Jump to content


Photo

Placing MO tech structures on your map.


  • Please log in to reply
34 replies to this topic

#1 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 03 March 2007 - 01:05 PM

The job is pretty easy when your FA2 doesn't read INI files from Mental Omega. When you are making a map, get a structure which you don't use at all on your map and place it in places where you want to have tech structures placed. Get it's tag name (like CAOILD for Oil Derrick) and open the map file in notepad or wordpad. Type the tag name of that structure and look it up in the text and replace it with the tag name of MO tech structure which are as following:

CAPOLI - Tech Police Station (3x4)
CAREFN - Tech Refinery (4x3)
CACOMN - Tech Satelitte Hack Center (3x3)
CATTIM - Tech Time Machine (4x3)
CAMCHSHOP - Tech Machinery (3x3)
EMPSTATION - Tech EMP Station (3x3) - in 2.0psi
CAEXPS - Tech Expansion Post (2x2) - in 2.0psi
GAHAMM - Tech Hammer Turret (2x2) - in 2.5

If you want to be more specified and have defined tech structure in defined point, use various structures for placement on the map and replace correct ones with correct tags. Simple.

Remember about foundation. It's recommended to use placeholder structures with same foundation as the tech structures.

Of course if you know, how to make your FA2 read rulesmd.ini from Mental Omega go ahead. You can always extract the file (if you know how) and make map editor more compatible with the modification.

Edited by Speeder, 15 May 2009 - 01:23 PM.
A good reason.

mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#2 Joszef

Joszef
  • Members
  • 175 posts
  • Location:England, Cumbria
  •  The Soldier Of the Abyss

Posted 24 April 2007 - 09:48 AM

can you give us the dimisions of these structures please.
The Sadness of Death is the Joy of Rebirth
The End of the Apocalypse is the Start of the Genesis

#3 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 24 April 2007 - 01:36 PM

Kinda done.

mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#4 Joszef

Joszef
  • Members
  • 175 posts
  • Location:England, Cumbria
  •  The Soldier Of the Abyss

Posted 11 May 2007 - 03:27 PM

Kinda done.


soz
The Sadness of Death is the Joy of Rebirth
The End of the Apocalypse is the Start of the Genesis

#5 Shockwave

Shockwave
  • Members
  • 32 posts

Posted 21 October 2007 - 04:32 PM

Which type of notepad in particular? And I have never opened anything in FA in note pad can you explain this to me? I'm kind of new to these things.
Depth Charge's ship: "Warning Enterance to this subsector has been forbidden by order of the Maximal High council".
Depth Charge: "Slag the high council".
Depth Charge's ship: "......Yes.....Sir...."

#6 generalwoodro

generalwoodro
  • Members
  • 37 posts

Posted 25 October 2007 - 03:31 AM

where do i get FA2, i know this question is sort of stupid though :xd:

#7 wcvechten

wcvechten

    Procrastinator

  • Members
  • 658 posts
  • Location:Here
  •  Just someone uninportant

Posted 25 October 2007 - 02:15 PM

cant remember it to bad,but if you google it you will find it... later on

#8 nat3738

nat3738
  • New Members
  • 1 posts

Posted 23 September 2008 - 02:41 PM

Is there another way to make FA2YR compatible with MOD.
The only one way I can do now is to extract ALL CONTENT of expandmd98.mix and ecachemd98.mix to RA2 folder. (And the way I know to get mod file is to run Cleaner program while running YR.)
But, I've got a hundred files in my RA2 folder!!!

If I extract only rulesmd.ini, the model of that building/unit will not shown out in FA2YR! I've us TFD on my notebook and it extremely slow to run Yuri so I want all data show on FA2YR.

#9 Thrash Metal Rules

Thrash Metal Rules
  • Members
  • 12 posts

Posted 26 December 2008 - 06:57 PM

Ok, I kind of understood what you mean, but, could you please give me the names of most of the Mental Omega structures? If you have them written somewhere, could you please copy & paste them here?

EDIT: Heh, I've tried to replace a time machine with the tech time machine. The result? in skirmish game, the building shows up, but in the map you can't find it anywhere.

:\

Edited by Thrash Metal Rules, 26 December 2008 - 07:39 PM.


#10 videogmer314

videogmer314
  • Members
  • 7 posts

Posted 28 December 2008 - 02:25 AM

nvm

Edited by videogmer314, 29 December 2008 - 03:59 AM.


