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Everything posted by Kamuix

  1. If you don't mind my adding to this, What about adding the Tech Level Option in the skirmish menu? just a suggestion. Second Idea! The random map generator. is there one? is it possible to make a random map that's editable in Final Alert 2? Thanks for any replies
  2. No problem i had to modify the map a bit to make it work for the N64, first i had to replace the broken bridges with just rivers because Nyerguds conversion tool will convert every part of the terrain except bridges for some reason =\. But mainly i had to change everything that was Multi6 over to Neutral including triggers and teamtypes because sadly the N64C&C has only 3 working houses which are GDI Nod and Neutral
  3. This is a good, interesting and a tough mission! Again if anyone wants to play it on the N64 in 3D just pm me or any other C&C95 map too you can also ask
  4. Kamuix

    Map Creating Question

    So weird, it's set to sticky but when i went into the level it worked just as you described here, weird
  5. If anyone wants to play it on the N64 just give me a shout(pm me) i haven't played it yet but i took a pic of the game at game start
  6. Kamuix

    Map Creating Question

    Awsome thanks will do!
  7. Hey everyone, you know how you can set a mode for vehicles like guard, sleep, hunt etc. Is there a mode where a tank will sit it's place and act as a stationary turret. The closest one i found was 'sticky' but with that it only shoots at you if you shoot at it first, i want something that won't move but will shoot at enemies in range Thanks!!
  8. Just got done inserting and beating another interesting mission
  9. here's the before and after of the map made by darkstar where i had to invert some of the cliffs to make it 3dizeable after:
  10. Thanks Nyerguds. And darkstar what i did was just replaced all buildings with the house named 'Special' back to gdi so it should still work alright hopefully. I'm also taking Covert Ops missions that were originally non MCV maps and making them mcv maps with tiberium and enemies that build and attack etc.
  11. Well most of them can be modified so that they work just with a few missing small aspects of it overall it's pretty the experience will be simular Because of the complex cliffs on the map some of the cliffs had to be turned inside out if you know what i mean, so the cliffs were not moved but just reversed in the exact same position otherwise it would of taken me much longer to do, but it turned out great the entire map
  12. I JUST found out what was wrong with it... Nyerguds had mentioned that in the N64 C&C the only 3 usable houses are Neutral, GDI and NOD so anything set to team 'SPECIAL' won't show up so i am now looking at the map in the map editor and seeing a refinery in the GDI base that was not there when i played it on the N64 but it was because it's team was set to Special, it's an easy fix i guess what i'll do than is just change it's team to GDI or Neutral EDIT: I love the 'Replace' Function in notepad. i've just replaced all Special own stuff to GDI and i'm going to insert it into my official work in progress alternative N64 Rom mod i'm working on, not yet sure what level it's going to be yet, perhaps i'll put it in the place of nod level 11 or 12, im about to make the 3d terrain for it, ill upload it and show you when i'm done
  13. Ah yes, see i was playing the original, and i had 1000 credits and 3 engineers by the time i got to the base(one was used to capture a transport helicopter) so even with capturing the Conyard, Weapons factory. comcenter, even if i sold both the communications center and the factory i still wouldn't be able to build a refinery so i decided either it's not winnable or there's a hidden 2000$ crate somewhere or something... i barely had any men to spare so i decided to edit the ini and turn the light tank into an MCV, than by capturing and selling the GDI construction yard i'd have enough money to buy the refinery :P. was i missing something? also i didn't read the briefing text so maybe i missed something there
  14. ahhh ok now ic here's another good one buy darkstar called 'Power Keg'
  15. Does anyone know who made the map called "MattAttack - Defend The Obelisk" I find it interesting on the N64
  16. No worries i too am having problems with the forum update software actually lol
  17. I must say i love this map pack and the quality of the maps i was so thankful to find this because i needed a large single player mappack that had westwood like quality maps and these maps are perfect! so since i can now insert maps into the N64 roms i've already inserted many of your maps and i'm about to insert more (this time GDI) here are some screen shots:
  18. I don't know if i'll get a chance to do videos but i will post photos of more custom maps on the N64. And also if you want a map inserted into an N64 C&C rom just message me, ill give you my skype and insert it for you and send it to you
