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> Request a tutorial, If you can't find the answer in the existing tutorials
Shakar
post Jan 3 2008, 08:40 PM
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QUOTE (Aro @ Jan 3 2008, 03:36 PM) *
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.


Ya, they are in the TibSun.MIX, but they are located in the Local.MIX, which is right inside TibSun.MIX. Thought I'd add to that their exact location.


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Team Black
post Jan 19 2008, 03:58 AM
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they actually list the colors.. search for [colors] in rules.ini, they should all be values you can use, unless I'm mistaken..


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Scorch
post Jul 1 2008, 05:15 PM
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I need a tutorial on how to make SHPs smaller, and what would be needed to make them work ingame.

I'm sure I can resize them myself, I know how, but I'm not sure what would be needed in ART and RULES.

Thank's in advance!
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HeLL7iGeR
post Jun 26 2009, 07:05 AM
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Sorry to Bump but when i try to create a cameo with shp builder thingy it always appears so small. Can i make it somehow bigger?


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Revolutionary
post Jun 26 2009, 12:49 PM
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you can zoom in using the zoom factor but if you make it bigger (other than zooming in) in you can cause problem ingame


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HeLL7iGeR
post Jun 27 2009, 08:09 AM
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QUOTE (Revolutionary @ Jun 26 2009, 12:49 PM) *
you can zoom in using the zoom factor but if you make it bigger (other than zooming in) in you can cause problem ingame

how do you zoom? If it's in the voxlel viewer it doesn't work . I try making a cameo with the shp builder but it appears very small


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Roani52
post Jun 27 2009, 10:33 AM
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Screenshot...? Or something like it...


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Darkstorm
post Jul 5 2009, 06:48 AM
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Zoom Factor doesn't help in SHP Builder. To zoom in, in Voxel Viewer, hold down your right mouse button and move the mouse up.


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Nighthawk
post Jul 5 2009, 10:49 AM
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What do you mean when you say it's too small? Cameos always have to be 64x48 in Tiberian Sun.


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CommanderSpartan
post Jul 7 2009, 08:02 AM
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Well I have a request, how do I convert TD shps to TS shps? The tutorial on PPM doesn't work.


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Lin Kuei Ominae
post Jul 7 2009, 10:34 AM
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QUOTE (CommanderSpartan @ Jul 7 2009, 08:02 AM) *
Well I have a request, how do I convert TD shps to TS shps? The tutorial on PPM doesn't work.

1.
-create 2 copies of the original TD palette file (e.g. winter.pal)
-change on the first copy all colors to black except the shadow color
-change on the second one all gold remap colors to red remap
here's a ZIP where i've done this already:Attached File  LKOtdpalettes.zip ( 1.26K ) Number of downloads: 295


2.
add these 2 palettes into a mix file which you place in a directory so that XCC Mixer reads it
-e.g. open XCC View tab and the menu directories. There set the TD primary path manually to the place where you put the mix file with the 2 new palettes (e.g. the XCC Mixer path itself when you placed the mix in the XCC Mixer folder)
now XCC Mixer has these 2 new palettes in its repertoire and you can select them for viewing and conversion (don't forget to restart the Mixer if it was still open)

3.
-extract the TD SHP which you want to convert into single png images using the red remap palette
-extract the TD SHP again in single png images using the shadow palette
-bring all the images in the correct sequence for TS (take care how the units turn in the SHP in TS: vehicles clockwise, infantry counterclockwise)
you can use Irfanview (a free picture viewer) to give the single png images a new numerical order using the batch conversion.

4.
open xcc mixer and change to the correct TS palette (e.g. unittem.pal)
convert the sequence of png images into a TS(SHP) file
Note: here it might be necessary to create a modified unittem.pal, which has all the theater/glowing colors replaced with purple or green, so XCC Mixer doesn't use these colors during the conversion.
You can take a look in the Palette tutorial to see which colors should be replaced


5.
add the new SHP to an ecacheXX.mix file and test it ingame.

This post has been edited by Lin Kuei Ominae: Jul 7 2009, 02:58 PM


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Darkstorm
post Jul 7 2009, 06:35 PM
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The only SHPs worth using in TD unless your making a Flat TS landscape are the infantry and animations, for animations just copy them as PNG (in XCC Mixer in correct palette of course) then switch the palette your viewing with to TS Animation palette and with the SHPs highlighted copy back to SHP. I did this a ton for RA. (Did it too for units but that won't work right in TS)


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CommanderSpartan
post Jul 10 2009, 03:58 AM
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Hmm, the palettes don't seem to work, well I better go find a palette editor.


