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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 07-08-2003, 05:45 AM   #1 (permalink)
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Default Tiberian Sun in RA2/YR

Could anyone tell me how I would put all of the TibSun tech trees on RA2/YR (I.E. have All the TibSun units/buildings etc.) I wouldn't mind doing a bit of work, but I need someone to tell/show me how I would do it, or if I would have to remake everything from scratch (which would suck royally). Also, could someone post the code for the vicroid? Thanx all

Oh, and I do have access to the TibSun discs
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Old 07-08-2003, 06:20 AM   #2 (permalink)
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To see how to put tiberium sun units in ra/YR check this thread
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Old 07-08-2003, 08:16 AM   #3 (permalink)
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email me if u want
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Old 07-08-2003, 09:51 PM   #4 (permalink)
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email you for... ?
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Old 07-08-2003, 10:04 PM   #5 (permalink)
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What palette do you need to view them properly once you have the .hva & .vxl etc extracted? also, is there any tutorials on how to do all the rules.ini coding for the unit/buildings etc. as i am a complete newbie. My ultimate goal is to be able to choose gdi and nod as sides in YR skirmish (no real purpose, just for fun) and if anyone would help me I would be REALLY appreciative . Maybe make it dowloadable once it is finished.
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Old 07-09-2003, 03:45 AM   #6 (permalink)
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MMK4C01 wanted you to mail coz he is one of the most experienced "Tibsun to ra2" coders ive ever seen..i would've helped you but i didnt play tibsun that much..although i have the coding for the stealth tank, sonic tank from my mod.
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Old 07-09-2003, 08:00 AM   #7 (permalink)
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MMK is doing a Mod combining TD,RA1,TS,YR. So, i think he knows a lot abt TS-2-YR conversion. And i'll do RA2 schemed (resized,edited) TS structures for him
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Old 07-09-2003, 01:00 PM   #8 (permalink)
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i haven't done much work with biuldings ,but for hva and voxel u don't need to edit and pallets..ra2 uses compatible ones or the same ones
biulding i think is another story...i think so
the way i convert shp's is to extract them to pcx and then extract the proper .pal into jasc form then apply the right pink,black, blue to replace what ever color its useing (black i think) then when all the bazillion images r done put em in a new shp that is xcc selected pallet while saving
...theres an easier way that no body tells me...

as for ini u can just copy and paste ts ini codes but some don't work..organize what will and what wont...
then maybe add your own codes
example...
that reveal to everyone one code(like how u see a enemy nuke silo)
to the silo and ion cannon upgrade.
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Old 07-10-2003, 02:42 AM   #9 (permalink)
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Quote:
Originally Posted by MMk4C01
extract them to pcx and then extract the proper .pal into jasc form then apply the right pink,black, blue to replace what ever color its useing (black i think) then when all the bazillion images r done put em in a new shp that is xcc selected pallet while saving
:tard: :cry: :dead: I hate to sound like an idiot but I don't have a clue what you just said. Also, I don't know if it helps but i downloaded a bunch of tibsun hva, shp & vxl from the third-party download thing on the xcc website.
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Old 07-10-2003, 04:23 AM   #10 (permalink)
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1. To extract a file as .pcx file format you open xcc mixer=> right click the file and then select 'Copy as pcx'.

2. .pal files stands for palette..these files are used to for some graphics to be diaplayed correcty...(e.g. cameos have their own .pal files that should be applied to evey cameo you ake in order to make it displayed properly in the game).

i hope that cleared out some stuff for ya
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