  19. I've done some more heightmaps for the covert operations levels and the playstation levels that needed the terrain 3Dized SCB20EA # CO: Bad Neighborhood = Done SCB39EA CO: Deceit = Done SCB40EA CO: Eviction Notice = Done SCB31EA # CO: The Tiberium Strain. = Done SCB32EA # CO: Cloak and Dagger = SCB33EA # CO: Hostile Takeover = Done SCB35EA # CO: Under Siege: C&C = Done SCB37EA # CO: Nod Death Squad = Done SCB60EA ! PSX Nod Special Ops #1 = Done SCB61EA ! PSX Nod Special Ops #2 = Done SCG22EA # CO: Blackout = Done SCG23EA # CO: Hell's Fury = Done SCG36EA # CO: Infiltrated! = Done SCG38EA # CO: Elemental Imperative = Done SCG40EA # CO: Ground Zero = SCG41EA # CO: Twist of Fate = SCG50EA # CO: Blindsided = SCG60EA ! PSX GDI Special Ops #1 = Done SCG61EA ! PSX GDI Special Ops #2 = Done SCG62EA ! PSX GDI Special Ops #3 = Done
  20. Awsome work i've been using this tool all night and a love it! it doesn't make the height maps for you but it get's you started which is still great so thanks again for making this tool! here are some photos of the heightmaps for the covert operations levels i've been working on:
  21. very nice map, I inserted it into the N64 C&C
  22. Very nice i downloaded it and it's looking good i cannot wait for the height map generator!
  23. Thanks to the lead programmer at http://www.goldeneyevault.com and to Nyerguds it is now possible to add your Command & Conquer 1995 map to the four years newer Command & Conquer 1999 that was redone in 3D for the Nintendo 64. To start off I'll note that I was surprised to learn that the file formats for the mission INI files are the exact same! And thanks to a tool that Nyerguds has made up for us we can easily convert the .bin maps to .map (which is what C&C64 uses instead of the bin, since its .bin files are music). There's also an additional file for maps that has a .IMG extension, and which is responsible for the 3D terrain effect seen on the C&C64 that you'll see in the images below. I'll also note that it's not essential to have the .IMG file to play your map; you just won't have the 3D terrain effect. In fact, it's not even essential that you have the .map file either, so you can play maps that are clear of terrain other than trees / tiberium / buildings / units / triggers etc. I'm not an experienced tutorial writer, so bear with me! Also, before I start I want to say that almost all the Covert Operations missions are in the Command & Conquer '64 game/ROM, but are not playable unless you hex edit the ROM (which is easy to do, and I might actually show you how to do that here as well). For more information on the hidden secrets of the N64 game, read here: https://tcrf.net/Command_and_Conquer_(Nintendo_64) (written mostly by Nyerguds) To start off, you'll need these tools to do this awesome process: First the main tool called Universal N64 Compressor: http://www.goldeneyevault.com/viewfile.php?id=213 A Command & Conquer 64 ROM: (I'm using the US version) http://romhustler.net/rom/n64/command-conquer-1 Project 64 version 1.7 or above: (Right now I prefer 1.7) http://www.pj64-emu.com/downloads/project64/binaries/ Nyerguds's Engie File converter: http://nyerguds.arsaneus-design.com/project_stuff/2018/EngieFileConverter/release/ (Take the latest version; the one at the bottom) RTool 64: (this is v2.07. Some newer v3 betas are available in the same folder) http://n64.icequake.net/mirror/www.dextrose.com/files/n64/transfer_tools/bb-rt207.zip HxD Hex Editor: (or some other hex editor, if you have one) http://download.cnet.com/HxD-Hex-Editor/3000-2352_4-10891068.html The reason why I listed Project 64 was because it's the only emulator that comes with the working Glide64 video plugin which is the only plugin that runs C&C64 properly. You could download the 1964-ultrafast emulator that overclocks the emulator which makes C&C64 not lag at all except the only problem is is that the video plugin it uses doesn't quite run it as well everything is dimmed for some reason but you can try it out if you want. Also I couldn't get the Glide64 with that emulator or any other emulator. You can download 1964-ultrafast here: http://www.emulation64.com/files/info/944/1964-ultrafast.html/ Before we open the Universal Decompressor we'll want to open Nyerguds's Engie File Converter so that we can convert your map's .bin file to a .map file. Simply drag your .bin file in there and it should correctly identify the map as being Temperate or Desert. You can see that from the colour it gives to the clear terrain on the map. If the automatic identification is not correct, make sure the .ini file is in the folder with it so it can read the correct theater from there. The tool, with a Temperate map loaded into it (though here you see it with an N64 map) When it's loaded, and you see it as image, just go to File -> Quick Convert, and it'll offer to save it as N64 C&C .map file. One more thing we'll need to do before getting to the Universal Decompressor is to open and use RTool to make sure the ROM is in an editable format. So extract that somewhere and open it. What we need to do is make sure the ROM is in the format "SP64/WC/Z64". Some ROMS out there are in the format "Doctor 64", and if they are, all bytes in it are switched per two, which makes it really annoying to edit. So select your C&C64 ROM, check the format, and if it's "Doctor 64" you click "change image format" to fix it. I think if the ROM is compressed you'll also need to use the "decompress" function there, but I haven't seen any compressed ROMS so far. Now you'll want to extract Universal N64 Decompressor somewhere, and have your C&C64 US ROM ready, preferably in an empty folder, so, yes, create a folder and put your C&C64 ROM in that folder first. You'll see why in a moment. Now open GEDecompressor.exe and you'll see where you can select a range of games, so select "Command and Conquer" of course: After that, just next to that, click 'Load/decompress game', go to the folder you created and select your C&C ROM. Now you'll see a loading bar as a bunch of files pour down the menu screen. Wait for it to finish. When it's done, scroll to the right side in the listing to see the filenames: Now scroll down until you reach the mission .ini files (the typical SC?