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(*) before starting a mod, using TS and FS |
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Nov 23 2007, 08:39 PM
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Stealth Tank
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This tutorial is for all who want to start a mod. It also clarifies the following questions: "How can i have firestorm units in normal TS?" "How can i prevent the savegame bug and add additional animations?" "Is it possible to edit only one art.ini and rules.ini to affect both games, TS and FS?" Download the zip:
FS4TSinis.zip ( 632.19K )
Number of downloads: 915\EDIT New version uploaded. It now includes an expand02.mix that allows to see the cameos for limpet drone and mobile warfactory in TS too. It includes the original art.ini and rules.ini, having already all firestorm stuff added to them. The artfs.ini and firestrm.ini are nearly empty, having no entrys anymore. This way the game is forced to use them found in art.ini and rules.ini. Now all you have to do is open the expand01.mix with xcc mix editor, delete the original artfs.ini and firestrm.ini and add those from my zip. (be sure to make a backup of the original expand01.mix!)Then copy the art.ini and rules.ini from my zip into your TS folder and use these to mod your game. Also copy the expand02.mix from the zip in your TS folder. -Now all FS units are also available in TS. -You can now add new animations after the index 745 in the [Animations] list. Important note-never add something in between the lists [Animations], [InfantryTypes], [BuildingTypes], [VehicleTypes] etc add your stuff after the last entry and give your things new numbers. Else the game can't find animations,units or buildings used in maps and other places, causing the savegame bug. CU LKO
This post has been edited by Lin Kuei Ominae: Nov 25 2007, 12:41 AM
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Nov 23 2007, 10:29 PM
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Stealth Tank
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i don't know. I never used the patch. download the patch and find it out. you can find it here
This post has been edited by Lin Kuei Ominae: Nov 23 2007, 10:31 PM
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Nov 23 2007, 10:55 PM
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Stealth Tank
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Hmm, why do you say delete the files from the Expand01? The game will use the ones from the directory...
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Nov 23 2007, 11:00 PM
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Stealth Tank
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because, if you leave the original files, you have to edit artfs.ini or firestrm.ini too, everytime you change something in art.ini or rules.ini. And i really dislike to do things twice, if there is a way to avoid this. In addition, i'm not sure what happens if you play FS and the game tries to add the firestrm.ini list entrys to the rules.ini list, while the rules.ini already has everything from fs. This way there is no chance that there can be entries twice, overwritten or messed up in any other way.
This post has been edited by Lin Kuei Ominae: Nov 23 2007, 11:03 PM
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Nov 23 2007, 11:22 PM
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Stealth Tank
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if you don't have FS, i think it's not necessary to do this tutorial. However i don't understand why your new added anims don't work, since you don't have any firestrm.ini that extends the list. Imo it should work if you just add the anims after 707=INVISO. my advice: buy FS. it's very cheap now.
This post has been edited by Lin Kuei Ominae: Nov 23 2007, 11:24 PM
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Nov 24 2007, 12:00 AM
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Stealth Tank
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Using new shps or vxls with tfd isn't a problem. Only if you want to use ETS you might have some problems. But afaik there are also solutions for this. QUOTE (shevchenko @ Nov 24 2007, 12:51 AM) so would installing this on a seperate hard drive help the situation btw? if it's an external hdd that isn't always connected, then you'll get problems. The path, that stands in the registry could change and this way makes it impossible to start the game, without reinstalling it. If it's only a separate partition, you'll only get problems after a windows reinstall. btw, this is getting off topic. if you have further questions, you can write me a pm or use another thread where it fits.
This post has been edited by Lin Kuei Ominae: Nov 24 2007, 12:04 AM
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Nov 24 2007, 12:02 AM
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Stealth Tank
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Ah, i forgot the fact that you are showing how to port FS stuff over... would be much easyer though to just say rename your Expand01 to Expand02.
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Nov 24 2007, 03:25 AM
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Stealth Tank
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Hmm, its hard to explain the game code, but... If Expand01 is found, the game allows Firestrm.ini to be loaded. Just rename your Expand01 to Expand02 and you will see, the game will go right into game mode 1, TS mode.
