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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 08-16-2005, 04:15 PM   #1 (permalink)
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Default Deployable Artillery from TS

Well, first of all, it's my very first post here, although I've been a member for a long time

The question is.. Are there any possibility at all to make the turret stand straight up as it does in TS?
The reason I'm asking is because I'm working on a private mod, and would very much like the Artillery to be an exact copy of the one from TS, with minor improvements.
I hope someone here is able to help me with this, I've noticed that you guys are extremely good to help others with problem
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Old 08-16-2005, 07:56 PM   #2 (permalink)
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Default Re: Deployable Artillery from TS

Quote:
Originally Posted by fire87";p=&quot View Post
Well, first of all, it's my very first post here, although I've been a member for a long time

The question is.. Are there any possibility at all to make the turret stand straight up as it does in TS?
The reason I'm asking is because I'm working on a private mod, and would very much like the Artillery to be an exact copy of the one from TS, with minor improvements.
I hope someone here is able to help me with this, I've noticed that you guys are extremely good to help others with problem
Are you using the same vxl/shp imported from TS(you don't have to import it as it already exists in the RA2 mix files anyway) or new graphics?
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Old 08-17-2005, 02:18 PM   #3 (permalink)
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um thats not totally true Talos. It still needs to be converted its still in the TS palettes and the voxel has TS normals
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Old 08-17-2005, 05:27 PM   #4 (permalink)
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I'm using the Artillery in RA2.. Guess that's a bad choice..
And I don't have a clue about converting voxels, or even make one.
I'm only a modder, and it will probably stay that for a long time..

If you guys want, I can post the rules entry for it, or just look in DeeZire's entry for it.. As I said, this is just for private modding, so I guess I'm allowed to edit DeeZire's code, or am I very off here?
IIRC there is a notice some place.. Feel free to edit for own use or something
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Old 08-17-2005, 06:34 PM   #5 (permalink)
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I dont think that using the artyllery in RA2 is a bad idea. I can even convert the voxel for you if you want..
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Old 08-18-2005, 04:40 AM   #6 (permalink)
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Please do, as I know nothing about converting
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Old 08-18-2005, 12:39 PM   #7 (permalink)
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aww for f*ck sake, just copy the artillery image buildings and buildups in there unitem ts pal as pcx, then reconvert as ra2 and then copy bloody ts code
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Old 08-18-2005, 03:46 PM   #8 (permalink)
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No, it's just not that simple, you can't just copy the entry from TS.
But I actually think it has more to do with the barrel, than the turret itself. Will try mixing around with it, see what the result will be.

But since I havent been into barrel editing, what does these commands really do?
VoxelBarrelOffsetToPitchPivotPoint=
VoxelBarrelOffsetToRotatePivotPoint=
VoxelBarrelOffsetToBuildingPivotPoint=
VoxelBarrelOffsetToBarrelEnd=
VoxelBarrelScale=
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Old 08-18-2005, 05:01 PM   #9 (permalink)
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Just voxel lol. No buildups and buildings.
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Old 08-18-2005, 06:28 PM   #10 (permalink)
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Quote:
Originally Posted by ziggy78";p=&quot View Post
um thats not totally true Talos. It still needs to be converted its still in the TS palettes and the voxel has TS normals
I said it doesn't need to be imported not converted :dead:
And anyway since this is a personal mod i don't think that eyecandy is his top priority really...

Then it's been a while since i last modded RA2/YR but i think i'm getting into it again(offtopic i know )
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