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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. |
03-26-2006, 10:55 AM
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#1 (permalink)
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Junior Member
Join Date: Mar 2006
Location: Hanover Park, Illinois
Posts: 8
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INI editing Question
hi im new the modding stuff. however, i have learned alot pretty quick. i understand most of the tags and how to tinker with the stuff in the ini, but i still dont get one thing. How can i make a new unit that instead of having to replace an old unit by using there name in the [] in the ini, how can i just put a "missing cameo" in the build tabs, but still make them look like another unit that is buildable. or instead of putting the missing cameo, is it possible to just put multiple of the same pictures in the build tab. For example like have two pictures of the kirovs and each was a different unit. i ask because i have seen this on some maps, but when i tried it didnt work. if this can be accomplished by merely adding a new name to the string editor then please tell me. in case your wondering, i have been able to modify just about all the units that you can make, and been able to build them in game. please respond to this soon so that i can make more mods. thanks in advance. 
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03-26-2006, 12:02 PM
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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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03-27-2006, 02:40 AM
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#3 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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udo... is that as in, the actor who plays yuri?
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03-27-2006, 12:39 PM
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#4 (permalink)
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Junior Member
Join Date: Mar 2006
Location: Hanover Park, Illinois
Posts: 8
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Quote:
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Originally Posted by bobing
udo... is that as in, the actor who plays yuri?
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no, I am not the actor.
That link that Renegade put up was helpful, however, it still didn't tell me how to place in a missing cameo in the build tab and then have the unit come out as say a kirov. If somebody would tell me that, or point out which links on that page to follow to find that out i would be most appreciatve. P.S. yes i did figure out how to create multiple units in the build tab that have the same picture, so don't think i didn't look through most of that site. thanks again
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03-28-2006, 03:25 AM
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#5 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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i didn't think you were the actor, i was asking if thats how you chose the forum name...
ok, lets say in rulesmd.ini you have a unit called ETNK, and a VXL for it called PTNK. add the line Image=PTNK to the ETNK entry. and add a [PTNK] section in artmd.ini. alternativly, rename the VXL to ETNK and just create an [ETNK] entry in artmd.ini.
now in artmd.ini under this ETNK or PTNK entries, add a Cameo=ETNKICON where ETNKICON is a 1 frame 60x48 SHP for your cameo.
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03-28-2006, 05:13 PM
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#6 (permalink)
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Junior Member
Join Date: Mar 2006
Location: Hanover Park, Illinois
Posts: 8
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I chose the name because it is my name in my German class in school, plus I just like it. And that is clearer for how to create a new tank with a new image. Thanks bobbing. However my only concern that i have left is, on some maps when an editor chooses to create a new unit, instead of using a different vxl for the icon they just make it say "Missing Cameo" for the icon (red background, with i think a soviet icon on it), and have the unit come out looking like a kirov for example. if you understand what im talking about and can help me that would be great. If your not quite sure what I mean then just post saying what you dont understand and i will try to clarify. Thanks again for the help.
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03-29-2006, 03:20 AM
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#7 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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the reason a map does things like that is because you can't include VXLs, SHPs(infantry/buildings graphics, and cameos) and Strings in a map. they would require a seperate mod mix or loose files for that. if you are making a mod you can provide them, but for a mod map only, its not possable.
if you want to make a mod map pack, you can make a YRO(MMX for RA2 these are just mix files containing a bunch of .MAP files, and a PKT with the same name as the mix it is in, then the mix file has the extansion renamed to MMX for RA2 or YRO for YR) and package it with a string table(CSF file) and expandmd##.mix file containing the graphics(VXLs and SHPs)
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03-29-2006, 02:49 PM
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#8 (permalink)
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Junior Member
Join Date: Mar 2006
Location: Hanover Park, Illinois
Posts: 8
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thanks i think i get it now, but please tell me if i get this right. The reason that there are missing cameos on some mod maps is because the modder had made a new shp or vxl for the icon, but since they didnt release the map pack you explianed and it was just on their computer, it just comes out to be the misssing cameo instead of the graphics they made.
Oh and a new question, me and my brother have made a new mod map, and we are messing around with night and day transitions and need some help. We have gotten that to work, but since some of the land is raised it doesnt go completely into a pitch black state, which is what we want. If you know how to do that without having to put negative lightposts all over the battle field that would be great, if not then what is the radius of a negative light post so that the effect doesnt look choppy from random placement. And i am creating a buildable light post, so that you can see when it goes black, but i cant get it quite right. I am making it part of the power plant with a couple of tags that tell how much light it eminates. I have gotten the intensity to be what i want, but the distance is too huge. We only want it to be around 6 or 7 cells from the power plant, but the tag is measured in leptons and i dont know the conversion. The tag reads: LightVisibility= The distance (in leptons) that this light is visible from (def=5000). What number should I put in to make it only about 6 or 7 cells?
Thanks
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03-30-2006, 12:01 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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256 leptons = 1 cell.
To make all heights equally lit, use [Lighting]Level=0 in the map.
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03-30-2006, 10:10 PM
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#10 (permalink)
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Junior Member
Join Date: Mar 2006
Location: Hanover Park, Illinois
Posts: 8
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thanks, but is that lighting a trigger, or a tag in the rulesmd.ini? And if it is in the ini undr which heading does it go, or does it qualify as its own heading.
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