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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 03-30-2003, 07:13 PM   #1 (permalink)
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Default help badly needed

as most of you all know i've been at this since febuary and nothing works at all.i really need to know what and how you do you guys create a new civilian building and place it on the map without having vehiciles or aircraft break up the images or drive through them,and without having the health bar showing up in the wrong place.i even converted a building to pcx, i did not alter nor did i edit it in any way,i then converted it back to shpts and put it in a eachemd mix.i used the same rules and art but i just changed the name.i used the unitem pal on the image,that doesn't work.i used the isourb pal,that doesn't work.in the rules the image is called cgnew and is place in the civilian section. [CGNEW]
Name=CGNEW
;UIName=Name:CGNEW
Image=GGNEW
TechLevel=-1
Strength=1000
Insignificant=yes
Nominal=yes
;RadarInvisible=yes
Points=5
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
;DestroyAnim=CARUS01D
DebrisAnims=DBRI-WM1,DBRI-WM2,DBRI-WM3,DBRI-WM4,DBRI-WM5,DBRI-WM6
MaxDebris=15
MinDebris=5
;Selectable=no
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
Sight=8 ; UC base values
ClickRepairable=no
CanBeOccupied=yes
MaxNumberOccupants=10
CanOccupyFire=yes
LeaveRubble=true
DieSound=MonumentCrumble
[CGNEW]
Normalized=yes
Remapable=no
Foundation=3x3
Height=8
;Buildup=CAHOSP
NewTheater=yes
;ActiveAnim=CAWSH12A
;ActiveAnimZAdjust=-100
DemandLoad=true
MuzzleFlash0=-28,22 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=-51,23
MuzzleFlash2=-35,52
MuzzleFlash3=-62,-15
MuzzleFlash4=-2,12
MuzzleFlash5=48,8
MuzzleFlash6=59,25
MuzzleFlash7=38,-23
MuzzleFlash8=25,2
MuzzleFlash9=14,48
CanBeHidden=False

DamageFireOffset0=-54,-8
DamageFireOffset1=49,20
i left in all the [add occupy] [remove occupy],that didn't work.i was then told to delete it along with [occupy height] that didn't work. i tried placing it in the expandmd with all the different combinations i just wrote about,guess what...that didn't work.i placed a tech police station made by mooman on the map i'm working on and it looks and works perfect no image break up at all when things drive behind them.i need to know what palettes you guys use if your just making a building to be used only in an urban map in YR and what is the proper way to apply the palettes,maybe i'm doing it wrong.i'm using psp 5 or is there some other speical software that you use to make your images work.does the image have to be in another mix file? please guys really this is getting on my nerves.i have this big massive city map that i just can't finish because of this one problem and spending several hours each day since early febuary isn't my idea of enjoying the game.i have about 20 to 30 new buildings that i want to add but i can't unless i can establish a partnership with someone where i can make the buildings with all the damage frames and just send it to you so you can place it in game.thanks guys and thanks to argcmder,cannis,kravitz and all you guys for your help and for responding to my posts.
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Old 03-30-2003, 07:26 PM   #2 (permalink)
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work in progress
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Old 03-30-2003, 07:32 PM   #3 (permalink)
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what do you think? one of the new buildings for my new soviet city.
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Old 03-30-2003, 09:09 PM   #4 (permalink)
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Around the base of the spire of the Russain building needs to be tidied up a little. Otherwsie good.

It looks a little of center, maybe to do with the remaps. maybe a pixel or two out place somewhere.
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Old 03-30-2003, 11:24 PM   #5 (permalink)
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Your problem has something to do with the Addoccupy and removeoccupy

unfortunately i don't know much about those tags.
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Old 03-31-2003, 12:58 AM   #6 (permalink)
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It might be something real basic. Is the building placed where you intend it to be?

I realize you cropped the images so you could post them here. But the original images should be fairly huge... the taller the building, the more blank space on the bottom you really need to have. Flyby discovered this a while ago... the back (hidden) corner of the building should be on the intersection of the 2 diagonal lines that can be drawn from the opposing corners of the image, like so:
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Old 03-31-2003, 02:59 AM   #7 (permalink)
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ArgCmdr's building foundation templates helped me much in lower buildings, but it dont work with higher buildings, ArgCmdr can u help me ? :/
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Old 03-31-2003, 04:41 AM   #8 (permalink)
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ok cannis you see the deco tower? now what i did as a test was to take the original building that i made deco tower from,converted it to pcx,renamed it in the way you told me from the tutitorial at your site,and then converted it back to shpts.now during this time i did not edit or move the image in any way so you would think it would work but no it doesn't. and yeah the top images are off center because i had to crop them,but the game's images aren't but when i take them out and put them back in they just don't work.when you convert an image to pcx do you have to reapply a palette to it and what is the proper way to apply it,i need to make sure i'm doing everything correct. and yeah the buildings appear where i want them to appear because i can place them anywhere on the map since they do show up in the FA2 building editor list.
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Old 03-31-2003, 09:23 AM   #9 (permalink)
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Quote:
Originally Posted by Psycho

ArgCmdr's building foundation templates helped me much in lower buildings, but it dont work with higher buildings, ArgCmdr can u help me ? :/
Those arenīt mine, BobingAbout made em.
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Old 03-31-2003, 10:09 AM   #10 (permalink)
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Your rules code says
Image=GGNEW

But your art code is CGNEW

Now this is odd because without a GGNEW art entry you shouldn't be seeing anything at all.

In any event, if the name of your art code entry is the SAME as the name of your rules code entry, you do not need an Image= tag in the rules.

Call your building CANEW in the rules. Call your art entry CANEW. Don't worry, CGNEW.SHP will be used by the game anyway. You're not properly understanding the file naming convention. Once you have this working then you can make multiple C?NEW.SHP images for the sake of the individual rubble frames you would need to support multiple theaters. But CGNEW.SHP will work for all theaters for now. For rules and art code, use CANEW. The naming conventions work, stick with them.

The pic you just posted shows an image which is using the default Height= art setting. I know you seem to be specifying a custom Height=, but the evidence is that the custom Height= is not being read.

What are you using to edit the rules and art code? Please tell me you're using wordpad and not some funky ini editor program.
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