plz some 1 tell me how to change words on bill boards
What do you mean, The names you see when dragging you mouse over it.
Just change the INI name, TS doesn't uses those special files that RA2/Generals uses. _________________ QUICK_EDIT
You need to extract the rules.ini from Tibsun.mix > Local.mix, open up the rules.ini and find the name of the board you wish to replace.
Example hit ctrl+f and type We save lives, and you should be brought straight to the name entry tag for the GDI sign which says " Join GDI we save lives! ". Edit the tag which looks like
Name=Join GDI, We save lives! to
Name= [ whatever you want it to say ]
Save the rules.ini, and load up the game, when you have your mouse over the GDI sign it should say whatever you typed behind the name= tag.
btw please in future wait more than 6 minutes for a reply, and do not double post, it does nothing but aggrivate other users into saying " OMG U double pOsted ! " _________________ QUICK_EDIT
I need a 3ds2vxl tutorial... I read the readme, and it still ain't working. (ALL my voxels ar invalid to voxelviewer and vxlse) _________________
[quote="Lt A1br3cht"]Kill it with fire!!!!!!!!!!![/quote] QUICK_EDIT
expain all this stuff i lean't the hard way back when i was a this maybe usefull info for 's [/b] _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
Joined: 25 Jan 2007 Location: Maastricht, The Netherlands
Posted: Fri May 25, 2007 7:15 pm Post subject:
I cant seen to insert some cameo's. Lets say i made a cameo for the automobile and the filename CARICO.shp
and wen i insert it, i go to Art.INI and go to [CAR]
then i make Came=CARICO
when i then make the automobile buildable, the cameo doesn't show!
i bet the solution is so obvious that i will have the urge to slap myself when i hear it xD QUICK_EDIT
Obliviously you forgot the "o" or you havent inserted it to the right .MIX file, or its in the wrong format. if none of theese, the sorry, i cant help you. _________________ R.I.P Xeno.
Did you even read the thread above yours? Will you not show us the code? The shp file WILL work outside the mix files. You just need to actually do what has been recommended. _________________ QUICK_EDIT
What? Shp files work outside mix files? I thought that was voxels only and anyway I just recommend that shp file goes into the Ecache02.mix or whatever Ecachexx.mix file you want. And yeah, I am uhm pretty sure shp files do not work just being in the directory folder. _________________ QUICK_EDIT
Hmm...I don't know why it WOULDN'T work outside the directory. Works fine in RA2, and I had replacement Visceroids working, IIRC. _________________ QUICK_EDIT
I'd really want to know how to re-enable the day to night transitions, i remember Deezire's site having a guide, but it seems to be gone nowadays.
Atleast in my copy, day to night doesn't work with random maps, but with Deezire's mod it does, and i remember him having a guide on his site to enable that feature but i cannot find it. QUICK_EDIT
Posted: Fri Aug 24, 2007 5:38 pm Post subject:
hey its been a while lol
Ok here is my question to you professional voxel creators, I need help with the voxel 3 editor i know how to use the windows and i also know now how to use the auto nomials but i just cant figure out how create a unit? can some one please tell me should i create a unit body separate from the turret? or should i make the unit body and turret as one? i have had some decent voxels made but Iam still a newbie and i apologize if my typing is incorrect and alos if this question is not proper for this topic, and thanks for taking your time and at least reading this post it would help me alot more. QUICK_EDIT
SHPs must be in an ecacheXX.mix file (XX is a number between 02 and 99)
create a copy of an original mix file. rename it to ecache02.mix.
use XCC Mix Editor to open ecache02.mix. delete all content. drag and drop your shps into XCC Mix Editor. press save. place ecache02.mix in your TS directory. play the game. have fun. _________________ SHP Artist of Twisted Insurrection: Nod buildings
You make it yourself using the Mix Editor ;D _________________ <a href="http://photobucket.com" target="_blank"><img src="http://i150.photobucket.com/albums/s101/ordo-058/done.png" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a> QUICK_EDIT
I'm not a pro voxeler but I do know that if you want separate pieces that can move individually, you should create separate .vxls - max of three parts (body,turret,barrel)
eg. A tank would have a
- track/body part - the part that rotates to move
- the turret which would rotate above the body by itself (this moves horizontally)
- barrel which is an extension of the turret (and this moves vertically on the turret)
Each would move autonomously from each other
But if you wanted a simple vehicle, such as a car - you should just keep 1 .vxl file for it. _________________ <a href="http://photobucket.com" target="_blank"><img src="http://i150.photobucket.com/albums/s101/ordo-058/done.png" border="0" alt="Photo Sharing and Video Hosting at Photobucket"></a> QUICK_EDIT
That I'm aware, you set up the map to have a neutral start-up trigger to reveal the map, and then you just take screens of each section and tile them together.
