buildings invisible on theater
#1
Posted 13 June 2008 - 11:37 AM
i want to make it so a building, which isnt appearing(is invisible) on the theater i have, to show up
im not making a full mod though, just a modded map
i guess you can put art coding the same as ini codeing?, so i was wondering
how do i make it so the building isn't invisible?
(i think it only appears in temperate, but i want it in urban)
its the crypts, i also want to do the same for polish flag
thanks in advance,
SWG
#2
Posted 13 June 2008 - 01:49 PM
#3
Posted 14 June 2008 - 02:56 AM
so i cant just put a section of art editing on my map that says:
[CACRYPT]
Image=CACRYPT
UrbanTheater=yes
or something like that?
wait!
i saw this:
More specifically...
The game looks for theater-specific art ALL the time. If theater-specific art is NOT found, the game will FALL BACK to using "generic" art.
Building names should begin with either G (Allied), N (Soviet) or C (Civilian) for RA2, and for Yuri's Revenge, Y (Yuri). Otherwise you can't count on the building showing up, especially if it is to be palyer-buildable.
GANAME - arctic
GTNAME - temperate
GUNAME - urban
GDNAME - desert (YR)
GLNAME - lunar (YR)
GNNAME - newurban (YR)
GGNAME - generic
New buildings that don't leave rubble would require only GGNAME and GANAME versions. If a building is to leave rubble, the rubble frame uses a theater-specific palette, so you really would have to make the whole list of building versions (but then you don't need GGNAME of course).
If you are replacing an existing building, you should check to see all the theater-specific versions that exist - since GGNAME never overrides a theater-specific version.
so can i just go something like
CUCRYPT
image=CTCRYPT (so it uses the temperate image for its urban)
or something?
(i really need this to work, or my entry to the mapping comp is screwed) :(
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