Caid Ivik Posted January 20, 2003 Author Share Posted January 20, 2003 For Emperor download DuneEx. But in which file are stored d2k sounds? Link to comment Share on other sites More sharing options...
vidiware Posted January 21, 2003 Share Posted January 21, 2003 Just to make it easy MAjorhttp://editing.dune2k.comFollow the link on the right:Modding Utilitiesand Download DuneEx Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 21, 2003 Share Posted January 21, 2003 Lol Vidiware, thanks!I already have DuneEx though. Two things; 1)My computer died, and will be fixed in about 11 days. 2)Although I have played EBFD on my friend's computer, mine only *just* meets the GFX requirements (16mb), so EBFD won't run. Which is why I need others to do it for me :PAnd sorry to Caid for hijacking his thread ::) Link to comment Share on other sites More sharing options...
Caid Ivik Posted January 22, 2003 Author Share Posted January 22, 2003 I played Emperor on mine, with only 8 MB video RAM. On lower detail it's playable. Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 22, 2003 Share Posted January 22, 2003 Really?!?!I have P3 1.1ghz16mb grafics card512mb RAM20gb HDDWindows XPlatest version of Direct X (8.1)I turned all the detail down to the lowest settings, and it never, ever works. The computer freezes as soon as it loads the mission/map. Though it can cope with the FMVs :PAh well. Also, for your mod Caid; You should copy and paste the GDI gfx for the ingame toolbars onto the Nod ones, and add a neutral symbol on the radar screen. So when you play as one of the four houses in your mod, it doesn't feel too much like TS with new tanks. Personally, I find it annoying to play as Ordos with a red+black Nod control panel. Doesn't feel very Dune-ey you see... :- Link to comment Share on other sites More sharing options...
Caid Ivik Posted January 22, 2003 Author Share Posted January 22, 2003 Problem is: WINDOWS XPsource of all freezing and crushinginstall Win98 SE and it will work without any problemAbout that radar, other sides can be based on one of TWO main sides - GDI or Nod. It would be worse if you'll play Ordos with Harkonnen signs... Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 22, 2003 Share Posted January 22, 2003 lol, okay thanks Caid!BTW I meant Copy and Paste the GDI menu bars, and then add a neutral logo to both. As you are just copying across, it will be fairly straightforward and easy to do.This way ALL houses, irrespective of which you play, will have a neutral, sandy menu bar with a neutral radar logo (eg Arrakis Pic).So whether you play Ordos or Harkonnen, the menus will look the same. And it will not be affected by which faction you put uder which (eg Corrino&Atreides=GDI, Ordos&Harkonnen=Nod) in the rules.ini file. Link to comment Share on other sites More sharing options...
Caid Ivik Posted January 23, 2003 Author Share Posted January 23, 2003 That would be possible. Maybe logo with dune? :D Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 23, 2003 Share Posted January 23, 2003 Exactly!Also, in future, you could add new Houses without worrying about which side (GDI or Nod) to add them to! Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 23, 2003 Share Posted January 23, 2003 Very few mods for TS are much more than a few units made and coded. And yet music, sounds, buildings, maps, menus and toolbars are what gave the original game its feel, and what need to be modified to give any new mod an appropriate atmosphere.I don't reckon a Rules.ini file and an Art.ini file constitute a mod on their own, though these are the most numerous.Another 'Dune' thing is only being able to build on Rock. Are you maybe going to do this too? It'd mean needing new maps, but that can be quick to do in FinalSun. ::) Link to comment Share on other sites More sharing options...
vidiware Posted January 23, 2003 Share Posted January 23, 2003 If this are made good Caid!Maybe i will take my old copy of TS an use it! ;D Link to comment Share on other sites More sharing options...
Caid Ivik Posted January 24, 2003 Author Share Posted January 24, 2003 What Rock? What FinalSun? Gilbear, what are you talking about? ;D Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 24, 2003 Share Posted January 24, 2003 Okay Caid. In all dune games, you are only allowed to build on one type of terrain when on Dune - rock. You cannot build on sand.In the Temperate Theatre, you need to only allow a single tile to be built on. This can be edited in the ini files. Then you make a new map for Dune, and *don't* use this 'new' tile. When the map is done, put the new tile on the areas where you can build. A good tile would be thr rough terrain one.FinalSun is a map making/editing program for TS. It is easily downloadable, and there are many comprehensive tutorials for it (though it is quite easy to use)http://www.jp3d.net/cnc/downloads.shtmlhttp://www.digitalserver.org/tsmma/^^These links will help you ;) Link to comment Share on other sites More sharing options...
