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		<title>Tutorials</title>
		<link>http://kingdoms.heavenforum.com/tutorials-f22/-t1.htm</link>
		<description>Things you should know when modding Ta:K.</description>
		<lastBuildDate>Sun, 16 Aug 2009 04:49:36 GMT</lastBuildDate>
		<ttl>10</ttl>
		<image>
			<title>Tutorials</title>
			<url>http://i85.servimg.com/u/f85/12/75/06/74/draglo20.png</url>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/-t1.htm</link>
		</image>
		<item>
			<title>How to Make a Single Player Mission Map</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-make-a-single-player-mission-map-t141.htm</link>
			<dc:creator>fandanny2002</dc:creator>
			<description>There is a method to make a single player mission map, this idea comes from the following website:



http://www.planetannihilation.com/tamec/helpdesk/TAK/Cartographer101/intro.htm



It said that &quot; Single Player Mission – These are similar to Multiplayer Scripted maps but are for solo play, but allow for more AI units like npcs, animals etc… plus set commands for units and AI scripted actions. Single player missions are NOT creatable in Carto at this time, but there is a possible way  ...</description>
			<category>Tutorials</category>
			<pubDate>Sun, 16 Aug 2009 04:49:36 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-make-a-single-player-mission-map-t141.htm#655</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-make-a-single-player-mission-map-t141.htm</guid>
		</item>
		<item>
			<title>Helpful Links for Modding</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/helpful-links-for-modding-t62.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description>These links will work once File Universe is back up.



Here is a list of must have programs you will need in the future:

 

This package contains the most essential programs for unit editing: 3DO Builder 2.0, Scriptor 1.0, HPI Viewer and HPI Packer :   http://www.fileuniverse.com/?p=show&amp;a=it&amp;id=241



Gaf builder pro:  http://www.fileuniverse.com/?p=show&amp;a=it&amp;id=66



Tak Switcher: This will make your files work in tak offline: http://www.fileuniverse.com/?p=show&amp;a=cat&amp;id=84



Buildpicborder:  ...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 14 Jul 2009 01:19:28 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/helpful-links-for-modding-t62.htm#160</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/helpful-links-for-modding-t62.htm</guid>
		</item>
		<item>
			<title>How to Change the Color of Crystals</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-change-the-color-of-crystals-t117.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description><![CDATA[Use GAF Builder Pro to extract the pictures then change their hue in photoshop
<br />

<br />
Do Not change the mod to RGB or any other; just leave it as BMP.
<br />

<br />
The only way to change the colors as BMP is by going to adjustments/hue in photoshop.
<br />

<br />
Recompile the GAF with GAF Builder Pro.]]></description>
			<category>Tutorials</category>
			<pubDate>Wed, 29 Jul 2009 23:08:28 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-change-the-color-of-crystals-t117.htm#442</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-change-the-color-of-crystals-t117.htm</guid>
		</item>
		<item>
			<title>How to Remove and Add the Same Unit</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-remove-and-add-the-same-unit-t112.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description>Example: Aramon Treb



Extract the aranull.fbi file from data.hpi by using hpi view.



Rename the aranull.fbi file to aratre.fbi. Then just place that file in units and unitscb folders.



Don't do anything inside; don't even rename unitname = aranull. Leave everything how it is. That aranull file makes the treb dissapear from the game.



If you removed it, and want to add it to the acolyte for example, you will need to extract 3 files from v3rocket/ipdata/data.hpi files.

Add the  ...</description>
			<category>Tutorials</category>
			<pubDate>Mon, 27 Jul 2009 23:35:19 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-remove-and-add-the-same-unit-t112.htm#387</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-remove-and-add-the-same-unit-t112.htm</guid>
		</item>
		<item>
			<title>How to Make Units Build</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-make-units-build-t102.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description>Having scriptor open, check a building unit, and add this codes to the unit you are editing.



