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> Shakar is trying mod idea of his =O, I'm going to try some new things...
Shakar
post Mar 10 2008, 03:58 PM
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I was thinking about how to connect RA2 and TS in my own twisted way... Let's say when Einstiens time machine worked (RA2 YR), instead of going back to the last war with the soviets, they went back to RA1 and never came back... Now let's say Nod and GDI found it and used it, then something went horribly wrong. Instead of them fighting over it to end the tiberium wars once and for all, the time/space logic got messed all up and they were sent to the universe of RA2 and they continued to fight there while joining the Allies or Soviets. I know this soundes like a HUGE mod, which I think it is, but I'm asking for pointers on how I can get this to work. Right now, I'm resizing the VXLs from TS to work in RA2:YR and I am having questions about the SHPs. For one, are the TS SHPs smaller then the RA2 ones? I'm actually quite curious. The reason for this mod idea of mine (though it's in RA2 sadly, with a Tiberium twist) is because I remember there being a mod with TS buildings in it for RA2 (New Dominion I think). I'm wondering those things, and any advice would be perfect for me, even help would be too. Though I'm still going to have to get some things down though, like how to make the ore look like tiberium >_>

Help wouild be perfect though ^_^


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Team Black
post Mar 10 2008, 08:41 PM
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This would be best as a RA2 mod I think... and it would take a LOT of work! ohmy.gif


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Shakar
post Mar 10 2008, 10:41 PM
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Didn't I say it was taking place in the RA2 universe? =P But ya, it is a RA2 mod, and I know I'll need help on it eventually.


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Lin Kuei Ominae
post Mar 10 2008, 11:19 PM
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yes you have to resize the SHPs too. RA2 is 25% bigger than TS.
I don't know if it works, but since in RA2 all Tiberium types are still in rules.ini (Riparius Cruentus etc) you can try to convert the unused ones. But it could be like in TS that the fourth doesn't works too.

Once you've converted all TS stuff into RA2 size, all shp anims should work in RA2 too. However you can't have a working Firestorm defense, Multimissile Cluster logic (iirc), Reaper split missile logic (iirc) and some other stuff.

This post has been edited by Lin Kuei Ominae: Mar 10 2008, 11:25 PM


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Shakar
post Mar 11 2008, 12:38 AM
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Ok, so EVERYTHING is 1/4 bigger in RA2 then TS... Thanks ^_^ Now to get the SHP thing that can let me do that, or does XCC Mixer do that... I don't remember... Anywho, I'm thinking on what kind of storyline to make and what to call the mod itself, I'm thinking Tiberium Alert =P

Oh and I just remembered, since the Soviets and Allies have a navy, I'll have to make naval units for GDI and Nod as well... Atleast I know where I can get 'em ^_^

This post has been edited by Shakar: Mar 11 2008, 12:39 AM


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Shakar
post Mar 12 2008, 08:11 PM
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Sorry for double posting, but I just waved my name idea away, seeing how I was looking at resource sites for RA2 and found that someone was doing something with the same name, meaning I'll need a new name ^_^; Still, I'd like any advice for the mod I'm planning up, and thanks for any if I get any ^_^;


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