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> Request a tutorial, If you can't find the answer in the existing tutorials
The DvD
post Oct 9 2006, 09:51 PM
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Welcome to the modding tutorials request thread. Using this thread you can request a tutorial, if you can't find the answer to your problem in the exiting ones. Only requests are allowed in this thread, other posts will be deleted/moved (unless we're lazy)

Please keep in mind that this request thread is for Tiberian Sun editing questions only. For questions about mapping and Finalsun, head to the request thread in the TS mapping tutorials forum. Thank you wink1.gif


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El_Serpiente
post Oct 25 2006, 06:46 PM
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Well I would like to see a tutorial showing how to make 3ds models into shp animations, cos I have not got a clue how to do it. If it could be done using GMax that would be good, cos I dont own 3dsMax
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Kurorahk
post Nov 2 2006, 12:28 AM
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I would like a tutorial for making a airburst weapon that the aniamtion is in the air not on the ground so it looks like their is something raining down. Also a Tutorial for making Subs in TS. Thx

This post has been edited by di schmitt tank: Nov 2 2006, 12:29 AM


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Warlord
post Dec 7 2006, 10:20 PM
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maybe a tutorial on making a sidebar image


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Team Black
post Dec 7 2006, 10:47 PM
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QUOTE
maybe a tutorial on making a sidebar image


a cameo you mean?
1-take a screen of yer unit ingame with ctrl-C (or voxel viewer>tools>screenshot)
2-open the new screenshot (MS paint is good to use), either in your SUN folder (if an ingame screen), or in Program files/CnC tools/screenshots
3-(if in MS paint) use the selector-thing to select yer unit, the image for the cameo, then CTRL+C to put it into the clipboard...
4-open shp editor (to gat the right cameo size, export an exsisting one from tibsun.mix, and edit it)
5-in the shp builder CTRL+V to paste the MS paint picture
6-putz around with it till you get it how you like, then save it.

the rest can be found HERE


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Uufje
post Dec 8 2006, 04:02 PM
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Or you can just use the cameo generator in OS SHP Builder pinch.gif
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Team Black
post Dec 8 2006, 04:21 PM
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QUOTE (Uufje @ Dec 8 2006, 01:02 PM) *
Or you can just use the cameo generator in OS SHP Builder pinch.gif


well, so far I've only done one cameo, and I kind of..improvised it (the way I stated above),
I didn't really read manual though yet because it was just a on-frame, copy-paste job


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Nighthawk
post Dec 8 2006, 05:56 PM
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The cameo generator requires an image to work from, so the first part of Team Black's method still applies.


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=NX=Firefx
post Dec 22 2006, 06:26 PM
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uh...you could say a request but more of a find i need. Wasn't there a tut where you something like, extract various bits from local.mix rename them and put them into expand to create your own voxel.
For example an apc base with the medium tank turret and barrels. I was gonna give it a try but forgot how to and thought there was one back on tumsun.


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Creagor
post Dec 22 2006, 08:49 PM
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That tutorial is located HERE.


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=NX=Firefx
post Dec 23 2006, 07:26 PM
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Thanks could never find it myself.


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Ghost Stalker
post Dec 29 2006, 02:39 PM
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uhm.... so, I'm trying to edit Ghost Stalker, won't go in details, and I have done it, but... how the heck I get it in the game? I try to use XCC Mix editor, create Expand02.mix in the SUN folder, stuff rules.ini in, save and start the game. What am I doing wrong?

EDIT: Heres the code I edited

CODE
[GHOST]
Name=Ghost Stalker
Category=Soldier
Prerequisite=GAPILE
Primary=LtRail
C4=yes
TiberiumHeal=yes
CrushSound=SQUISHY2
TiberiumProof=yes
Strength=500
Armor=Concrete
TechLevel=1
Pip=white
Sight=10
Speed=10
Owner=GDI
AllowedToStartInMultiplayer=no
Cost=200
Points=5
Trainable=no
VoiceSelect=14-I000,14-I002,14-I004
VoiceMove=14-I008,14-I010,14-I012,14-I014
VoiceAttack=14-I008,14-I010,14-I014,14-I016
VoiceFeedback=
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25; This value MUST be 0 for all building addons
SpecialThreatValue=1
BuildLimit=1
ImmuneToVeins=yes


This post has been edited by Ghost Stalker: Dec 30 2006, 11:06 AM


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Roani52
post Dec 31 2006, 11:47 AM
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Ehhrrmm, if I where you, I should post this into TS modding forum...
Anyway: WTF is PhysicalSize=1? Is that a existing tag for the units/infantry part of rules.ini?