Caid Ivik Posted January 25, 2003 Author Share Posted January 25, 2003 TS map editor! :DWhy should I need to build only on rock? Imagine 11th millenium engineering. They will built palaces in air, so why not on sand? But I will consider some changes with radar, thanks for advice ;) Link to comment Share on other sites More sharing options...
Major_Gilbear Posted January 28, 2003 Share Posted January 28, 2003 Why should I need to build only on rock? Imagine 11th millenium engineering. They will built palaces in air, so why not on sand? Well in Dune2, Dune2000 and E:BFD you can only build on Rock, so I thought that by tying that aspect of your mod with these games, a more Dune 'feeling' could be achieved... Link to comment Share on other sites More sharing options...
Caid Ivik Posted January 28, 2003 Author Share Posted January 28, 2003 Or like in Warcraft... Link to comment Share on other sites More sharing options...
Caid Ivik Posted February 8, 2003 Author Share Posted February 8, 2003 [attachment archived by Gobalopper] Link to comment Share on other sites More sharing options...
nemafakei Posted February 10, 2003 Share Posted February 10, 2003 Save the radar as radar0000.pcx, radar0001.pcx, radar0002.pcx, and so on for each frame. Then find its directory in xcc mixer, set xcc's pallette option to TS's radar pallette, and right click on radar0000.pcx, and choose copy as SHP.Which sign showed? Are we talking a pcx, a vqa or what? Link to comment Share on other sites More sharing options...
Caid Ivik Posted February 11, 2003 Author Share Posted February 11, 2003 But how it will assemble them? Radar sign is a SHP, not VQA. Link to comment Share on other sites More sharing options...
Major_Gilbear Posted February 11, 2003 Share Posted February 11, 2003 Um, I can help you with all the stuff you want, but a bit later this week, I promise. I can extract all the neccessary SHPs for you, and even convert them back when you're done, if you like. As for the vxls and the starting screen, I'll look at those then too, and help you with them if you need it.I'll post back in a coupla days then... ::) Link to comment Share on other sites More sharing options...
Caid Ivik Posted February 11, 2003 Author Share Posted February 11, 2003 So, if you can help me with that radar, download "new files.zip" in my second last post. There is that radar screen in PCX, which couldn't be converted into SHP. Thanks for any help, we do it for whole mankind ;D Link to comment Share on other sites More sharing options...
nemafakei Posted February 18, 2003 Share Posted February 18, 2003 Find the radar.shp in your TS mix file, and right click on it, and select copy as PCX. About 15-40 PCX files will be dumped somewhere, probably your xcc folder, any folder open open when xcc was loaded, or the windows folder. Find them, and replace each one of them with the frames of your PCX, and save them without altering the filenames. Then right-click on radar 0001.pcx from xcc mixer, select copy as shp, and the radar.shp will be placed in the dumping ground folder.And here is a file you might wish to use for something to do with the worm... it looks like a sand explosion... I noticed your worm attack had an em pulse in the middle, which looked rather odd... you might want to stick this in over it, if possible...[attachment archived by Gobalopper] Link to comment Share on other sites More sharing options...
Caid Ivik Posted February 19, 2003 Author Share Posted February 19, 2003 Yes, it was based on EMP animation. As in Emperor, big bolt over victim. What I don't like on it is that it is too fast, but I don't have time to make 200-frame animation... Link to comment Share on other sites More sharing options...
nemafakei Posted February 19, 2003 Share Posted February 19, 2003 That's easy. Just start in PCX, and copy and paste some of the frames to double them up, then convert to SHP as above for renumbering.By the way, ensure you have the relevant pallette switched on in xcc before conversion! Link to comment Share on other sites More sharing options...
Caid Ivik Posted February 20, 2003 Author Share Posted February 20, 2003 Thanks for help. Also, how can I set all sides to have GDI interface? For that radar screen. Link to comment Share on other sites More sharing options...
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