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SeaFox2

Member Since 06 Apr 2004
Offline Last Active Jul 27 2004 02:36 AM

Topics I've Started

Voxel Resizing and Recolouring

11 June 2004 - 11:55 PM

How exactly does one go about resizing a voxel? I want to up-size the TibSun APC to RA2 size and use it for my new side's APC. I believe this has something to do with editing the header of the voxel right? Well, I have no idea how to do that, so instructions or pointing me toward them, or smacking me with a stick to motivate me...any of that would be fine.

And while I'm asking questions, can you use palettes to recolour voxels like you can shps? It would make recolouring a few I need to do much easier.

Fox

Foreground/Background Issues with an Airfield

06 May 2004 - 04:17 PM

I've been recently trying to get an airfield I've added to work right. Currently, the docking positions all work, and the bib functions fine. It's the non-bib part of the structure giving me fits. It is ALWAYS in the foreground, and it's really odd to watch a Yak take off and fly behind and through the control tower. :roll: Here's my current code I've been tinkering with. If anyone can help me get this building where it belongs (behind the planes), I'd be very appreciative.

[AFLD]
Remapable=yes
Cameo=AFLDICON
Foundation=4x3
Height=8
BibShape=AFLDBB
Flat=yes
DockingOffset0=160,100,0
DockingOffset1=-68,100,0
DockingOffset2=428,100,0
OccupyHeight=8 ; Don't know what these tags do actually. I saw them on GAAIRC and used them to see if they'd help. No dice.
AddOccupy1=-1,-1
AddOccupy2=-1,0
AddOccupy3=-2,-1
AddOccupy4=-3,-2
RemoveOccupy1=1,0
RemoveOccupy2=2,0
RemoveOccupy3=1,1
RemoveOccupy4=2,2
CanHideThings=true ; Again, used these to try and help the issue. It didn't.
CanBeHidden=False

[AFLDBB]
Layer=ground
Flat=Yes
CanHideThings=False

Fox

Remapable SHPs and Art Code

26 April 2004 - 02:52 PM

What rules exactly does the game use to make some things remapable and others just red? For instance, the standard gate in RA2? I copied it out of the game, and then mirrored it to make it N-S instead of E-W. The gate works fine...the problem is that is remapable now, and I don't want it to be. (I didn't change the colors, only mirrored it to change the direction it faces.) I tried altering the "Remapable=" tag in Artmd.ini, but it doesn't work. In fact, I recall I had that same problem when trying to add a tractor voxel in ages past. I couldn't make the thing stay red. It wanted to be remapable.

...

It just seems to me that the game is following some kind of rules structure, but unfortunately not one we're privy too. Anyway advice?

Fox

PSP Pallettes? Microsoft Pallettes? Which does the game use?

20 April 2004 - 02:51 AM

Hello again all. Lately, I've been messing with the gui images, and went through some time and effort to make pallettes for the shell which replace the color red with blue. (I'm not a big fan of red you know.) However, I can't figure out how to save the pallettes to get the game to use them. I can save them as either Microsoft PALs or Jasc PSPPallette files, but neither XCC nor the game seems to know what to do with them. I've heard pallettes are just glorified text files...so I suppose I could do this manually somehow. But, in the interest of saving some time, is there an easier way? Any tips or suggestions? I use PSP 8.0 if that helps.

Fox - Who always seems clueless.

SHP Compilation Errors: Illegal Names Error

07 April 2004 - 12:19 AM

Hello all. As is sometimes expected, my first post here is a pathetic whine for help. :( I've got a moderate amount of experience modding Yuri's Revenge, but have currently run into a problem which has handily stumped me, and negated my many attempts to remedy it. I recently recoloured a flag to use as a Ukrainian flag for my mod. The difficulty is getting XCC to compile it. All the images are uniform in both name (blank ####.pcx) and size of the picture. All are PCXs in 256 colours using the normal unittem pallete. I highlight them all in XCC and right click, choose convert to SHP(TS) and get an error message, that says the filenames are wrong (Error 1024 if I am not mistaken), using my last filename in the list. It seems that the program can convert single SHPs fine, but multiframe SHPs always give me an error. I tested to see if it was something I did by taking a SHP from the game, copying it out as PCXs using XCC and then trying to get XCC to put them back into SHP form. I got the error message again. I am at a loss, as this is the first SHP I ever tried to make, being more of a code monkey. :p

Thank you for taking the time to read this, if you have any advice, I would be most grateful. *bows*

Fox