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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. |
01-17-2005, 06:55 PM
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#1 (permalink)
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Junior Member
Join Date: Jan 2005
Posts: 5
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own units
i was wonderin if anybody could help me make my own units for yuris revenge. if someone could thatd be great.
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01-18-2005, 08:56 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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"The Search" can...contact him via the big "Search" button at the top.
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01-18-2005, 02:40 PM
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#3 (permalink)
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Member
Join Date: Apr 2003
Location: USA
Posts: 31
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When you say "make" do you mean ini wise or graphic wise?
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01-18-2005, 04:02 PM
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#4 (permalink)
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Member
Join Date: Oct 2003
Location: Romania
Posts: 82
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It's raining, it's raining, it's raining noobs Lol
Sorry i just got carried away ( i rememberd ... )
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01-18-2005, 04:12 PM
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#5 (permalink)
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Member
Join Date: Apr 2003
Location: USA
Posts: 31
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Okay, I'm going to assume that you want to know how to add a unit via ini.. Here is a combination of 2 posts that I typed a couple years ago. The mix file part may be outdated (how to make one), but I can't be bothered to change it. There was debates on what goes in what etc, but it normally doesn't make too much of a difference. Here we go.
Code:
This is an example on how to make an art and rules entry for a voxel as well as insert it in game. First make sure you have your voxel and a matching hva for your voxel. Also get the YR or RA2 art. ini and rules.ini depending on what your modding (YR or RA2).
Download XCC Mixer (http://xccu.sourceforge.net)
Open XCC Mixer
YR: File > Found > Red Alert 2 > expandmd01.mix (or if you don't have YR ra2.mix)
Now Scroll down and you will find the rulesmd.ini. Now let me clear something up. For YR you can find the files in ra2md.mix > localmd.mix but because of the patch you have to go into the patched mix file to get the most updated version of the files.
RA2: File > Found > Red Alert 2 > ra2.mix > local.mix then the .ini files are in there.
Now just read along, and hopefully you will get the idea.
Lets say your vxl names are tmmtnk.vxl, tmmtnktur.vxl and tmmtnkbarl.vxl. If your new at making rules I suggest this is how you approach making them unless you are good enough to make it from scratch. You will have to copy one set of unit rules, modify it a then test. If you ever don't know what a line means, search for it with a space between the line and the =. The majority of the lines are defined throughout the document and also are sometimes commented about. For Example, to search for Secondary= you would do this:
(Ctrl + F) Secondary = (Enter)
(Deezire's INI Guides is a good reference too: http://www.deezire.net/vbp/download.php?op=getit&lid=14)
Now let's get started. First you have to add your unit to the appropriate list. Find [VehicleTypes]. Add your unit codename at the end. (Your codename should normally be the name of the voxel without the .vxl to make your life easier.)
XX=TMMTNK
Where XX = The corresponding number after the last one in the list.
For example, if the last entry was 76=JOMO you would put 77=TMMTNK after it. Now you have to make an entry for TMMTNK. Since this voxel has a turret and barrel, you should copy a tank's rules entry with a turret. For this example I will copy the Apocalaypse Tank. Find [APOC] and copy it, then paste it after the [APOC]. Make sure you modify the copy, and not the original. (The entry that you are copying looks like the one below.)
; Mammoth tank
[APOC]
UIName=Name:APOC
Name=Apocalypse
Image=MTNK
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=800
Explodes=yes
Prerequisite=NAWEAP,NATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=120mmxE
Now we need to change a few basic things.
Lets change these few lines first, since they are the most important ones.
; Mammoth tank
[APOC]
UIName=Name:APOC
Name=Apocalypse
Image=MTNK
Change those lines to this:
; tmapm Tank
[TMMTNK]
UIName=Name:TMMTNK
Name=tmapm Tank
Image=TMMTNK
It should then with those changes look like this:
; tmapm Tank
[TMMTNK]
UIName=Name:TMMTNK
Name=tmapm Tank
Image=TMMTNK ; Pretend it is RA2. We need this.
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=MammothTusk
Strength=800
Explodes=yes
Prerequisite=NAWEAP,NATECH
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=1750
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=no
ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ElitePrimary=120mmxE
Another thing you should change is the locomotor if you like. The locomotor tells the unit how it should move, drive, hover, teleport and ect. Here is a list of all the locomotors you will ever need.
