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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 04-03-2005, 06:36 PM   #1 (permalink)
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Default New Units (voxels)

Hey to all. I'm kinda new at Modding RA2/YR. I have TibEd V1.6, which is great for actually modding the game but I would like to know how to add new units (meaning new voxels). It's a NooB question, I know, but it would help, a lot. And I have Final Alert Yuri's Revenge too, so I can make maps.
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Old 04-03-2005, 10:24 PM   #2 (permalink)
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ok now beforre anyone flames you, tibed is seen as pretty much crap, as it places new entries at the bottom and... well people just dont like it much cuz notepads more controled and yeah....

but onto the topic:
To add a new voxel unit first you must add the rules entries
I reccommend you simply copy the entries from a similar tank as, like you said, you are a noob.. and this way mistakes are reduced..
Just make sure it has Turret=Yes if you want a turret :P

Then add it to the end of the vehicles list (Tibed does this automattically i believe)

Ok for this example lets set the image as DTNK (dingo tank)

Now for the ART entries

Ok it would look something like this
[DTNK]
Voxel=yes
Remapable=yes
Cameo=DTNKICO
AltCameo=DTNKUICO
PrimaryFireFLH=150,0,100

Ok now for the actual Voxels, you can make them in a few programs
http://downloads.cncnz.com/tibsun/utils/VXLSE_III_1.1a.exe]Voxel Section Editor v.III[/url]
and you might also want
http://downloads.cncnz.com/tibsun/utils/Install_CubeNormals_1.0.exe]Cube Normaliser[/url] to do a run-over the normals (what makes it look right in game)

i cant really give u that much advice on making them, but following my example id say you extract an existing voxel and a turret and a barrel of your choice and work with them from there.
To do this you must get XCC Mixer

When your in it, open your ra2.mix (or ra2md.mix) then go to local.mix and select the VXL files you wish to edit and right click --> Extract and name em DTNK.VXL DTNKTUR.VXL and DTNKBARL.VXL

[EDIT]--- Hit Ctrl+Q to make the voxels look like they should in MIxer, im not sure if its neccesary cuz i do it out of habbit normally, but yeah ---[/EDIT]

Open em in Section editor and get to work.

When your good and satisfied run the cube normaliser and work its magic then you just insert em into your Ra2 directory (this is a noob tut so i wont say how to add em to your own .mix) oh and dont add em to the westwood .mix incase u were wondering.

Ok finally they need a .HVA you can extract the original ones and rename if you dont care about goodness, but for the sake of normalising and whatever, you should also download this proggy :

just download http://downloads.cncnz.com/tibsun/utils/OSHVABUILDER_1.8.exe]HVA Builder[/url]

If ive missed anything or you need clarification just ask, and if someone else spots a mistake feel free to correct me
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Old 04-03-2005, 11:24 PM   #3 (permalink)
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Thanks man I appreciate it. I always thought TibEd was good. Now if I go into the manual section, could I make units that way? Well, after I get all of these utilities. Thanks again, I appreciate it. Sorry for being a noob, but I have plenty more questions I'm sure. I'll be looking to you guys for more help.
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Old 04-03-2005, 11:25 PM   #4 (permalink)
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Oh, yeah, how do I use notepad to do these changes(sorry). I know how to use notepad, as I am learning to make webpages. I know you have to mess with the ini files right?
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Old 04-03-2005, 11:27 PM   #5 (permalink)
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you can add units in the manual section, but seeing as your pretty new at it all, just refer to other similar objects and some of the tibed tabs till your used to it if you dont feel comfortable using notepad, oh and u can just correct the Tibed thing where it places ur entries at the bottom later

{EDIT} ok first you go to the end of the infantry or tanks or whatever section (its near the top)

for example with tanks:

78=YDUM
79=SCHD
80=DOLY
81=CBLC
82=FTRK
83=AMBU
84=CIVP

is what the end of it looks for me

simply add 85=DTNK (*or whatever)

then find the vehicles section in the document, and id advice copy-pasting another tank, just dont forget to add the Image= tag in
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Old 04-03-2005, 11:39 PM   #6 (permalink)
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ooh and one more thing, you just have to watch what you add,

If you make a new weapon, make sure to list the warhead up in the top section
Add things one at a time so if the game crashes u know thats your error section

and for example, heres the important parts of the HTNK entry (Rhino)

[HTNK]
UIName=Name: ; Dont worry about the UIName till later
Prerequisite= ;To find out the building names just look em up, they should have a proper name somewhere at the entry
Primary=
Category=
Turret=
Owner=
Cost=
ROT= ; I advice putting a value of around 5 for this mostly
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ; Just use this value till you learn what the diferent locomotrrs do

the rest of the entries are pretty much simple or just can be left default for most new objects

once you have this section filled out as well as the tank listed up the top it should work
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Old 04-04-2005, 12:04 AM   #7 (permalink)
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You should also get Deezires ini guide which explains just about every tag found in any of the ini's u can find it HERE
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Old 04-04-2005, 04:44 PM   #8 (permalink)
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Thanks to all who are far wiser than I am. I am forever your servant, and endebted to you.
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Old 04-04-2005, 04:49 PM   #9 (permalink)
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Actually GroovyG there is an easier way to make voxels just use the newest vxlse (voxel section editor) and it has the best normals ever. just to let you know thats how i make all my voxels
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Old 04-04-2005, 05:03 PM   #10 (permalink)
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Well, I tried dling the one atowards the top of this page, but it dl's about 48k, then dies. i dunno if it's my comp or something else. I got the guide and will use it. Hopefully all it takes is just a little experimenting. If I ever make a website of my own, you guys can become partners and like, make a site much like Deezire.

Since I have no Signature:

0===={}===========>WiNgDiNgO<==========={}====0
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