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Posted

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 :P

And sorry to Caid for hijacking his thread ::)

Posted

Really?!?!

I have

P3 1.1ghz

16mb grafics card

512mb RAM

20gb HDD

Windows XP

latest 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 :P

Ah 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... :-

Posted

Problem is: WINDOWS XP

source of all freezing and crushing

install Win98 SE and it will work without any problem

About 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...

Posted

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.

Posted

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. ::)

Posted

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.shtml

http://www.digitalserver.org/tsmma/

^^These links will help you ;)

Posted

TS map editor! :D

Why 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 ;)

Posted

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...

  • 2 weeks later...
Posted

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?

Posted

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... ::)

Posted

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

Posted

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]

Posted

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...

Posted

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!

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