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Lin Kuei Ominae
post Jul 10 2009, 11:49 AM
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ups, yep. you have to convert these JASC 8Bit palettes into the TS/RA2 palette format. For that simply open them with the OS Palette Editor and save them again in the TS/RA2 palette format. Then XCC Mixer can use them for palette conversion.

This post has been edited by Lin Kuei Ominae: Jul 10 2009, 11:55 AM


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sniper
post Oct 21 2009, 01:43 PM
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I need to know how to make a emp laser that disables vehicles and does damage to them. please


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Lin Kuei Ominae
post Oct 21 2009, 03:26 PM
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the combined effect of EMP and Damage is not directly possible

way 1: using an art.ini anim with damage (tested and works)
-create a new emp warhead
-give this emp warhead a new dummy explosion anim
-give this dummy explosion anim in art.ini the keys Damage= and Warhead= (though the warhead seems to be unused)

way 2: using a particlesystem (untested but should work)
-create a new particlesystem which deals the damage and apply it to the warhead

btw, both ways forbid a unit to gain veterancy if it has such a weapon.

This post has been edited by Lin Kuei Ominae: Oct 21 2009, 03:48 PM


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Nod/Scrin WotW Tripod_________________GDI Exciter
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Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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sniper
post Oct 23 2009, 01:10 PM
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ok I got it to work, thanks! although the weapon does almost no damage to heavy armor for some reason. huh.gif


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Devastator
post Mar 6 2010, 11:25 PM
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I want a tutorial about how to make snow versions of buildings.
By the way if your buildings are fine on a temperate map and you build it on a snow map without a file, won't you get an IE because I don't?
either you don't or I'm lucky. lol.gif

This post has been edited by Ionizer: Oct 3 2010, 09:10 PM


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jadems
post Mar 7 2010, 12:00 AM
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uhh, I don't think you get an IE.
but, that's easy, just rename the second character in the name of the temperate shp to the ones used for the snow shps.
I don't recall it at the moment, but that basically it.


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Devastator
post Mar 7 2010, 02:18 AM
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Thanks jadems.
Now i don't have to play in the snow, build a Railgun Tower (in my mod) and have nothing appear.
I should've noticed in snow.mix it is GACNST and Temperate has GTCNST. I always named them with GT, NT, or CT. This helps me out.

This post has been edited by Ionizer: Oct 3 2010, 09:10 PM


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Vivdrix
post Oct 2 2010, 02:00 PM
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Apologies for the MAJOR bump, but if anyone can create a tutorial about adding new music tracks into the game it would be very, very helpful at this stage. I can convert the files, but I cannot import them and get them to work ingame properly.

Thank you for the time, and apologies for the MAJOR bump.
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Rampastring
post Oct 2 2010, 04:28 PM
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Add the track files to Scores.mix (or alternatively Scores01.mix if you have Firestorm) and then add the files' descriptions to theme.ini (afaik located in Tibsun.mix\Local.mix\theme.ini, extract it to your TS folder and edit it).

If you add the music files to Scores01.mix, you may have to modify the firestorm theme.ini instead (not sure about it's name, might be theme01.ini, located somewhere in expand01.mix).

This post has been edited by ^Rampastein: Oct 2 2010, 04:30 PM


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Devastator
post Oct 3 2010, 09:08 PM
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Custom music doesn't need to be in scores.mix. Mine is in a custom mix for my personal mod.

Also this is the kind of thread that allows bumping as it wouldn't be fair for people to just overload the tutorial forum with requests.


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Nyerguds
post Oct 4 2010, 12:36 AM
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2 days isn't 'bumping' tongue.gif


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Rampastring
post Oct 4 2010, 03:46 PM
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QUOTE (Ionizer @ Oct 4 2010, 12:08 AM) *
Custom music doesn't need to be in scores.mix. Mine is in a custom mix for my personal mod.

Thanks for the info, I've never tried adding custom music as I find the TS soundtrack awesome enough.


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Devastator
post Oct 4 2010, 08:32 PM
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QUOTE (^Rampastein @ Oct 4 2010, 11:46 AM) *
Thanks for the info, I've never tried adding custom music as I find the TS soundtrack awesome enough.


Anytime. I'm always open for info.
Some people don't link TS' music. I actually have grown to like it now that I play it more often again. My mod added music from TD, RA1, and Renegade. I really need to add Act On Instinct. (Maybe Team Black's remix version wink1.gif )

This post has been edited by Ionizer: Oct 4 2010, 08:34 PM


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