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JackKerras
Joined: Mon Jan 14, 2008 8:24 pm Posts: 7 Location: New Smyrna Beach, Florida
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Base.rte mod conversion
Hey, folks.
Total noob here.
I've been playing with Cortex Command and making new weapons and sprites and sounds and things, and I like my mod a lot, but I hadn't been here to look around before I started modding, so I sort of did it in Base.rte. Didn't know any better.
I want to convert it now, so I can distribute it to you fine gentlemen, but in copying the files into my own .rte folder and trying to get all of the information straight, I just can't get it functioning.
Thanks for the help!
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Mon Jan 14, 2008 8:32 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Base.rte mod conversion
Upload the file, or Pm it to me, and I'll do it.
Also, welcome, and hi.
Congratulations on having readable spelling and grammar, that sets you apart from most new people immediately.
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Mon Jan 14, 2008 8:39 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Base.rte mod conversion
My modding career started with me making the frag shell give me 99999999999 gold...
Glad I didn't post it.
Don't worry, even the greatest modders started with Base.rte edits, and if it's good, then that will attract alot of attention onto you. Good first mods are a rarity nowadays.
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Mon Jan 14, 2008 8:53 pm |
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JackKerras
Joined: Mon Jan 14, 2008 8:24 pm Posts: 7 Location: New Smyrna Beach, Florida
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Re: Base.rte mod conversion
Hmm. I've modded quite a number of things; should I just upload the entire base.rte folder in a .zip or .rar? If you've got a preference on filetype, do tell. Thanks for making me feel so welcome, I figured you guys would be all right.
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Mon Jan 14, 2008 9:07 pm |
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3 solid
Joined: Wed Mar 28, 2007 9:02 pm Posts: 1639 Location: Somewhere. Nowhere.
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Re: Base.rte mod conversion
Zip is fine, but most of us prefer rar.
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Mon Jan 14, 2008 9:58 pm |
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robolee
Joined: Fri May 11, 2007 4:30 pm Posts: 1040 Location: England
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Re: Base.rte mod conversion
3 solid wrote: Don't worry, even the greatest modders started with Base.rte edits actually I never made a base.rte mod (big headed-ness was intended BUT as a joke, I write this because some of you would probably call me or something if I didn't, which usually happens )Hi, from what you posted it appears that you have directly modified the existing weapons that were in the games engine, and you have just removed them and put them in a .rte file, this means that the game is still referring to themin base.rte, but they aren't there any more. I presume the above is correct BUT I may very well be wrong (you didn't give much info) in which case you will have to post the error you get as well as "abortscreen.bmp" (in the main cortex command directory), I would suggest using your back-up of base.rte (I know this just ASSUMES you to have one, because you should never edit a main games directory without having a back-up). I know you will have done something obviously wrong, but you always do when you are new to something... or is it just me.
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Mon Jan 14, 2008 10:32 pm |
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JackKerras
Joined: Mon Jan 14, 2008 8:24 pm Posts: 7 Location: New Smyrna Beach, Florida
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Re: Base.rte mod conversion
Robolee: It's not looking in Base.rte/... anymore, I figured I'd have that problem and made sure all of the directories referenced in my modifications were properly put together. I'm posting a rapidshare link to me Base.rte, as TrouserDemon offered to do the conversion for me. Much easier for me, for one, and for the second I know it'll be done right. Also, I'll be able to keep using that .rte as a template. So, yay. Thanks a bunch, folks, and enjoy if you decide to use the mod in its current state; just adding .old to the end of your Base.rte and importing -my- Base.rte should do you just fine, and then you can remove the .old after deleting my base. I've been popping it amongst all of my computers that way. ^_^ Link: http://rapidshare.com/files/83835652/Base.zip.html
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Mon Jan 14, 2008 11:27 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Base.rte mod conversion
You do realise you could have uploaded to DRLFF directly? Anyway, converting now. Also, for templates look here: http://www.datarealms.com/forum/viewtopic.php?f=1&t=8970
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Mon Jan 14, 2008 11:31 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Base.rte mod conversion
Sorry to double post, but can you give me a quick list of all the stuff you changed, so I know what stuff I can prune out?
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Mon Jan 14, 2008 11:48 pm |
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JackKerras
Joined: Mon Jan 14, 2008 8:24 pm Posts: 7 Location: New Smyrna Beach, Florida
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Re: Base.rte mod conversion
Sorry for the wait here.
I added headC.bmp to the place where the Coalition actor bits are, and added an Actor in the Coalition.ini file.
I added weapons to Pistols, SMGs, Rifles, Cannons, and Shotguns, along with graphics for each, and in the case of laser weaponry, sound as well.
The only other mod is in Pyro, where I added a muzzle flash for Lasers as well as some art for said muzzle flashes.
I also changed Activities to give me more gold to mutz around with while I was testing and such in-game. Weapon list follows:
Pistols: Magnum Dual Magnum Machine Pistol Laser Pistol
Cannons: Laser Cannon
SMGs: Chaingun Gatling Laser
Shotguns: Slug Shotgun Sawed-Off Shotgun
Rifles: .50 A.M.R. Laser Carbine
There is art for a standard carbine, but no actual code for it. All of the Laser sound effects are in 'Cannons'.
I don't -think- I missed anything here. >_>
Heh. Sorry. The new unit is called a Commando.
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Tue Jan 15, 2008 12:00 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Base.rte mod conversion
Did you remember to define "Round Magnum"?
It's all converted, except for that.
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Tue Jan 15, 2008 1:21 am |
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JackKerras
Joined: Mon Jan 14, 2008 8:24 pm Posts: 7 Location: New Smyrna Beach, Florida
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Re: Base.rte mod conversion
Sure, I use the magnum all the time. Lemme go take a poke.
My drive reader heads have kind of Swiss-cheesed themselves, so I'm waiting on a new hard drive; it's possible some bits of this are kinda screwy because of that.
Found it!
AddAmmo = Round InstanceName = Round Magnum ParticleCount = 3 Particle = MOPixel InstanceName = Particle Magnum Mass = 0.008 RestThreshold = 650 LifeTime = 500 Sharpness = 250 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 110 G = 90 B = 90 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 35 G = 20 B = 20 TrailLength = 90 Shell = None FireVelocity = 95 ShellVelocity = 10 Separation = 1
There'tis. It was the first round I made, I think, so it ought to be right up near the ////cassmod//// break.
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Tue Jan 15, 2008 1:24 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Base.rte mod conversion
Yes, sorry, didn't need that after all, turns out I'd forgotten to get the bullets from ammo.ini.
Anyway, I am proud to present you with your first independent.rte!
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Tue Jan 15, 2008 1:32 am |
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JackKerras
Joined: Mon Jan 14, 2008 8:24 pm Posts: 7 Location: New Smyrna Beach, Florida
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Re: Base.rte mod conversion
I cannot even tell you how pleased I am. Epic win. In a big way. This is so cool. Thank you -very- much, Trouser. If there's anything you could use a hand with, please, give me a rattle. I'll try'n answer within a reasonable timeframe. ^_^ Did you get to try the mod-stuff out? I like it, but it's a little thrown-together, and I figure some stuff is a tad overpowered. Anyhoo. I'm gonna go post my mod, I do believe. Thank you again, a million times.
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Tue Jan 15, 2008 1:55 am |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: Base.rte mod conversion
Remember, Pix 4 Clix.
If you remind me, I''ll make some .gifs for you.
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Tue Jan 15, 2008 1:59 am |
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