 |
Forum Info
|
 |
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213
Administrators:
DeeZire, Redemption
There are currently 46 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
01-02-2003, 11:24 AM
|
#11 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Norway
Posts: 101
|
xcc mixer - file - find - veins.* (urb tem sno des ubn lun)
xcc mixer - file - find - veinhole.* (urb tem sno des ubn lun)
xcc mixer - file - find - veinatac.* (which is NOT in the ra2 mix files)
they are all in the units palette
hmm, i took a look at the veins files in ra2, they don't look that good..
i have sent the files in correct palletes to you
|
|
|
01-02-2003, 04:28 PM
|
#13 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
|
i see ok then have fun
|
|
|
01-02-2003, 05:07 PM
|
#14 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
|
I wouldn't get too clever telling people not to use the idea, its been mentioned that many times, the idea is certainly public domain. I wouldn't pin your hopes on making the oil from veins using the weeder logic either, I read somewhere that a weeder won't harvest it. Your best bet is to make it as a new tiberium overlay type (can new tiberium types be added?) along with a new tibtree that can spawn it and just make maps with it present. Since normal harvesters can't reach it, only your naval harvester will be able to, though the already stupid harvester logic may be confounded by tiberium that harvesters can't reach. The pallet that the ore is in is lib*** where *** is the theater extension. Also be aware that the current build of XCC will make .shp overlay that FA2 won't use correctly so you can't place it in a map anyhow. I have put a lot of time into understanding the overlay types and how to make them work so if you have any other problems or questions as you start to work on it, let me know. I can't guarentee that I can help, but I may be able to.
|
|
|
01-02-2003, 05:59 PM
|
#15 (permalink)
|
|
Member
Join Date: Dec 2002
Location: Don't know, but it's damn hot!!!
Posts: 97
|
Let me get this straight: You want to make a "harvestable" substance (oil) that grows and behaves (and apparantly looks) like veins. And you want to do this on the water? Only way I can think of is to make the gems a type of tiberium that can go on water and make it look like black veins (or however you want 'em to look). If that is your original idea. Then again, maybe I'm just idioting again.  :drunk:  :drunk:  :drunk: 
|
|
|
01-03-2003, 08:27 AM
|
#16 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: UK
Posts: 281
|
thanks and sorry for asking other not to use it, its just i want my mod to have some different things in it from others. It seems we will have allot of work to do then with this if we are to get it working.
Problems that might be solved are,
The harvisters that are normal wont be used for it, as we are trying to get the vine harvister code working in the game.
The Images, no there not gona be looking like the vine, i needed them so that i knew what to make the oil look like and also the order in the shp they needed to go.
Help will be greatfuly receved when we get the point of implementation.
Oh and since people are reading this thread, can any one make me about 12-20 buildings??
Hunt7s
|
|
|
01-03-2003, 05:33 PM
|
#17 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
|
I wouldn't count on the weed logic working anymore. As I previously mentioned, people have tried to make it work (not nessesarily exhaustively however). You should make sure the logic works with some placeholder graphics before you think about making the real graphics set. Also bear in mind that the veinhole (which you inevitably have to use for veins) has an odd placement profile where you need a crater for it to work.
Only use the TS graphics to look at the order of the .shp file as well since the TS tiles are a different size...use the attached image to position your graphics correctly as it is the tile position profile for RA2 overlay .shp graphics (DJBREIT used it to place tracks correctly). If you need more space in it to accomodate a height profile, enlarge the boarders symetrically (add a row to top AND bottom at once and a column to left AND right at once even if only drawing extra in one direction).
When it comes time to build the complete .shp files (one for each theatre), send the source images to me and I'll make the .shp in the version of XCC I have which makes the files so that FA2 can use them (Thanks to Olaf who built this version for me to make the track overlay). If you like I will include the complete thing in the Terrain Expansion if you finish it and have it working just like I am going to do with the train stuff.
|
|
|
01-04-2003, 01:31 AM
|
#18 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
|
Veinhole monster can b used as disturbing elements emitting poisonous gas in maps 
Anywayz i had planned to use it as Chemical Gas Beacon ..... and it will b a SW, Chemical Gas
|
|
|
01-04-2003, 08:20 AM
|
#19 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: UK
Posts: 281
|
Thanks for warning me about the tib sun gournd sizes been smaller, as i have just finished the first 23 frames of the test oil. .lol. Never mind its all a bit of fun. Thanks for the advice and help Blade, i will take everthing that you have said into concideration and i will take you up on the offer of the conversion of the shps. And if we do get it working you are quite welcom to use it in the Terain Expansion.
|
|
|
01-05-2003, 09:01 AM
|
#20 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
|
Hmm, is it just me or can't we add attachments? IF you give me your e-mail I'll send you the tile position profile for RA2.
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 11:38 AM.
|