ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Adding A Cameo: Difference between revisions

From ModEnc
Jump to navigation Jump to search
mNo edit summary
TAK02 (talk | contribs)
Cameo sizes added for reference
 
(3 intermediate revisions by 3 users not shown)
Line 1: Line 1:
== Adding a New [[Cameo]] to RA2 (By [[Kane 148]]) ==
Cameos have to be in [[SHP]] format. If you want to convert a PCX (PNG, JPG, etc. also work) image to SHP, see [[XCC Mixer file conversion#PCX .3E SHP|Converting PCX to SHP]].


Tools Needed: [[XCC]] [[Mixer]], [[XCC]] [[Mix Editor]], [[Red Alert 2]], [[Art]].ini
For reference: TS cameos are 64x48, RA2 and YR cameos 60x48.
It is unknown what side-effects result from making a smaller and/or larger cameo, though RA2 seems capable of handling 64x48 TS cameos without trouble.


This tutorial will show you how to take an new [[cameo]] that is in PCX format and add it to Red Alert 2.  
Once you have the SHP file, let's call it {{Tt|example.shp}}, you need to tell the game to use it:
 
*Open the {{Ini|art}} file.
=== Step One: ===
*Find the unit that should be using this cameo.
Open [[XCC]] [[Mixer]] and go to the directory that the [[cameo]] is in. Make sure that it is in the correct pallette, and is named correctly. For more info on this, read the [[cameo]] making [[cameo making|tutorial]].
*Edit its section so that the line
 
  Cameo=whatever
=== Step Two: ===
looks like
Select the [[cameo]] you want to add, and right click on it and select "Copy as SHP (TS)". The [[SHP]] file will be placed in your [[XCC]] folder. You can now close [[XCC]] [[Mixer]].  
  Cameo=example
 
(the game automatically adds the {{Tt|.shp}} extension.)
===Step Three: ===
*There, you just told the game to look for your file and use it as a cameo for that unit.
Open [[XCC]] [[Mix Editor]]. Now click "New", and save it in your [[RA2]] directory as "ecacheXX.[[mix]]" (XX= a number between 1-99). Now click "Insert", and select the [[cameo]] [[SHP]] and click "Open". Now click "Save", "Compact", and "Close", in that order. You can now exit [[XCC]] [[Mix Editor]].
Now you have to put the file somewhere where the game can find it. See [[How to put your files in the game]].
 
[[Category:General Tutorials]]
=== Step Four: ===
Now open [[Art]].ini in [[Wordpad]] and go to your unit's code. Now add these lines to it (or modify the existing lines):
 
  Cameo=XXXX
  AltCameo=XXXX
(XXXX= the cameo SHPs' filename)  
 
=== Step Five: ===
Save [[Art]].ini, and place it in your [[RA2]] directory if it’s not already there.  
 
That’s it, you have added the [[cameo]]. You can add more [[cameo]]s by following these steps, except instead of making a new [[MIX]] file for each [[cameo]], open the existing ecacheXX.[[mix]] and add the new [[cameos]] to it.
[[Category:Tutorials]]

Latest revision as of 18:15, 21 December 2020

Cameos have to be in SHP format. If you want to convert a PCX (PNG, JPG, etc. also work) image to SHP, see Converting PCX to SHP.

For reference: TS cameos are 64x48, RA2 and YR cameos 60x48. It is unknown what side-effects result from making a smaller and/or larger cameo, though RA2 seems capable of handling 64x48 TS cameos without trouble.

Once you have the SHP file, let's call it example.shp, you need to tell the game to use it:

  • Open the art(md).ini file.
  • Find the unit that should be using this cameo.
  • Edit its section so that the line
Cameo=whatever

looks like

Cameo=example

(the game automatically adds the .shp extension.)

  • There, you just told the game to look for your file and use it as a cameo for that unit.

Now you have to put the file somewhere where the game can find it. See How to put your files in the game.