Gruntlord6 Posted November 16, 2008 Posted November 16, 2008 Dune 2000 Campagin Modding TutBy:www.gruntmods.webs.comIn this tutorial, I will show you the basic steps to editing the location of AI units and buildings, as well as your own. Please note that objectives, ai behavier, and other similar data is not moddable yet.I would like to mention another reminder about .MIS files. Westwood took a shortcut in programming to save time. Rather then create a new house entry for the other factions (only instance I could find was the fremen) they simply edited the .MIS files to replace imperial forces with gray coloured ataradies buildings and gave them a separate AI.This means that if you bring imperial troops into A4V1, then they will show up as fremen.Once .MIS modding advances, we will be able to create our own houses for single player.Getting StartedThis will require a knowledge of where units spawn at the beginning of the level.If you don’t know much about it, trial and error is your best option.1. Open any mission map on shai-halud. (O7V1 works great)You will see the map normally, except there will be random worm/spice symbols on the map. Why? They are the unit spawn points. Shai-halud can read spawn points, but it is only meant for multiplayer, so it uses the only spawn icons it has. Don’t be alarmed if these change as you move around the map.2. Select “select mode” from the check box.3. Find the spawn you want, whether it be a unit or building.4. Press “ctrl+c” to copy the selected unit/building. (Here on referred to as “object”)5. Find the appropriate spot that you would like to place the object.6. Press “ctrl+v” to paste. If you are placing a building, keep in mind that you must have enough room for the building, or it will not spawn properly. This is where trial and error comes in. Errors Messages“Set Pixel On Radar 16” “map object error” “unit placement error”: You have a building that is partways off the map, move it back on.“Move Unit CP ”: This happens if you do a drastic change to O7V1, the mercenaries have no idea what to do with the reinforcements they receive from the .MIS file. The only fix is to delete _O7V1.MIS, copy _O8V1.MIS and rename it to replace the original.
AMIgaBot Posted November 18, 2008 Posted November 18, 2008 you have forgotten copyright..i was first who started editing maps...its ok. Notthing happens...afaik still there no way to edit other game components....more effects will be when we edit vars.bin circles.bin to edit money amount modify dune2000.cfg
Gruntlord6 Posted November 20, 2008 Author Posted November 20, 2008 you have forgotten copyright..i was first who started editing maps...its ok. Notthing happens...afaik still there no way to edit other game components....more effects will be when we edit vars.bin circles.bin to edit money amount modify dune2000.cfgever one knows you started this.
AMIgaBot Posted November 20, 2008 Posted November 20, 2008 add smuggler base from a6v2 and a6v1 to o6v1 o6v2 and o4v1 and to h9v1 h9v2 for special effect add to a8v1 to get hard add turrets...remember 3turrets per windtrap......there is mission unplayable its named test.map replace it with a5v1 on right down corner add smuggler bases with 3starports 2 heavy and light factory ,barraks.radar 3refinery .... Since ordos not work in a5v1 capture all base and fortify it...then shaw smugglers to enlarge gameplay
Gruntlord6 Posted November 21, 2008 Author Posted November 21, 2008 add smuggler base from a6v2 and a6v1 to o6v1 o6v2 and o4v1 and to h9v1 h9v2 for special effect add to a8v1 to get hard add turrets...remember 3turrets per windtrap......there is mission unplayable its named test.map replace it with a5v1 on right down corner add smuggler bases with 3starports 2 heavy and light factory ,barraks.radar 3refinery .... Since ordos not work in a5v1 capture all base and fortify it...then shaw smugglers to enlarge gameplayi rendred test.map playable, just changed the .MIS file with O8V1
grasmanek94 Posted December 30, 2008 Posted December 30, 2008 can u also add a working shai-hulud dwnload link?btw very good tut!! 8/10EDIT:ok no more need thx for the tut found the link to the editor v 50 and v 60 !!!http://forum.dune2k.com/index.php?topic=21346.0
Gruntlord6 Posted December 31, 2008 Author Posted December 31, 2008 can u also add a working shai-hulud dwnload link?btw very good tut!! 8/10EDIT:ok no more need thx for the tut found the link to the editor v 50 and v 60 !!!http://forum.dune2k.com/index.php?topic=21346.0You welcome.
GeneralStrife Posted January 30, 2009 Posted January 30, 2009 I've been trying, but somethings wrong with my editor, the colors are messed up where the terrain and stuff is, somethign to do with colors or something, i tried to show a screen shot but it fixes o.O
Gruntlord6 Posted January 30, 2009 Author Posted January 30, 2009 I've been trying, but somethings wrong with my editor, the colors are messed up where the terrain and stuff is, somethign to do with colors or something, i tried to show a screen shot but it fixes o.OHere use these for shai-halud.http://www.mediafire.com/download.php?edgdtgzdmt2
GeneralStrife Posted January 31, 2009 Posted January 31, 2009 Here use these for shai-halud.http://www.mediafire.com/download.php?edgdtgzdmt2Thanks, yeah the modded maps are awesome, but for soem reason the ai doesn't know what to do with them on every mission but a4v1, the fremen actually make units and attack the harkonnen, but not like that on every other map, same for all the added mercearies base, if only we could mod the ai.
Gruntlord6 Posted February 2, 2009 Author Posted February 2, 2009 Thanks, yeah the modded maps are awesome, but for soem reason the ai doesn't know what to do with them on every mission but a4v1, the fremen actually make units and attack the harkonnen, but not like that on every other map, same for all the added mercearies base, if only we could mod the ai.if you take ai from another mission, there is no ai programmed in the .mis file for that unit. The next step is to tackle the coding of the .mis files.
sandworm Posted February 14, 2009 Posted February 14, 2009 Im using this technique and it does indeed work. Im editing some maps. My main focus is placing ally bases. For example a functional fremen base in an atriedes mission. If you know any tips lemme know
sandworm Posted February 14, 2009 Posted February 14, 2009 Also Grunt, i noticed that you have full color in your shai halud editor, mine is pretty much black and white, anly orange spice, how do you have full color display
AMIgaBot Posted July 21, 2009 Posted July 21, 2009 to do it use orginal tilesets included to shai hulud installer
Gruntlord6 Posted July 24, 2009 Author Posted July 24, 2009 Im using this technique and it does indeed work. Im editing some maps. My main focus is placing ally bases. For example a functional fremen base in an atriedes mission. If you know any tips lemme knowuse the .mis file from A4V1.MIS
Gruntlord6 Posted July 25, 2009 Author Posted July 25, 2009 thought I would repost this photo of my fremen mod.
Gruntlord6 Posted July 26, 2009 Author Posted July 26, 2009 i am making another a4v1 huge fremen baseThey can have an atradies palace, its pretty sweet how they share coding with the emperor.
AMIgaBot Posted July 26, 2009 Posted July 26, 2009 how fremen can have palace? there is no mission where were two atreides bases with 1 palace per base.
Gruntlord6 Posted July 27, 2009 Author Posted July 27, 2009 how fremen can have palace? there is no mission where were two atreides bases with 1 palace per base. copy the imperial palace onto a fremen mission.
AMIgaBot Posted July 27, 2009 Posted July 27, 2009 it will be emperor palace under fremen control! not their ogrinal atreides palace
Gruntlord6 Posted July 27, 2009 Author Posted July 27, 2009 it will be emperor palace under fremen control! not their ogrinal atreides palacethink again! the .mis file uses a work around to convert it to an atradies building.
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