I do not believe there are any other methods to get it all in one.. except the higher your resolution, the better. QUICK_EDIT
Joined: 13 Jan 2008 Location: I am GDI! I am multiple people!
Posted: Sun Jan 13, 2008 11:58 pm Post subject:
TUTORIAL TO MAKE SIDEBAR - Tiberian Sun
I wanted to know if someone could make a tutorial to changing the sidebar. I looked everywhere but couldn't find one. _________________ The meaning to life is to be able to be an addict to 5 million games at once...
"But what about the Tiberium!?"
-Nod Tib Harv, Tib War III QUICK_EDIT
I'm not a pro voxeler but I do know that if you want separate pieces that can move individually, you should create separate .vxls - max of three parts (body,turret,barrel)
eg. A tank would have a
- track/body part - the part that rotates to move
- the turret which would rotate above the body by itself (this moves horizontally)
- barrel which is an extension of the turret (and this moves vertically on the turret)
Each would move autonomously from each other
But if you wanted a simple vehicle, such as a car - you should just keep 1 .vxl file for it.
jadems thank you very much for that it has helped me out alot better, plus my voxels have improved as well, but one quick question first, can i create animated track in the voxel viewer but creating the tracks seperate?
I wanted to know if someone could make a tutorial to changing the sidebar. I looked everywhere but couldn't find one.
Look in TIBSUN.MIX you will some files named like SIDEC.MIX or something. There are 2 different ones for both GDI and Nod. They should contain the sidebar files. (which are in SHP format) Extract them and edit with SHP builder and so on and so forth.
Quote:
How to add projectile vxls in game?
ART:
Code:
[VOXELPROJECTILE]
Voxel=yes
Then change one of the projectiles to that.
Example:
(In art)
Code:
[120MM]
Image=VOXELPROJECTILE
Hope that helps _________________ Please, read the signature rules of the forum. QUICK_EDIT
You need to edit the Tib01.sno to Tib20.sno (01 to 20 with allnumbers inbetween ) for snow maps and Tib01.tem to Tib20.tem (01 to 20 with all numbers inbetween ) for temperate maps
They can be found in tibsun.mix if you just search for them. They can be edited with the "SHP builder".
When your done with them put them in a ecacheXX.mix file (where XX is 02 to 99)
If youy just want to chanmge color go down in the rules.ini to [Riparius] and change the color on the Color= line for the tiberium types (there are three of them and the fourth (Curentus) is not usable atm)
Okay, I'll be brief.
You guys can point and laugh all you want, but I'm really interested in modifying Tiberian Sun.
Hooowever.
I have no idea how to do it, so I'm requesting a basic 'Startup' Tutorial, giving how to get started, the basics, etc. QUICK_EDIT
Welcome to the community. We are not going to point at you and laugh.
Getting started with the basics.. I would suggest you get yourself a set of INI files. Those are the files that control the majority of the code in Tiberian Sun. Such filenames are Rules (The main one) Art (Needed to specify all the art in the game) Theme (For Music) Sounds (For sounds ) AI (For the AI computer, controls teams and what will be in the teams and how the behave and such). Those are just a few. I'll give a link to the INI files so you can look at them. Get them here . (You need Winrar to view these) Normally they are in the TS mix files (Where all the data is) To open up the mix files you'll need to open them with a mixer. I use these utilities for them. Now that's just to open the mix files and few the stuff in there and such. Once you edit the INI files you can place them into your SUN directory and play the game to see what happens. I'm not going to walk you through INI editing.
I hope this helps a bit. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Alright thanks a bunch!
While I was waiting I had checked out some other tutorials, gotten the needed utilities but I was still lost on the whole INI thing so thanks.
I hope this is as fun as it sounds =P
..
Even if it isn't I'm doin' it anyway xD
Edit: Sorry to bother you, I PMed you a problem. QUICK_EDIT
1. create a homing weapon using a new projectile which has
ROT=# ;number between 1-100
Cluster=# ;number of missiles
Range=# ; range the first stage projectile must fly before it splits
AirburstWeapon=secondStageWeapon
Splits=yes
RetargetAccuracy=XX% ;rate at which the spawned split missiles hit the target (100% means all missiles always fly to the target)
2. create secondStageWeapon which is a regular homing weapon.
3. add secondStageWeapon to a dummy unit so you don't get an IE. (see weedguy hack for multimissile etc)
In other words. Make a copy of the complete Reaper missile, rename the weapons/projectiles and modify them at will. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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