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 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
How To Make 3 Tiberium Types/Colours On A Custom Map (***)
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CCHyper
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Joined: 07 Apr 2005

PostPosted: Mon Jun 20, 2005 11:58 pm    Post subject:   How To Make 3 Tiberium Types/Colours On A Custom Map (***) Reply with quote

## Copyed Over From Tiberiumsun.com ##

This Tutorial is rated 3 star ***

How To Make 3 Tiberium Types/Colours On A Custom Map (Spawnable)


***** You must have the Firestorm Expansion disc or version 2.00 and above (I am running version 2.03) *****

Tools/Files Needed: XCC Mixer, XCC Mix Editor, art.ini and Rules.ini
*** XCC Mixer and XCC Mix Editor can be found at >> http://xhp.xwis.net/utilities/ ***
*** the INI files can be found at >> http://www.ppmsite.com/?go=download&file=ts_inifiles.zip&classic=true ***
*** FinalSun can be found here >> http://www.ppmsite.com/?go=download&file=fs101.zip&classic=true ***
This guide will tell you how to make you own map have 3 different colours of Tiberium,

Riparius      : Green Tiberium
Vinifera       : NeonBlue Tiberium
Aboreus      : Burgandy (Red) Tiberium

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…………..

[TIBTRE04]
Name=Tiberium Tree
SpawnsTiberium=yes
RadarColor=192,192,0
IsAnimated=yes
LightVisibility=4000
LightIntensity=0.01
LightRedTint=0.01
LightGreenTint=1.5
LightBlueTint=0.01
AnimationRate=3
AnimationProbability=.003
Immune=yes
TiberiumToSpawn=3

This will add our new Tiberium tree to the game Very Happy

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. Very Happy

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. Wink

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]

And below is a in game screenshot
[img][/img]

Well that is that done, and of course you can experiment with the colours to find the one’s you like.
Below I have added some links that might help with choosing the right colour Wink
http://www.tiberiumweb.org/forums/index.php?showtopic=28
http://www.tiberiumweb.org/forums/index.php?showtopic=41

Any problems with this PM me or post here and me or any other members might able to help Very Happy

--TShyper—

Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI #FinalSun #XCCUtilities 

Last edited by CCHyper on Mon Aug 08, 2005 4:10 pm; edited 3 times in total

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Worm4981
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Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Tue Jun 21, 2005 2:54 pm    Post subject: Reply with quote

REALLY good work dude!
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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jun 22, 2005 9:32 am    Post subject: Reply with quote

can you also replace the red tiberium tree with BIGBLUE?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jun 22, 2005 9:56 am    Post subject: Reply with quote

i don't think so because i did and the game crashed (again Razz )

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Worm4981
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Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Thu Jun 23, 2005 10:49 am    Post subject: Reply with quote

ypu can use the BIGBLUE image for the tree... youst copy it and do the same as with the tib tree... Rolling Eyes
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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 23, 2005 5:23 pm    Post subject: Reply with quote

i think it can't, because the game screwed up again

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 23, 2005 5:25 pm    Post subject: Reply with quote

tshyper, can u please post the code u used, because mines suckes Razz

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Thu Jun 23, 2005 8:07 pm    Post subject: Reply with quote

all the code i used is above, it works fine, are you useing a clean rules.ini and art.ini? and a clean directory?

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Worm4981
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Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 24, 2005 7:17 am    Post subject: Reply with quote

lol.

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

Rolling Eyes  Rolling Eyes
is this really so difficult?
Rolling Eyes  Rolling Eyes
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jun 24, 2005 8:00 am    Post subject: Reply with quote

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.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jun 24, 2005 9:26 am    Post subject: Reply with quote

uh, what do you mean? Rolling Eyes
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?

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jun 24, 2005 2:07 pm    Post subject: Reply with quote

bigblue was removed for a reason, its causes an reconnection error in LAN
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