Information and discussion for custom maps and mods.
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Sleipnir
- Posts: 783
- Joined: Wed Apr 10, 2002 11:52 pm
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by Sleipnir » Mon May 27, 2013 10:54 am
Progress is still moving slowly in the background for this.
Most of the prerequisite refactoring will arrive in the next playtest (but voxels themselves are still a way off being merged).
The latest on my development branch is support for units like the Titan which mix voxels and sprites.
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Matt
- Posts: 1024
- Joined: Tue May 01, 2012 12:21 pm
- Location: Germany
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by Matt » Mon May 27, 2013 4:55 pm
This is looking good. I like the shadows and the remapping.
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Sleipnir
- Posts: 783
- Joined: Wed Apr 10, 2002 11:52 pm
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Contact:
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by Sleipnir » Fri Jun 07, 2013 2:13 am
Voxel support has been merged, and will be available for modders to use starting from the next playtest. We have no immediate plans to use voxels in the default mods.
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Petrenko
- Posts: 156
- Joined: Fri Apr 08, 2011 5:36 pm
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by Petrenko » Fri Jun 07, 2013 10:05 am
Heyho,
do we got an example for getting a voxel up and running?
Thanks in advance!
Hail to the soviets!
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Norman_
- Posts: 141
- Joined: Wed Jan 30, 2013 1:39 pm
- Location: TD Server
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by Norman_ » Tue Jun 11, 2013 2:15 am

:8|

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Matt
- Posts: 1024
- Joined: Tue May 01, 2012 12:21 pm
- Location: Germany
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by Matt » Sun Jul 21, 2013 3:22 pm
Currently working on the RULES/ART.INI to YAML transition for Tiberian Sun. Vehicles are mostly done.
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Attachments
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- Work in progress in a small test chamber.
- pink-voxels.png (186.92 KiB) Viewed 7241 times
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Norman_
- Posts: 141
- Joined: Wed Jan 30, 2013 1:39 pm
- Location: TD Server
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by Norman_ » Tue Jul 23, 2013 1:15 am
that looks amazing!
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knivesron
- Posts: 93
- Joined: Wed Aug 10, 2011 5:05 am
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by knivesron » Tue Jul 23, 2013 8:18 pm
yeah, it does look amazing. i cant wait to have a jam.
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BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
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by BaronOfStuff » Wed Jul 24, 2013 8:47 pm
I'm sold on that. Finally, a version of TS that won't be an exploitable broken unfinished mess is on the horizon. Incredible work.
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Matt
- Posts: 1024
- Joined: Tue May 01, 2012 12:21 pm
- Location: Germany
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by Matt » Thu Jul 25, 2013 8:19 pm
Aircraft are set up. Not sure which transporters are actually used in-game. We probably need a nicer pick up logic as we are not limited to landing in one special facing anymore.
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Attachments
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- Pilots reporting
- pilot-reporting.png (71.67 KiB) Viewed 7059 times
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Norman_
- Posts: 141
- Joined: Wed Jan 30, 2013 1:39 pm
- Location: TD Server
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by Norman_ » Fri Jul 26, 2013 8:18 pm
i MUST play that ! (the original transporter looks best

)
is there a beta of this available?
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-Jes-
- Posts: 72
- Joined: Tue Oct 23, 2012 1:57 pm
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by -Jes- » Fri Jul 26, 2013 8:48 pm
Only the Carryall was buildable IIRC.
The other two, the Troop Transport and Drop Ship, were limited to scripted SP scenes.
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Matt
- Posts: 1024
- Joined: Tue May 01, 2012 12:21 pm
- Location: Germany
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by Matt » Tue Jul 30, 2013 4:38 pm
Norman_ wrote: ↑Is there a beta of this available?
The Tiberian Sun work-in-progress mod is available since
https://github.com/OpenRA/OpenRA/pull/3603 in the development repository called bleed, but not shipped in playtests because of it's early stage.
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BenjaminLSR
- Posts: 43
- Joined: Sun May 22, 2011 3:26 pm
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by BenjaminLSR » Fri Nov 01, 2013 9:12 am
Hello,
Long time since I came here. How is that RA2 voxel project going ?
