
Moving On,
1.copy your vxl, occupied by you .hva files in your .mix file (ecachexx.mix is recommended).and this step is done by two ways:
a. you will have the xcc mod creator, which you'll find a lot of properties for making modding easy. it has a left side bar which contains a lot of categories, here are the ones necessary for you to be used for modding ( hva, vxl, cameo, shp, ini ). these sections are actually the extentions of the file types..to use it just drag amd drop the file types into the previous section.
b. you can use the xcc mix editor to create a new .mix file ( name it ecachexx.mix, expandxx.mix or ecachemdxx.mix, expandmdxx.mix if you are modding Yuri, where xx is a number from 01 to 99) then drag and drop the shp files to the ecache(md)xx.mix and the hva, vxl files to the expand(md)xx.mix
2.go to the art.ini* file
3.make a new entry in it so it will look like this:
[YourTank]
Cameo=YourTankicon* ; g.s the icon that will appear in the RA2 Side bar
AltCameo=YourTankuico* ;g.s the 'veteran' icon that will appear on your RA2 side bar (appears when you infiltrate a war factory, barracks with a spy)
Voxel=yes ;g.s. MUST be present or 1.your tank will not appear in the game 2.the game will crash
Remapable=yes ;g.s. tells the game that the tank will take your side's colour (e.g red,blue..etc)
*the 'xxxicon' and the 'xxxuico' entries are normally the naming of files used by westwood, you can name them anything you want
4.Basically, thats all you need for you Tank artwork
Rules.ini* Section :
*Basically, the Rules.ini file contains all the commands and codes used in the game to make some stuff work such as, Tanks, Infantry, Buildings, even Multi-Player rules (such as max.money and max unit count) could be found here so it is very important not to make any mistake while editing it because it may corrupt the whole gaming system leading the the appearance of the most annoying message a modder can ever see, the 'Internal Error' message, it happens when a given command is typed incorrectly (i.e. RA2 Rules.ini is case sentitive, meaning if you typed say 'requiredhouses' instead of 'RequiredHouses' for say your tank, it wont be buildable)
Now, after you've known almost the ground rules for using Rules.ini, the next steps involves the 'Rules.ini' file, and you will use it to make the game recognize your tank:
1. Open it (Duh??!!?)
2. Jump to the [VehicleTypes] section
3. Add the xx=YourTank to the list, where xx is the last number in the list
4. Then make your 'vehicle' entry here are some helpful commands.
I am new to modding and there are a few thing I would like you to go into detail.
First, I was able to create the new unit but it is invisible and does crash the game. The problem is I have the "Voxel=yes" script written and the expandmdxx.mix file made. Can you go into further detail about the .mix files to see if my error is in creating it. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Apr 04, 2006 2:30 am Post subject:
Your unit problem is simple. The name you use between [ ] must be declared on art(md).ini or, if it's not declared, you should use Image= tag in your unit code.
I..e: Image=TRUCKA
(Your unit would use the image declared at [TRUCKA] on art.ini or artmd.ini. QUICK_EDIT
however it has no image and once its built..i see the wake and hear the sound of it moving..but this is fillowed by an IE...yes i know "trial and error"
but i dont know where the error occured..as i gave it the image i specified in artmd.ini
EDIT:: nevermind i figured it out..all works..thanks =) was soo easy Last edited by Tony on Sun Jun 25, 2006 11:12 am; edited 1 time in total QUICK_EDIT
Did you put the voxel in a .mix file? Your computer might not read it, if it's just in the folder. Last edited by Oshog on Sat Jul 22, 2006 8:48 am; edited 1 time in total QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Mon Aug 07, 2006 8:55 pm Post subject:
extract it with XCC Mixer from
TIBSUN.mix > local.mix (for Tiberian Sun)
RA2.mix > local.mix (for Red Alert 2 and Yuri's Revenge. though if you only want new things to appear in YR, you should extract rulesmd.ini from RA2MD.mix > localmd.mix) _________________ Please, read the signature rules of the forum. QUICK_EDIT
No you shouldn't. The 1.001 patch includes an updated rulesmd.ini in expandmd01.mix . And of course the Mixer can SEARCH for a file in the mixes... QUICK_EDIT
So I assume your voxel files are named mamoth.vxl and mamoth.hva, because if you have 2 "M"s in the filenames, the names do not match the art entry's name, causing you too fail at modding. _________________
But how about when i try to make a tank to the map? how do i do that, because then i can't use art.ini file, right? Or if i used it, i would need to send it to everyone who wants to play my map. QUICK_EDIT
The leftovers from TS/Testing in local.mix can still be used even though no art.ini entries exist by using Image= whatever it is for instance DSHP is GDI Dropship but it must be for a existing unit e.g. [BUS]Image=HMEC
If you make a new unit via
[VehicleTypes]
XX=NEWUNIT
[NEWUNIT]
Image=HMECH
The new unit will not display the art only documented art entries work for some wierd reason e.g. Image=HTNK _________________ QUICK_EDIT
it has to have a number XX represents two numbers. anything fom 02-99. if you are using Yuri's revenge you must make that ecachemd(your number).mix _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
i done what you sead and it still dosent work, wen i first tride to do this i put the hva and vxl in ra2.mix local.mix file and i never removed the hva and vxl. have i screwed it up ? QUICK_EDIT
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