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  • This section of [[Rules|rules(md).ini]] is a zero-starting list of all available countries in the game. === Art assets related to countries ===
    10 KB (1,436 words) - 20:34, 15 January 2011
  • ...es you already have a reasonable understanding of modifying the <tt>rulesmd.ini</tt> file. ...our ini files are based on the 1.001 ini files (Hint: look at <tt>[[Expand(md)|expandmd01.mix]]</tt> ;) ).<br>
    8 KB (1,531 words) - 20:29, 11 March 2011
  • | {{Ini|Art}} || Object's ID || {{f|Shadow|link}} || boolean || 0 || | {{Ini|Art}} || Object's ID || {{f|Theater|link}} || boolean || ? ||
    28 KB (3,392 words) - 09:24, 27 November 2009
  • Westwood messed up a lot of object arrays in the rules(md).ini. While this proved no problem for them, due to their map editor, which | {{Ini|Art}} || Object's Image || {{f|MuzzleFlashX|link}} || XY || {0;0;0} ||
    35 KB (3,846 words) - 00:35, 16 August 2019
  • Most buildings and units in the game have color areas in their art that are remapped according to the owner house's [[color]]. These areas con [[Category:Rules(md).ini Sections]]
    5 KB (783 words) - 07:12, 31 March 2023
  • This section of [[Rules|rules(md).ini]] lists all TerrainTypes the game should be able to use. TerrainTypes | {{Ini|Art}} || Object's Image || {{f|Foundation|link}} || Foundation || 0 ||
    1 KB (167 words) - 14:30, 20 July 2019
  • == On most objects in rules(md).ini == |values={{values|Strings|art(md).ini sections}}
    2 KB (341 words) - 11:55, 27 November 2009
  • | {{Ini|Art}} || Object's Image || {{f|Crawls|link}} || boolean || 1 || | {{Ini|Art}} || Object's Image || {{f|FireUp|link}} || int || 0 ||
    4 KB (495 words) - 10:09, 27 November 2009
  • This section of [[Rules|rules(md).ini]] lists all VehicleTypes the game should be able to use. VehicleTypes | {{Ini|Art}} || Object's Image || {{f|WalkFrames|link}} || int || 12 ||
    6 KB (735 words) - 10:48, 27 November 2009
  • This section of [[Rules|rules(md).ini]] lists all AircraftTypes the game should be able to use. AircraftType | {{Ini|Art}} || Object's Image || {{f|Rotors|link}} || boolean || 0 ||
    2 KB (223 words) - 09:20, 27 November 2009
  • [[category:Art(md).ini Sections]]
    432 bytes (80 words) - 21:21, 18 October 2010
  • ...ding, but not limited to, two files on map editing and the [[Red Alert 2 AI.INI Guide]], the definite guide to RA2's and YR's AI. ...Modifying The RULES.INI Settings, SED Files, MAP, MPR & YRM Files (and all sections in them), Adding Your Map Files To The Game
    5 KB (710 words) - 10:31, 7 December 2009
  • {{flag|files={{Categ|Art(md).ini}}|ra2=yes|yr=yes|ares=yes}}[[Category:Gameslist not complete]] ...hadow of the unit. For example, in a helicopter voxel, it probably has two sections, for the rotors and the main body. ShadowIndex= allows you to make the game
    501 bytes (84 words) - 13:10, 20 December 2015
  • |files={{Categ|Art(md).ini}} ...me to handle multiple sectioned voxel rendering in a special way. When two sections will overlap, then instead of drawing one of them on top, the game will try
    811 bytes (144 words) - 00:13, 27 July 2014
  • |files={{Categ|Art(md).ini}} ...imation). This effectively fixes any holes created in the shadow by moving sections of the voxel, and prevents the shadow from appearing on a jumpjet that land
    622 bytes (105 words) - 00:13, 27 July 2014