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Denmon
post Dec 31 2006, 05:15 PM
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di schmitt tank
Q: I would like a tutorial for making a airburst weapon that the aniamtion is in the air not on the ground so it looks like their is something raining down.
A: I don't understand what you mean...

Q: Also a Tutorial for making Subs in TS
A: Make a normal boat and give it these tags
Cloakable=yes
CloakingSpeed=xx ; How long it should take for the sub to beacome invisible(dive) again, after fireing or being fired at.


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Warlord
post Jan 31 2007, 09:05 PM
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i would like a tutorial telling you how to use the XCC utilities as everytime i add something it fails


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Roadwarrior
post Mar 15 2007, 05:30 PM
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i would like a tut on making a deploy and undeploy animation well not the animation the coding

This post has been edited by Roadwarrior: Mar 15 2007, 05:33 PM


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ShDwBoRn
post Mar 15 2007, 06:58 PM
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QUOTE (warlord @ Jan 31 2007, 02:05 PM) *
i would like a tutorial telling you how to use the XCC utilities as everytime i add something it fails


every time you add a item to a .MIX hit the "compact" button. i had that problem originally too, then after experimenting a little i figured it out


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Dallows65(Mtank)
post Nov 15 2007, 03:59 AM
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I dont know bout this request and if its been asked before but, can you sticky a tutorial for how to download and install a mod ??


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jadems
post Nov 15 2007, 04:48 AM
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Usually you jsut have to place the mod in your TS directory, but if it has a version of language or game.exe then I suggest you back them up.


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Team Black
post Nov 15 2007, 05:47 AM
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getting started with modding


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Tore
post Nov 15 2007, 04:26 PM
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QUOTE (Dallows65(Mtank) @ Nov 15 2007, 04:59 AM) *
I dont know bout this request and if its been asked before but, can you sticky a tutorial for how to download and install a mod ??


Place it in the folder you installed TS and unzip it...its that simple!


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Dallows65(Mtank)
post Nov 15 2007, 11:12 PM
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QUOTE (Tore @ Nov 15 2007, 01:26 PM) *
Place it in the folder you installed TS and unzip it...its that simple!



Like i said before. I dont know if it had been asked or has been answered in any way : P


But thankyou all for the helpful answeres.....No offense but im gonna look at TB's link since he's been here w while : P


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CommanderSpartan
post Nov 17 2007, 07:08 AM
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I'm wondering, why does the orca tran have problems landing in the new ts versions, I just want to know why, and if somehow it can be fixed, which I from some experience can't and can only be substituted by the carryall system.


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Team Black
post Nov 17 2007, 04:13 PM
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Air transports do work in TS's demo, and I think they work in vanilla TS. Somewhere along the line of patches, the logic got broken.

The most common way is to use the Carryall=yes tag
Also give a look at the air transport's paratrooper logic

IMO it's better to make it a flying vehicle (like in RA2), which will enable rotors, shp ability, turrets, and a lot of other things.
this topic covers the pros and cons, and the best way on how to go about it.


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SeekSomethingNew
post Nov 17 2007, 07:10 PM
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Who the f*ck deleted my post?


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Team Black
post Nov 17 2007, 07:18 PM
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what did you post? huh.gif


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CommanderSpartan
post Nov 17 2007, 07:49 PM
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UH TB, I know about the paratroopers and carry all, I'm just wondering why it doesn't work in the newer versions of TS.


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SeekSomethingNew
post Nov 17 2007, 10:10 PM
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Hopefully the same thing i am about to now if i can remember it.

It is more likely that the new versions of the game executable had to remove, edit or make use of the logic for something else. No one knows why for sure, but this is the most feasible answer out there at this moment, until someone can decompress GAME.ICD


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xCube
post Jan 3 2008, 07:43 PM
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Hi

I'm new here, so please sorry if my post is in wrong place.

I was searching informations about voxels, and found the VSE III voxel modelling program. But I canot fint out, how to extract the .vxl files from the Tiberian Sun data files. Is there a program or anything else? My target is to make the original Tiberian Dawn units into the Tiberian Sun.

Many thanks rolleyes.gif .
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Aro
post Jan 3 2008, 08:36 PM
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Well this is pretty basic stuff... You'll need to have the XCC utilities (Mixer) In order to extract the .vxl files. If I remember Correctly, the TS Voxel files are located In TibSun.mix, Use the XCC Mixer to open the .MIX which contains the voxel files and extract them.

HERE
are the XCC Utilities.


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