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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 04-23-2003, 10:11 PM   #1 (permalink)
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Default Sudden Strike 2 units in RA2/YR

Hey guys! I just want to ask any of you modders out there, I want to make a WW2 mod and I think that all the Sudden Strike 2 units are perfect, so my question is, is it possible to put the Sudden Strike 2 units in RA2/YR? I would deeply appreciate if any of you can help me on this, pls give me an outline of what I have to do to make this possible, thanks!
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Old 04-25-2003, 06:27 AM   #2 (permalink)
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www.planetcnc.com/blitzkrieg
http://members.lycos.co.uk/dday/
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Old 04-25-2003, 09:09 PM   #3 (permalink)
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Don't even try right now since your probably new. Also, there are WWII mods out there already, some of which are very good (Blitzkrieg).
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Old 04-26-2003, 08:51 AM   #4 (permalink)
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In other words: Your mod is bound to fail. The competition is too great. Blitzkrieg was in development for what? One year? Two years? Well, a long time...you couldn't beat it...

I suggest trying something different...is there any good middle age mod out there?
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Old 04-29-2003, 05:23 PM   #5 (permalink)
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hi, I got a little experience in this field but i'll tell you want i know you must have a SHP(TS) format file containing these animations:

1.Movement animations in these directions (N,NE,E,NS,S,SW,W,NW)
2.idle (the animation to use when standing)
3.guard (the animation to use whrn guarding)
4.Cheer (the animation to use when cheering)
5.Crawl (the animation to use when crawling)
6.Fire (the animation to use when firing)
7.Dying animations.
8.Deployinf animations (only if your units supports deploying).

Doing a SHP(TS) animation format is done byt this way:

1. making multiple .PCX format images, each image for each frame/layer and also naming the file MUST end with the xxxx.pcx (i.e GI 0000, GI 0001...etc.)
2. using the unittem.pal file located in RA2.mix => Cache.mix for conversion
3. conversion of the files is made by a tool named XCC Mixer and you can find it in this website: http://xccu.sf.net
4.making an entry in the [InfantrySequence] section in the art.ini file,
Basically, the sequence is as Follows:

[YourInfantrySequence]
Ready=x,y,z
Guard=x,y,z
Prone=x,y,z
Walk=x,y,z
FireUp=x,y,z
Down=x,y,z
Crawl=x,y,z
FireProne=x,y,z
Idle1=x,y,z
Idle2=x,y,z,E
Die1=x,y,z
Die2=x,y,z
Die3=x,y,z
Die4=x,y,z
Die5=x,y,z
Deploy=x,y,z
Deployed=x,y,z
DeployedFire=x,y,z
Undeploy=x,y,z
Paradrop=x,y,z

Numbers are: X,Y,Z. X: is the frame number in the SHP file in which action starts. Y: is the number of frames the animation lasts for each facing. If it is set to 0, the animation wont be displayed. Z: is the number of facings it has after the first one and before the last one.

I hope you find this information useful to you and good luck with your MOD
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Old 05-04-2003, 05:57 AM   #6 (permalink)
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Hey there! I know it's quite late DeeZel, but thanks, I got some ideas thanks to your reply, thanks again!
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Old 05-04-2003, 06:20 AM   #7 (permalink)
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no problem, im still a learner too and whenever you hav a problem..feel free to visit the forums again, good luck with you MOD
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