}



StartBuilding()

{



set INBUILDSTANCE to 1;

return;

}



StopBuilding()

{

set INBUILDSTANCE to 0;

return;

} 



&quot;Okay just quickly looking at the files...



You need the static-var = building

You need this script before any other script =



quote:

--------------------------------------------------------------------------------



BuildControl()

{

while(  ...</description>
			<category>Tutorials</category>
			<pubDate>Wed, 22 Jul 2009 20:48:47 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-make-units-build-t102.htm#306</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-make-units-build-t102.htm</guid>
		</item>
		<item>
			<title>How to Script Veteran Textures</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-script-veteran-textures-t73.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description>if you simply add the armour, (refering to 3do builder)

it will all appear when the unit is created. 



it takes a little scripting to get it to appear at the correct times,

but it isn't that difficult.



if you have scriptor, 

you could check out the &quot;create&quot; and &quot;statuscontrol&quot; sections of the script. 



in the &quot;create&quot; section, 

you can hide all of the armour pieces that you don't want to appear at first, 

and in the &quot;statuscontrol&quot;  ...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 14 Jul 2009 23:04:15 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-script-veteran-textures-t73.htm#176</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-script-veteran-textures-t73.htm</guid>
		</item>
		<item>
			<title>How to Import Tak Textures Into 3do Builder</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-import-tak-textures-into-3do-builder-t63.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description>With hpi view, look into data.hpi, extract the textures folder, and do the following:



Make 2 folders, one named Textures and one named Tak Textures.



Have all .gaf files into &quot;Textures&quot; folder.



&quot;Textures&quot; folder goes inside &quot;Tak Textures&quot; folder.



First line in hpipack: C:\..............\............\Desktop\Tak Textures

Second line in hpipack: C:\..............\............\Desktop\TakTextures.hpi



In hpipack, make sure in program say Ta,  ...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 14 Jul 2009 01:20:59 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-import-tak-textures-into-3do-builder-t63.htm#161</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-import-tak-textures-into-3do-builder-t63.htm</guid>
		</item>
		<item>
			<title>How to Edit Units Into a Mod</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-edit-units-into-a-mod-t61.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description>Look in data.hpi, ipdata.hpi, and v3rocket.hpi with hpi viewer.



An Aramon unit example



Extract these files from hpiview, and create 9 main folders with subfolders:



1. Folder: anims             subfolder: buildpic: (araemen.jpg)           subfolder: weaponpic: this is only if weapons are being added.



2. Folder: canbuild          subfolders: arakeep(barrack):  npcemen.tdf



3. Folder: canbuildcb       subfolder: same subfolders and files from the canbuild folder: It's meant  ...</description>
			<category>Tutorials</category>
			<pubDate>Tue, 14 Jul 2009 01:16:55 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-edit-units-into-a-mod-t61.htm#159</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-edit-units-into-a-mod-t61.htm</guid>
		</item>
		<item>
			<title>How to Add Team Color to Modded Units</title>
			<link>http://kingdoms.heavenforum.com/tutorials-f22/how-to-add-team-color-to-modded-units-t60.htm</link>
			<dc:creator>KM-Sage</dc:creator>
			<description><![CDATA[In 3dobuilder, 
<br />
look through the list of texture packs until you find one called aralogo
<br />
(or tarlogo etc). 
<br />
These contain a bunch of blue textures or textures with blue on them. 
<br />
These blue bits will turn up as team colour in game.
<br />

<br />
By Arven]]></description>
			<category>Tutorials</category>
			<pubDate>Tue, 14 Jul 2009 01:13:56 GMT</pubDate>
			<comments>http://kingdoms.heavenforum.com/tutorials-f22/how-to-add-team-color-to-modded-units-t60.htm#158</comments>
			<guid>http://kingdoms.heavenforum.com/tutorials-f22/how-to-add-team-color-to-modded-units-t60.htm</guid>
		</item>
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