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Nov 24 2007, 04:37 PM
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Stealth Tank
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Meh, sorry dude, i was doing too many things at once last night... My mistake LKO.
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Nov 24 2007, 07:30 PM
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Stealth Tank
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QUOTE (Aro @ Nov 24 2007, 04:58 PM) Hmm, a slight problem. The Cameo's for both the Limpet drone and the mobile war-factory a screwed up on the Nod side. I'm not sure if it's the same on GDI, but could you fix this, LKO? yes, these are a little problematic, since Nod and GDI use the same shp/vxl and a different cameo stored in e01sc01.mix and e01sc02.mix in expand01.mix. I think normal TS doesn't loads e01sc01.mix and e01sc02.mix, thats why they are screwed up. In my mod i extracted the cameos, renamed the Nod version and added a second unit for the Nod version using the renamed cameo. This way i have 2 art.ini entries for the mobile warfactory. For the limpet mine i always use the gdi cameo. But you can try to add a sidec01.mix and sidec02.mix to a ecache02.mix file, whereas you just extracted the e01sc01.mix/e01sc02.mix and renamed them into sidec01.mix/sidec02.mix. But i don't know if TS reads sidec01.mix/sidec02.mix from an ecacheXX.mix file. If it doesn't works, try it with an expand02.mix instead of ecache02.mix. If it still doesn't work you have to do it the way i did for my mod. \EDIT. sorry, but the game throws an IE if you add an ecacheXX.mix or expandXX.mix with inserted sidecXX.mix files. So you'll have to make duplicate units or a fixed cameo for both sides, if you want the cameos in TS too.
This post has been edited by Lin Kuei Ominae: Nov 24 2007, 07:50 PM
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Nov 24 2007, 07:48 PM
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Stealth Tank
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QUOTE (Lin Kuei Ominae) yes, these are a little problematic, since Nod and GDI use the same shp/vxl and a different cameo stored in e01sc01.mix and e01sc02.mix in expand01.mix. I think normal TS doesn't loads e01sc01.mix and e01sc02.mix, thats why they are screwed up. Correct, there in the the Firestorm loading function. QUOTE (Lin Kuei Ominae) But you can try to add a sidec01.mix and sidec02.mix to a ecache02.mix file, whereas you just extracted the e01sc01.mix/e01sc02.mix and renamed them into sidec01.mix/sidec02.mix. But i don't know if TS reads sidec01.mix/sidec02.mix from an ecacheXX.mix file. If it doesn't works, try it with an expand02.mix instead of ecache02.mix.
\EDIT. sorry, but the game throws an IE if you add an ecacheXX.mix or expandXX.mix with insterted sidecXX.mix files. So you'll have to make duplicate units or a fixed cameo for both sides. Tiberian Odyssey had this, and it worked. Show me the IE...
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Nov 24 2007, 07:56 PM
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Stealth Tank
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this appeared already at the loading screen.
except.txt ( 20.75K )
Number of downloads: 280Maybe it was, because i left the mix files of my mod in the directory. \EDIT no, tested it again, this time with a clean TS/FS and the same IE. As soon as it tries to read the sidecXX.mix files in an ecacheXX.mix or expandXX.mix file. Maybe this mix overwrites the sidecXX.mix files from tibsun.mix and this way the game looses a lot of the stuff from the tibsun sidecXX files. \EDIT it works now. I've added all tibsun sidecXX stuff too. I'll upload the expand02.mix to the first post.
This post has been edited by Lin Kuei Ominae: Nov 24 2007, 08:20 PM
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May 17 2008, 08:44 PM
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Disc Thrower
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QUOTE (Bittah Commander @ May 16 2008, 11:01 PM) You really don't need any of the Firestorm files to mod. You can create the Expand01.mix file yourself for your mod, but it's recommended to name the file Expand02.mix instead (to make sure people who have Firestorm installed won't get problems) unless you intend to change the file names in the game.exe file with a hex editor. Now see I didn't know that! That will definitly be a good thing. But what about a third side for my new mod I'm working on?
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