Drive : {4A582741-9839-11d1-B709-00A024DDAFD1}
Hover : {4A582742-9839-11d1-B709-00A024DDAFD1}
Subterranean : {4A582743-9839-11d1-B709-00A024DDAFD1}
Walk : {4A582744-9839-11d1-B709-00A024DDAFD1}
Fly Down (Droppod) : {4A582745-9839-11d1-B709-00A024DDAFD1}
Fly : {4A582746-9839-11d1-B709-00A024DDAFD1}
Teleport : {4A582747-9839-11d1-B709-00A024DDAFD1}
Jumpjet : {92612C46-F71F-11d1-AC9F-006008055BB5}
Ship : {2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
Mech : {55D141B8-DB94-11d1-AC98-006008055BB5}
Missile (V3) : {B7B49766-E576-11d3-9BD9-00104B972FE8}
You can change more things then what I have mentioned, just be careful. Now here is the explanation of what those other lines we modified mean.
; tmapm Tank - This is the name of the tank to help you identify it in the rules.ini
[TMMTNK] - The Name of the entry.
UIName=Name:TMMTNK - This tells the game to refer to the string Name:TMMTNK which you will have to make. In side the string it should say Tmapm Tank or whatever you would like it to say. The string is what makes the unit have a name when you put your cursor over the unit or cameo. Without it you will get Missing Name:TMMTNK. To learn more about how to make a strings, check out: http://ra2tmm.eclipsemods.com/?file=tutmodi06
Name=tmapm Tank - This is the name of the tank to help you identify it in the rules.ini and it really doesn't serve a purpose.
Image=TMMTNK - This is required in RA2 to point to the art entry. However, in YR if your art entry has the same codename as your unit entry you don't need to include this line.
Now for the art entry, it should be the SAME NAME as your voxel without the .vxl or your unit will appear invisible in the game. If your unit codename is TTNK and your voxel name is TMMTNK.VXL you will need to include the line Image=TMMTNK in your rules entry.
Now you have to make a corresponding art.ini entry. I will make an entry for the TMMTNK rules entry from above and then explain everything to you.
[TMMTNK]
Voxel=yes
Remapable=yes
Cameo=TMMICON
AltCameo=TMMUICO
Ok Now let me explain all this.
[TMMTNK] - Name of the voxel without the .vxl.
Voxel=yes - This tells the game that this is a vxl.
Remapable=yes - This means there are colors on the vxl that can change ingame to your countries color.
Cameo=TMMICON - This is the icon when it is normal (No veteran Sign). You can look at http://ra2tmm.eclipsemods.com/?file=tutmodg01 to see on how to make your own icons.
AltCameo=TMMUICO - This is the icon when it gets upgraded. If you don't want it to get upgraded put the line Trainable=no in your rules entry.
Note: The name again for your icon entry is without the .shp. So if you icon names were icon.shp and uico.shp your lines would be:
Cameo=ICON
AltCameo=UICO
Make sure you stick your icons in a mix file in order for it to be recognized. More information about mix files can be found a few paragraphs below.
That is how you make an art entry for voxels. Shps are similar, but don't worry about that for now. If you would like to add your rules, art and voxels it to a mix file you may do so.
You need XCC Mix Editor (http://xccu.sourceforge.net) for the job. Here is a run-down of where you should put your new files (Thanks Blade, as I was too lazy to type my own.)
Where to put new RA2 files (Revised 08/08/2001):
For a .csf file put it in the main directory.
For .ini files, they can be put straight into the RA2 directory. If for some reason you want to make a usless effort to hide them (it might fool newbies) or want to stop cluttering up the RA2 folder, put them directly into an expandXX.mix file, but this may conflict with later patches as it did with TS.
For .vxl and their associated .hva files, they can be put straight into the RA2 directory, but this tends to clutter up the folder. The best bet is to just put them directly into an expandXX.mix file or into an elocalXX.mix or ecacheXX.mix
For .shp files, I recommend you put them into a new ecacheX.mix where X is a number between 1 and 99 (though 1 will almost certainly be used in an expansion pack). You can also use the XX format, but you can't use such an ecache file from within an expandxx.mix file.