##EA format), and from there it's almost as simple as selecting the map file you want to replace with whichever map you want to insert there, except that there are size limits for each map, especially when dealing with the ini's. Luckily when you hit "Inject file into ROM", if the file you are trying to insert is bigger than the file you're replacing it with, it will warn you if you are replacing a file that is smaller than the one you're inserting. So if that comes up you're usually best to hit 'no' and find another file to replace that has enough room for the map you're inserting, otherwise part of your map will get cut off and you'll find that out ingame. Note that a lot of ini files contain a lot of stuff that really isn't necessary, like unused keys in the Basic section, and information for the player sides Special / Multi1-Multi6. So you can remove that to make your ini smaller. Assuming you have a .ini and a .map to insert, once you have found slots to insert them in where there's no size problems, take note of which file names they were that you replaced. It's also important to note that the original name of your map files that you insert don't matter, since they'll take the name of the file you replace in the ROM. The only filename you need to remember is the one you replaced. So let's say, for example, you chose to replace scg15ea.ini with your ini and scb07ea.map with your (converted) map file (for future reference). Now click 'save ROM' and save it somewhere, preferable outside the folder which is now littered with extracted files. Now that your map is inserted we need to make it playable, so open the hex editor I linked you to (or any hex editor you may already have; should be similar enough) and open your N64 ROM that has the maps inserted. One thing you'll want to do is this: at the top, go to 'Search' and go down to 'Goto' and type in the address "20D4EA". It should bring you to a large list of map filenames seen here: (You can expand your view to 48 which is what I use to make it easier to see) So let's say your mission is a Nod mission, so let's use the slot that's for NodSpecOps1, so change 'SCB21EA' to 'SCB45EA' for example, since we know that filename is not used. If it's a GDI mission you have to change 'SCG30EA' to 'SCG45EA'. Note that the number 45 in your filename dictates the build level. So, yes, the build level option in your ini file is ignored in the N64C&C for some reason. So all filename numbers that are 15 and above are buildlevel max which is 15 (Construction yard vehicle buildable). It's also important to note that the G and the B in the map filenames dictates whether you get a Nod or GDI sidebar, with yellow or red units. The minimap also changes: it always gives desert terrain for Nod and temperate terrain for GDI. So if you insert a Nod map and call it 'SCG20EA' You'll be playing as Nod but with a GDI sidebar, with yellow icons for the buildings/units, and green minimap terrain, no matter what theater the map really is Anyway, moving on, we need to get to the next list of filenames so we can line up the maps we inserted with the SCG/B45EA names we chose, so now under search click 'Goto' again and go to this address: "461449" you'll see a different list of filenames now, and my maps I've inserted are 'scg15ea.ini' and 'scb07ea.map', so we need to find those and rename them to the map filename we chose above, which was 'SCG45EA' (or 'SCB45EA'). So in this case, it should look like this for mine: See how the slots where my maps were inserted are now changed to match our Special Ops slot and map name. Now all you have to do from your hex editor is save your ROM and load it up in Project64, go to the SpecOps slot you used and play it (or if you chose a mission map slot between 1-15 just go to that map and play). Oh, one last thing in Project 64! Go to settings and change your video plugin to this Glide64 like this: It runs the game almost perfectly, and all other video plugins seem to have problems. There were more details I wanted to get into, especially with what you can do with the hex editor, so I may edit this tutorial in the future. I hope I didn't miss anything and I hope I detailed everything well enough for people to follow. If you have any questions, feel free to PM me anytime if you happen to be confused about something. Cheers! Here are some pictures of inserted custom missions: Here's an example of a tiny map and what it looks like in the map editor vs in the game:
  24. Also i am getting around to writing that tutorial, but until then if anyone here wants a map converted into an N64 rom feel free to message me and also send me a message on the forum and if you do ill give you my skype if you want
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