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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 01-22-2003, 07:14 AM   #1 (permalink)
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Default Why Invisible buildings??

Hello ppl

Is there anyone here that can tell me of why my structures are invisible? When i add a new structure graphic it won't show! The structures are there, it just doesn't display the actual structure graphics which leaves it invisible (the building itself works otherwise perfectly). On buildings where i have a voxel graphic added (ie turrets) the voxel shows but not the rest of it.

I have even tried the bald attempt of simply replacing the graphics of already exisiting structures with graphics from other structures, that i know work in then self, but the result is that it simply igores the new graphic totally and uses the "built-in" one. :/

What to do, what little detail am i missing here?
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Old 01-22-2003, 07:17 AM   #2 (permalink)
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well, im not an expert (far from it) but did u add a new entry forthe building in the art(md).ini file, and did u put the stucture image in ecachexx.mix or soething similar?
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Old 01-22-2003, 07:22 AM   #3 (permalink)
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are the images in shp(ts) format?
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Old 01-22-2003, 07:34 AM   #4 (permalink)
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Nope, didn't put it in any .mix-file, just layed it openly in the gamemap. Thus i have tried with a structure i downloaded, and that one works fine with having the files in the gamemap so i doubt that is the problem ..or?

I have ofcourse added the entry into the artmd.ini-file (i'm using YR). The last attempt i made i took the Flak Cannon, extracted it to .pcx-files, modified it very cautiously and reconverted it into a .shp(ts)-file again. I named it to the name of the entry in the artmd.ini-file that i use for my new cannon, but no.. just a voxel sitting ontop of an invisible base.

I then took the base of the sam-site (nasam.shp) extracted and renamed it to naflak.shp whereon i put it in the gamemap and fired up the game. The result was that the game totally ignored the SAM-image and used the standard Flak Cannon base. :/

I don't get it... :cry:
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Old 01-22-2003, 07:35 AM   #5 (permalink)
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which settles my point, RA2 hates everyone!
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Old 01-22-2003, 10:02 PM   #6 (permalink)
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I found out what it was that was the problem. You HAVE to have TWO building .shp-files. One for arctic and one for temperate enviroment.

NA[buildingname].shp for soviet arctic
NG[buildingname].shp for soviet temperate
GA[buildingname].shp for allied arctic
GT[buildingname].shp for allied temperate

[buildingname] is ofcourse replaced with the actual name you have on the building.

Thanks for your help guys
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Old 01-25-2003, 09:13 AM   #7 (permalink)
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if you are using a voxel-based turret then it must be properly parsed in rules.ini for RA2 or rulesmd.ini for YR and also don't forget the art.ini and artmd.ini .
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Old 01-25-2003, 09:16 AM   #8 (permalink)
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Nah,RA2 just hates you
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Old 01-25-2003, 03:37 PM   #9 (permalink)
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Quote:
Originally Posted by SiliconCore
I found out what it was that was the problem. You HAVE to have TWO building .shp-files. One for arctic and one for temperate enviroment.

NA[buildingname].shp for soviet arctic
NG[buildingname].shp for soviet temperate
GA[buildingname].shp for allied arctic
GT[buildingname].shp for allied temperate

[buildingname] is ofcourse replaced with the actual name you have on the building.

Thanks for your help guys
More specifically...

The game looks for theater-specific art ALL the time. If theater-specific art is NOT found, the game will FALL BACK to using "generic" art.

Building names should begin with either G (Allied), N (Soviet) or C (Civilian) for RA2, and for Yuri's Revenge, Y (Yuri). Otherwise you can't count on the building showing up, especially if it is to be palyer-buildable.

GANAME - arctic
GTNAME - temperate
GUNAME - urban
GDNAME - desert (YR)
GLNAME - lunar (YR)
GNNAME - newurban (YR)
GGNAME - generic

New buildings that don't leave rubble would require only GGNAME and GANAME versions. If a building is to leave rubble, the rubble frame uses a theater-specific palette, so you really would have to make the whole list of building versions (but then you don't need GGNAME of course).

If you are replacing an existing building, you should check to see all the theater-specific versions that exist - since GGNAME never overrides a theater-specific version.
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