For .wav files you have to put them in audio.bag using the sound editor part of XCC mixer also downloaded from http://xccu.sourceforge.net. (accessed from one of the menus)
Making a RA2 mix file:
1) When you start XCC Mix Editor, first go to LOAD KEY.
2) Then, navigate to your RA2 directory and double-click on the RA2.MIX (Nothing will seem to happen)
3) Create your mix file by clicking on New
4) Name it either Ecache**.mix or Expand**.mix (Note: ** is a number 02-99. Don't use 01 because that is used for Westwood's patches, and don't use 06 because that is being used for Blade's Terrain Expansion Pack.)
5) Save.
6) Go to OPTIONS -> change the Bar that says Tiberian Sun to Red Alert 2
7) Click on the box next to Encrypted.
8) Put the stuff you want in it. (Drag and Drop or use the Insert button)
9) Hit the SAVE Button, COMPACT several times, then CLOSE. (If you do not hit COMPACT your mix will get corrupted eventually, ouch)
Making a YR mix file:
1) When you start XCC Mix Editor, first go to LOAD KEY.
2) Then, navigate to your RA2 directory and double-click on the RA2MD.MIX (Nothing will seem to happen)
3) Create your mix file by clicking on New
4) Name it either Ecachemd**.mix or Expandmd**.mix (Note: ** is a number 02-99 Don't use 01 because that is used for Westwood's patches, and don't use 06 because that is being used for Blade's Terrain Expansion Pack.)
5) Save.
6) Go to OPTIONS -> change the Bar that says Tiberian Sun to Red Alert 2
7) Click on the box next to Encrypted.
8) Put the stuff you want in it. (Drag and Drop or use the Insert button)
9) Hit the SAVE Button, COMPACT several times, then CLOSE. (If you do not hit COMPACT your mix will get corrupted, ouch)
Be sure you do this for each new mix file you make.
After you have your .mix file created you can open and edit it through XCC Mixer. To add a new file, open your .mix file in the XCC Mixer. Then drag and drop your file from the Explorer Browser into the Mixer.
To delete a file, open your .mix file in the XCC Mixer. Then simply select the file you want to delete and press the "Delete" key on your keyboard. If you would like to have a backup of your file on your computer even if you want to delete it from the .mix file make sure you extract it first, then delete it. If you just delete your file from the .mix, it will be gone forever, as it does not go to your recycle bin.
That's about the basic run down of putting your unit in the game. Hopefully you have grasped the concept and have a better understanding of modding. Keep modifying and have fun!
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01-18-2005, 10:34 PM
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#6 (permalink)
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Junior Member
Join Date: Jan 2005
Posts: 5
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i dont get any of this i know im new to modding and this is confusing.
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01-19-2005, 12:47 AM
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#7 (permalink)
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Member
Join Date: Apr 2003
Location: USA
Posts: 31
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Have you tried doing it step by step instead of just reading it?
EDIT: You want to take it step by step and then ask when you have problems. You need to at least attempt it before asking (for help) or people won't want to help you if they have to drag you on a leash. Not saying you haven't tried, but if you follow my advice it will make it easier for all of us.
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01-19-2005, 04:47 AM
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#8 (permalink)
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Member
Join Date: Oct 2003
Location: Romania
Posts: 82
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Or use "The Search" button ( he is very friendly sometimes ) .That button solved the problem for me. I mean i never asked how to add new units .. All i did was to corrupt my RA2/Yr several times and i still have questions wich i will never ask .
In 90% of cases i try it and the if i realy can't get it to work ( after like 2 moths ) then i ask it.. But most of the time i find what i'm looking for or i find out that it's hardcoded ( i wonder why  )...
So it's not that hard after you get used to it .! 
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01-19-2005, 04:43 PM
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#9 (permalink)
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Junior Member
Join Date: Jan 2005
Posts: 5
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yes ive done it step by step. i guess im not meant to mod
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01-19-2005, 05:24 PM
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#10 (permalink)
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Member
Join Date: Apr 2003
Location: USA
Posts: 31
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Sure you are. The more you work at it, the easier it gets. I didn't have any voxel or hva included which is why your unit image didn't show up. Why don't you tell us what happens so we can help you out?
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