CCCP84 Posted May 8, 2020 Share Posted May 8, 2020 I used Hornet to make new unit. But it has damaged cameo. Is it possible to change or disable it? Link to comment Share on other sites More sharing options...
McPwny Posted May 9, 2020 Share Posted May 9, 2020 no it is not. the damaged cameos happen because some units which are never buildable have cameo= tags in art.ini for... literally no reason. if you make a new unit thats exactly the same as the one you made from the hornet and make a new name for it and give it an entry in the [Aircrafttypes] list, it will have the red "MISSING CAMEO" icon instead. (or the cameo of the image= of the modded unit) mappers cant touch art.ini, so sadly there is no way to give units a specific cameo like that and they will always appear broken. i think that adding some cameos for the unused voxels into the cncnet client would be an good move on their part. 2 1 Link to comment Share on other sites More sharing options...
CCCP84 Posted May 9, 2020 Author Share Posted May 9, 2020 Thanks there seems to be no way to get a red cameo. When using the line image=, in-game image of the unit in a tight bundle with a cameo. Link to comment Share on other sites More sharing options...
Bobble Posted May 10, 2020 Share Posted May 10, 2020 AFAIK the cameo is based on the art.ini entry in this order of precedence... 1. The technotypes [NAME].Cameo=xyz entry, if it exists ...or... 2. The technotypes (Image=[NAME]).Cameo=xyz, if it exists ...or... 3. The red missing cameo. So, for example, if you make a new tank unit using the [BEAG] entry but Image=HTNK, you will get the Black Eagle cameo (regardless of the Image=xyz used). If you make a new tank unit using your own entry [NEWTANK] (don't for get to add to relevant unit list) with Image=HTNK, you will get the Rhino Tank cameo. There are several unused [NAME] entries in art.ini with a Cameo=x that can be used. This way, you can have a few new units with distinctive cameos, for easier recognition in game and hence a better UI experience, rather than having all with red missing cameo icons which can get confusing especially if new construction options become available. Lastly, the cameos for some things are in the wrong palette (e.g. HIND) hence why they look corrupted in game (they are still in Tiberiun Sun etc, not Yuri Revenge palettes). ? 1 Link to comment Share on other sites More sharing options...
cypher Posted May 10, 2020 Share Posted May 10, 2020 you can change it when you make your own mod, but if you just want to make a map for RA2 YR you cannot change it, but you can use camoes of other units. Link to comment Share on other sites More sharing options...
CCCP84 Posted May 10, 2020 Author Share Posted May 10, 2020 Bobble, what i have to write in map file? ; Heavy Tank [HTNK] UIName=Name:HTNK Name=Rhino Heavy TankCameo=BEAG Primary=120mm Strength=400 Category=AFV Armor=heavy Turret=yes IsTilter=yes TargetLaser=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=6 I tryed. It doesnt work.. Nothing changes. Can you post example? Link to comment Share on other sites More sharing options...
CCCP84 Posted May 10, 2020 Author Share Posted May 10, 2020 4 hours ago, cypher said: but you can use camoes of other units. How? Link to comment Share on other sites More sharing options...
Bobble Posted May 11, 2020 Share Posted May 11, 2020 (edited) Cameo=xxx is a art.ini NOT rules.ini tag. 1. Look in art.ini for the Cameo you want. As McPwny said, mod mappers cannot edit art.ini, hence we must use what's already there. 2. [BEAG] Image=HTNK will give black eagle cameo but a rhino voxel. [HTNK] Image=BEAG will give rhino cameo but a black eagle voxel. [NEWTANK] Image=HTNK will give rhino tank cameo and rhino voxel. [NEWTANK] Image=BEAG will give black eagle cameo and black eagle voxel. [NEWTANK] Image=PDPLANE will give a orcabomber cameo (in wrong palette so will look corrupted), and a paradrop plane voxel. You are limited to to the cameo available in art.ini, hence why, like McPwny said, if cncnet put a few dummy entries in art.ini and added some cameos (eg even coloured squares with A..Z or 1..9 would allow for a few extra mod units to each have a distinctive individual cameo for GUI reasons, albeit not of the actual mod unit they made, with little effort and resources (but then one could say why not add a few extra projectiles with trailers, or a library of spare SHP/VXL too etc, so where does it stop lol)), people could make mod maps less confusing. ? Edited May 11, 2020 by Bobble Misspelling voxel 1 Link to comment Share on other sites More sharing options...
cypher Posted May 11, 2020 Share Posted May 11, 2020 Modify an existing unit, f.e. [LTNK] (=lasher tank) - change the image to the voxel you want , f.e. Image=HTNK, and change the stats...then you have a new unit with the cameo of Lasher Tank. Link to comment Share on other sites More sharing options...
CCCP84 Posted May 12, 2020 Author Share Posted May 12, 2020 Thanks Link to comment Share on other sites More sharing options...
Nuclear Kommando Posted May 5, 2021 Share Posted May 5, 2021 (edited) Unique Colored Cameos On CnCNet Would Make Life That Much Easier OR Cameos that just have clean looking text saying AA, Tank, Laser, Etc Edited May 5, 2021 by Nuclear Kommando 1 Link to comment Share on other sites More sharing options...
bbglas007 Posted May 26, 2021 Share Posted May 26, 2021 On 5/6/2021 at 2:01 AM, Nuclear Kommando said: Unique Colored Cameos On CnCNet Would Make Life That Much Easier OR Cameos that just have clean looking text saying AA, Tank, Laser, Etc Yes, surely cncnet could give 500kb of server space for 10 simple custom cameos for modded maps Link to comment Share on other sites More sharing options...
Sam-I-am Posted May 26, 2021 Share Posted May 26, 2021 (edited) It's possible if someone from CnCNet dedicates a thread to that, in which they would take new cameo packs from any map maker who would like to add new cameos to their new map (or anyone who has good new cameos) and add them to the client in future updates, exactly as they do with new maps. Map makers can't add new cameos simply by modifying ArtMD.ini (because other players don't have the new cameos, so they won't show up), but CnCNet can do it for them by updating the client to include newly-added unofficial cameos. That would solve this issue for interested players, and yet make no difference for non-interested ones. There are many good fan-made cameos available already. They could add them, so that we would have a wide variety to choose from. It's not complicated as it may seem. Just some new cameos with new codes. Even if there would be some duplicates with different codes, so what? that's nothing to care about. Then it would be so easy to use new cameos; simply copy the code of the cameo you wanna use and give it to your unit in your map. Edited May 31, 2021 by Sam-I-am 2 Link to comment Share on other sites More sharing options...
CCCP84 Posted May 26, 2021 Author Share Posted May 26, 2021 This is a good idea. These are meager amounts of information. Much less than maps. 1 Link to comment Share on other sites More sharing options...
Sam-I-am Posted May 26, 2021 Share Posted May 26, 2021 Thanks ? Exactly. Barely take any space. I mean, a cameo is like 4 KB! ? Who cares if they add all the cameos in the world! Link to comment Share on other sites More sharing options...
CCCP84 Posted May 26, 2021 Author Share Posted May 26, 2021 I think the main problem here is the lack of time to implement this. As I understand it, the guys at cncnet are unpaid volunteers. And make changes in their spare time. Link to comment Share on other sites More sharing options...
Sam-I-am Posted May 26, 2021 Share Posted May 26, 2021 (edited) No hurry ? Better late than never. This takes less time than other things already done. BTW, the codes don't have to be related to unit names; just random/serial codes. Here's my first attempt ?: Edited May 26, 2021 by Sam-I-am Link to comment Share on other sites More sharing options...
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