logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,213

Administrators:
DeeZire, Redemption

There are currently 39 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 04-12-2005, 06:10 AM   #1 (permalink)
Junior Member
 
Join Date: Apr 2005
Posts: 1
Default help with adding voxels/cameos

hey i was wondering if anyone could tell me how i would go about adding cameos and voxels to new units i am making in my mod. i am a first time modder so some help would be appreciated.
divider26 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-12-2005, 11:09 PM   #2 (permalink)
Senior Member
 
Join Date: Apr 2005
Location: Texas, USA
Posts: 162
Send a message via MSN to WingDingo
Default

Been there...still there. :lol: There are a number of things you can do to figure out what you need. You can either look at the guides here on Deezire, or you can follow these steps:

[groovyg]
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
Voxel Section Editor v.III
and you might also want
Cube Normaliser 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 HVA Builder

If ive missed anything or you need clarification just ask, and if someone else spots a mistake feel free to correct me

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

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

[WingDingo]
There you go. That should just about do it. If you need more help, go to the topic New Units(voxels) It should be on page two. you can find the files you need there. Just click on the links. Like I said, I'm in no better position than you, just take it slow and easy.
WingDingo is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Adding new Cameos The_Blind_One Generals & Zero Hour Editing 5 08-29-2003 02:06 PM
Some voxels Daz Red Alert 2 & Yuri's Revenge Editing 7 07-27-2003 12:21 AM
My voxels DukeLeto Red Alert 2 & Yuri's Revenge Editing 17 06-04-2003 02:06 AM
adding new icons and unit voxels REM523 Red Alert 2 & Yuri's Revenge Editing 4 04-27-2003 11:03 PM
different voxels Cartman Red Alert 2 & Yuri's Revenge Editing 7 02-18-2003 06:26 PM


All times are GMT -4. The time now is 05:05 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.