#11 Doomdragon

Doomdragon
  • Members
  • 28 posts

Posted 19 June 2009 - 06:20 PM

nvm

Can we have the names of some MO structures (Not tech buildings)? I'd like to place some drilling platforms, for example

Edited by Doomdragon, 19 June 2009 - 06:25 PM.

Posted Image

#12 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 19 June 2009 - 06:23 PM

GAHPAD - Allied Airpad
GARADR - Radar Facility

NATCH - Palace
AMRADR - Soviet Airfield

YADRPL - Drilling Platform
YADUGG - Seraph
NAPSYB - Psychic Interrupter
YASPAD - Epsilon Airpad

mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#13 Doomdragon

Doomdragon
  • Members
  • 28 posts

Posted 19 June 2009 - 06:25 PM

GAHPAD - Allied Airpad
GARADR - Radar Facility

NATCH - Palace
AMRADR - Soviet Airfield

YADRPL - Drilling Platform
YADUGG - Seraph
NAPSYB - Psychic Interrupter
YASPAD - Epsilon Airpad

Thanks.

but how do we 'Get it's tag name'? Thats not really a helpful explanation
Posted Image

#14 Speeder

Speeder

    #ControlMOre

  • Hosted
  • 8,998 posts
  • Location:Czechia
  • Projects:Mental Omega
  •  Mental Omega Creator

Posted 19 June 2009 - 06:54 PM

They are specified in the rules. You would have to extract rulesmd.ini from the mod and place it in your FA2 directory so map editor can read any unit/structure from the mod.

mainbanner.jpg
bt_left.pngbt_fb.pngbt_yt.pngbt_tw.pngbt_md.pngbt_right.png
115776.png


#15 Doomdragon

Doomdragon
  • Members
  • 28 posts

Posted 19 June 2009 - 07:38 PM

You would have to extract rulesmd.ini from the mod

:p

You got me again.
Posted Image

#16 Darkstorm

Darkstorm

    Mod Enjoyer

  • Members
  • 752 posts
  • Location:United States

Posted 21 June 2009 - 03:42 AM

Express guide to extracting things from XCC mod creator.

1. start the mod and game.
2. either exit out of mod launcher so it can't delete mod files (run the launcher & game again to delete files) or alt+tab out of game
3. run XCC mixer
4. look in RA2 folder and then Expand98 (i think :shiftee: )
5. Select files you want (in this case rulesmd.ini)
6. hit copy
7. They will be copied to your second directory
8. Put in Final Alert directory (in this case)

#17 Doomdragon

Doomdragon
  • Members
  • 28 posts

Posted 21 June 2009 - 06:22 PM

Express guide to extracting things from XCC mod creator.

1. start the mod and game.
2. either exit out of mod launcher so it can't delete mod files (run the launcher & game again to delete files) or alt+tab out of game
3. run XCC mixer
4. look in RA2 folder and then Expand98 (i think :shiftee: )
5. Select files you want (in this case rulesmd.ini)
6. hit copy
7. They will be copied to your second directory
8. Put in Final Alert directory (in this case)

It's cool, I got it. I've got Finalalert to read from MO's rules.ini.

Theres some pretty awesome stuff on there. The Flame Tank is a particular favourite, and Volkov. How do you get this stuff normally?

Oh, and the Mental Omega Device is pretty awesome, too. I'm guessing it's to do with the campaign.
Posted Image

#18 Unforgiven Pretender

Unforgiven Pretender
  • Members
  • 15 posts
  • Location:The Netherlands

Posted 22 June 2009 - 02:05 PM

Allright, I don't have Final Alert 2 on my computer yet, but I found a site where I can download it.
I didn't download it yet, but does anyone know if this it the right one?:

http://files.filefro...;/fileinfo.html
Posted Image

#19 Darkstorm

Darkstorm

    Mod Enjoyer

  • Members
  • 752 posts
  • Location:United States

Posted 25 June 2009 - 04:14 AM

Looks like it.

#20 generalcamo

generalcamo
  • Members
  • 97 posts

Posted 09 June 2010 - 09:39 PM

Express guide to extracting things from XCC mod creator.

1. start the mod and game.
2. either exit out of mod launcher so it can't delete mod files (run the launcher & game again to delete files) or alt+tab out of game
3. run XCC mixer
4. look in RA2 folder and then Expand98 (i think  )
5. Select files you want (in this case rulesmd.ini)
6. hit copy
7. They will be copied to your second directory
8. Put in Final Alert directory (in this case)
I did this and the tech buildings are STILL not showing. I put in the main directory of final alert 2 yuri's revenge build 2 (Supports tunnels) and they are not showing up. I did not put the Rulesmdi.ini in any folders in the main directory.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users