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Getting started
Posted: Sun Jun 11, 2017 10:09 am
by ApornasPlanet
Ok, so I'm going to give modding another try.
To learn how I need to start simple. I'm thinking about giving GDI a medic in TD. How would I do that?
Posted: Sun Jun 11, 2017 11:01 am
by Murto the Ray
The best way of starting out would be to have a look at something similar. Have a look at the
RA Medic's definition.
What you want is probably almost the same as it. Have a look around the
traits on the wiki when you aren't sure what a rule does. If you want to have a new look for your medic then you will need to
create that yourself or
copy another unit.
You can ask specific questions here,
on IRC, and
Discord if you need more help.
Posted: Fri Jan 05, 2018 6:45 pm
by ApornasPlanet
Thanx mate!
To learn this I'm thinking of importing units from RA to TD. So let's take a look at the medic. Is it enough to just copy and paste the RA Medic into the infantry yaml in the rules folder of TD? Or do I need to change stuff in other yaml-files as well?
e: game can't launch if I just change the infantry-yaml.
e2: I changed some other stuff as well to try and get the medic to work in TD. Now the game crashes when I press the infantry tab.
e3: It would be very useful to me if someone could explain step by step what you need to do to get one unit from RA to TD. That would mean a lot!
Posted: Fri Jan 05, 2018 8:01 pm
by netnazgul
I think you can't just past medic into yaml because cnc graphics don't have medic sprite. You'd need to further modify the files, probably copying medic SHPs to cnc *.mix files
Posted: Fri Jan 05, 2018 9:50 pm
by ApornasPlanet
And where's that? I can find other SHPs but not that one
Posted: Sat Jan 06, 2018 6:49 am
by MustaphaTR
medic SHPs to cnc *.mix files
You should not edit the .mix files at Content folder. Custom artwork goes to bits folder at mod folder.
Posted: Sat Jan 06, 2018 9:38 am
by Inq
You'll need to convert the RA medic shp & cameo to td palette and add it to the TD bits folder.
or
Add an additional palette to the td mod and change the palette used of the medic.
It's not as simple as copy and paste from RA to TD.
Posted: Sat Jan 06, 2018 4:04 pm
by ApornasPlanet
Inq wrote: ↑You'll need to convert the RA medic shp & cameo to td palette and add it to the TD bits folder.
or
Add an additional palette to the td mod and change the palette used of the medic.
It's not as simple as copy and paste from RA to TD.
Thanks! But I still can't find the medic.shp in the bits folder. Also which program would I use to change the palette?
Posted: Sat Jan 06, 2018 9:50 pm
by Inq
You'll need to download xcc or similar and extract them from the mix file. (Normally located in the OpenRA folder in user/documents - in windows that is)
Posted: Sun Jan 07, 2018 4:45 am
by anjew
Take note that in TD, a sprite converted over can look great on one map tileset and glitchy on other.
Posted: Sun Jan 14, 2018 10:31 am
by ApornasPlanet
I'll give 10$ to whomever wrights an extensive tutorial/guide on this. I'll pay the money if I'm by following the guide is able to get the medic into TD with voice and all.
The guide need to detail everything.
You will recieve the money through paypall.
Posted: Sun Jan 14, 2018 9:12 pm
by Materianer
ApornasPlanet wrote: ↑I'll give 10$ to whomever wrights an extensive tutorial/guide on this. I'll pay the money if I'm by following the guide is able to get the medic into TD with voice and all.
The guide need to detail everything.
You will recieve the money through paypall.
lol i dont know how to extract units from these mix files but here is a map with a TD-Mechanic included:
https://resource.openra.net/maps/13742/
Note rules maybe have to be updated because this map is old.
Posted: Mon Feb 26, 2018 11:33 pm
by Inq
ApornasPlanet wrote: ↑I'll give 10$ to whomever wrights an extensive tutorial/guide on this. I'll pay the money if I'm by following the guide is able to get the medic into TD with voice and all.
The guide need to detail everything.
You will recieve the money through paypall.
