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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. |
07-17-2004, 11:43 PM
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#1 (permalink)
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Junior Member
Join Date: Jul 2004
Location: Infront of the computer
Posts: 8
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Help With SHP's [I Had' it!]
Now i been trying alot of times to fix this SHP problems. Never had problems with voxel's or s"¤t like that, It's something like this. I have about 3 to 4 SHP's now (dont want to add em all in before i fixed these 3-4) Anyways. When i start up the game the shp's are not showing up right, I recall i had this problem with that Cannon Pillbox From Mooman Rules. The barrel showed up (becuse its an voxel or something) but the SHP dident. so basically all i had was a floating barrel shooting, Any suggestion how to fix. Becuse i tryed alot of ways to try fix it, But for what, Nothing. And sorry to ask such an N00bish question, Peace out.
Oh and by the way i searched the forums, And i dident find any topic that suited my needs. Thanks in advance.
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07-17-2004, 11:55 PM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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Where did you put those SHP files? YR directory, expand mix, ecache mix, ... ?
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07-18-2004, 12:20 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Is this for RA2, YR 1.000, or YR 1.001?
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07-18-2004, 09:34 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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As if RA2 didn't have different versions 
Have you double-checked your art-entries and Image=-tags?
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07-18-2004, 11:02 AM
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#5 (permalink)
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Junior Member
Join Date: Jul 2004
Location: Infront of the computer
Posts: 8
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Yeah everything looks ok' with the art and stuff. My SHP's are in a ecache00.mix file and my voxels are in a expand00.mix file i made. Either way i read that you need to compact the ecache00.mix file and put it inside your expand00.mix file to make it work and im gonna try that on out asap. That might be the problem.
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07-18-2004, 11:33 AM
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#6 (permalink)
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Junior Member
Join Date: Jul 2004
Location: Infront of the computer
Posts: 8
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Diden't Work.
Above Dident work. So therefor i will give you information of one of the units in the mix file.
British SAS operative
ART code :
[SAS] ; British SAS
Cameo=SASICON
AltCameo=SASUICO
Sequence=SASSequence
Crawls=yes
Remapable=yes
FireUp=3
PrimaryFireFLH=100,0,100
Cameo --> Expand00.mix --> ecache00.mix --> sasicon.shp
Altcameo --> Expand00.mix --> ecache00.mix --> sasuico.shp
SAS shp --> Expand00.mix --> ecache00.mix --> sas.shp
That means that the cameo's are in the ecache00.mix, and the ecache00.mix file is inside the expand00.mix file. Ecache00.mix file is compact.
Now please dont tell me its case sensetive, or i will go nuts. :tard:
Dont know if you need this but here is the Rules.ini Entry for the SAS.
[SAS]
UIName=Name:SAS
Name=SAS
Image=SAS
Category=Soldier
Prerequisite=GAPILE,RADAR
PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL
Primary=MP5
Secondary=Sapper
NavalTargeting=4
LeadershipRating=8
C4=yes
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=yes
TiberiumProof=yes
Strength=125
Armor=flak
TechLevel=8
Pip=red
Sight=8
Speed=5
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=1000;1500
Points=50
IsSelectableCombatant=yes
VoiceSelect=SealSelect
VoiceMove=SealMove
VoiceAttack=SealAttackCommand
VoiceFeedback=
VoiceSpecialAttack=SealSpecialAttack
DieSound=SealDie
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
SpeedType=Amphibious
MovementZone=AmphibiousDestroyer ; I am the only one with this zone, because it is now tied with being an infantry (part of seal stuck on tree bug)
ThreatPosed=25 ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCAT TER,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FA STER
Size=1
DetectDisguise=no
ElitePrimary=MP5E
IFVMode=4
Now i also inserted a number in the infantry tab.
You know. xx=SAS : i think his number 49 on mine.
And the SASSequence in the art.ini dont worry about that becuse i fixed that. Hope you guys can help me out with this example.
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07-18-2004, 01:36 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Quote:
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Originally Posted by Kravvitz
Is this for RA2, YR 1.000, or YR 1.001?
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Quote:
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Originally Posted by Renegade
As if RA2 didn't have different versions 
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Yes RA2 has different versions, but those versions don't affect which MIX files are used.
So, Pulze please answer my question.
I'll go ahead and suggest that you rename the MIX files from 00 to 03.
Putting the ecache in the expand is usually not needed.
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07-18-2004, 01:46 PM
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#8 (permalink)
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Junior Member
Join Date: Jul 2004
Location: Infront of the computer
Posts: 8
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Okey, I'll try to it, Renaming the Expand00.mix to Expand03.mix and same with Ecache00.mix to Ecache03.mix, However i dont see how this will fix the problem. Does the numbers work like in Halflife editing (dont know if you guys edited half life but for you who have know theyr's a file called Pak0.pak) and the higher numbers override the lower number. So 00.mix get overrided by 01.mix Et.c.?? either way if this dosent work i'll Report back.
One more thing. So i just know..
Voxel's are to be placed inside expand03.mix
And
SHP's are to be placed inside ecache03.mix
Am i right or wrong?
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07-18-2004, 02:25 PM
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#9 (permalink)
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Member
Join Date: Jan 2003
Location: Netherlands
Posts: 55
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You're right: Also SHP's in your directory wont work..........only those in mixes(if you have some of your shp's in your dir, move then into your mix)
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07-18-2004, 03:44 PM
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#10 (permalink)
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Junior Member
Join Date: Jul 2004
Location: Infront of the computer
Posts: 8
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Okey, Fixed.
Thanks for the help dude. Everything was fixed when i renamed the .mix files to 03. Never thou'ht it was that simple.
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