Not writing an extensive guide, but this is all you need. Including palette converted unit & icon. (No medical cursor)
The code posted below is for reference only -
do not copy paste it
The shp's were extracted & converted using:
GIMP,
https://www.gimp.org/
XCC Mixer,
http://xhp.xwis.net/utilities/
SHP builder,
https://ppmforums.com/viewtopic.php?t=3 ... 8f30ff0357
Purple pal,
http://nyerguds.arsaneus-design.com/cncstuff/
cnc\rules\infantry.yaml
Code: Select all
MEDI:
Inherits: ^Soldier
Inherits@EXPERIENCE: ^GainsExperience
Valued:
Cost: 500
Tooltip:
Name: Medic
Buildable:
BuildPaletteOrder: 41
Prerequisites: anyhq, ~techlevel.medium
Queue: Infantry.GDI
Description: Heals nearby infantry.\n Unarmed
Mobile:
Speed: 48
Health:
HP: 5000
Passenger:
PipType: Yellow
Armament:
Weapon: Heal
Cursor: ability
OutsideRangeCursor: ability
TargetStances: Ally
ForceTargetStances: None
AttackFrontal:
WithInfantryBody:
StandSequences: stand
DefaultAttackSequence: heal
Voiced:
VoiceSet: MedicVoice
AutoTarget:
AutoTargetPriority@DEFAULT:
ValidTargets: Infantry
cnc\sequences\infantry.yaml
Code: Select all
medi:
stand:
Facings: 8
stand2:
Facings: 8
run:
Start: 8
Length: 6
Facings: 8
Tick: 100
heal:
Start: 56
Length: 58
Tick: 120
standup:
Start: 114
Length: 2
Facings: 8
idle1:
Start: 178
Length: 14
Tick: 120
idle2:
Start: 178
Length: 14
Tick: 120
die1:
Start: 193
Length: 7
die2:
Start: 201
Length: 8
die3:
Start: 209
Length: 8
die4:
Start: 217
Length: 12
die5:
Start: 229
Length: 18
die6:
Start: 193
Length: 7
die-crushed: e1rot
Start: 16
Length: 4
Tick: 1600
ZOffset: -511
prone-stand:
Start: 130
Stride: 4
Facings: 8
prone-run:
Start: 130
Length: 4
Facings: 8
Tick: 100
icon: mediicon
cnc\weapons\other.yaml
Code: Select all
Heal:
ReloadDelay: 80
Range: 4c0
Report: heal2.aud
ValidTargets: Infantry
Projectile: Bullet
Speed: 1c682
Warhead@1Dam: SpreadDamage
Spread: 213
Damage: -5000
ValidStances: Ally
ValidTargets: Infantry
DebugOverlayColor: 00FF00
cnc\audio\voices.yaml
Code: Select all
MedicVoice:
Voices:
Select: mrespon1,myessir1
Action: maffirm1,mmovout1
Die: nuyell1,nuyell4,nuyell5,nuyell6
Burned: yell1
Zapped: nuyell3
Poisoned: nuyell12
Posted: Tue Feb 27, 2018 3:29 pm
by ApornasPlanet
You sir are a hero! However, the game encountered a fatal error and crashed so something must be wrong. Dunno what and I don't have enough knowledge to determine what's wrong.
The only difference I can see is that the pasted text, provided by you, is all in blue whilst the original text of the yaml is all in red. Does that matter?
But if this works I can replicate the procedure with other stuff and then finally learn the process of modding.
Posted: Wed Feb 28, 2018 12:10 am
by Inq
ApornasPlanet wrote: ↑You sir are a hero! However, the game encountered a fatal error and crashed so something must be wrong. Dunno what and I don't have enough knowledge to determine what's wrong.
The only difference I can see is that the pasted text, provided by you, is all in blue whilst the original text of the yaml is all in red. Does that matter?
But if this works I can replicate the procedure with other stuff and then finally learn the process of modding.
Edit: If you copy & paste the text above it, it will be incorrect - see below for correct example
Alright I tested my own advice and found it faulty
, yeah don't copy that code it changes up the layout (uses multiple spaces, insted of tabs)
Download this & replace the files and you can see how it should be layed out correctly.
Original post wrote:
To find out why the game has crashed you should go to User/documents/OpenRA/Logs (on windows)
Look for the text file called exception-2018-02-28XXXXXXXXX or something similar.
It will tell you in there the crash issue.
(if you have lots of files in the logs folder delete them all & run the game again and it will make a fresh report, so its easier to find)
The colour of the text won't matter, as long as its formatted the same. Use notepad++ or something similar to edit the text files.