Search found 23 matches
- Mon Apr 25, 2016 3:14 am
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 7678
- Sun Apr 24, 2016 12:46 pm
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 7678
Of course. I've just now copied the /ra mod folder to start from 'scratch' rather than my other mod, changed the structures to use Dawn's production queue style, I have all of Dawn's UI and bits loaded in as well, the game still crashes with the Same error on starting up a skirmish. EDIT: I also saw...
- Sun Apr 24, 2016 9:56 am
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 7678
RA uses Defense, and CnC uses Defence (the tooltip text is Support, however.) I have already corrected these to the Defense spelling. Seeing as I'm only currently testing with the ConYard, I removed the other production type buttons for now, and the error is still thrown. Can't get my head around it...
- Sun Apr 24, 2016 8:49 am
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 7678
I keep getting an exception when I try to go ingame, and I've even copied/used the CnC chrome completely. Removed the ClassicProductionQueue from Player and added ProductionQueue to the Construction Yard to begin with. I am always getting this error and it has something to do with the ProductionTabs...
- Sat Apr 23, 2016 5:24 pm
- Forum: Mapping and Modding
- Topic: How do I enable multiple build queues in RA1 and TS mods?
- Replies: 10
- Views: 7678
- Sun Apr 17, 2016 1:56 pm
- Forum: Mapping and Modding
- Topic: New website to share openra sprites
- Replies: 9
- Views: 8020
- Tue Apr 05, 2016 7:09 am
- Forum: Mapping and Modding
- Topic: ColorValidator
- Replies: 2
- Views: 3018
- Mon Apr 04, 2016 12:38 pm
- Forum: Mapping and Modding
- Topic: ColorValidator
- Replies: 2
- Views: 3018
ColorValidator
I started modding oRA again after a few years and was pretty impressed with all the new features. There is one, however, that I wish I was actually able to disable, and that is the ColorValidator, I initially found out that it was a server trait inside mod.yaml, so I removed it, this didn't fix the ...
- Thu Oct 11, 2012 9:39 am
- Forum: Mapping and Modding
- Topic: Capturing vehicles
- Replies: 1
- Views: 2545
Capturing vehicles
Around 6-7 months ago I made an infantry unit that was able to capture vehicles, I did so by adding Capturable to vehicles and it allowed my new unit to capture the vehicle. Unfortunately, one of the changes I found in "Capturable" that was done about a month ago, no longer allows me to capture vehi...
- Tue Oct 09, 2012 5:30 am
- Forum: Mapping and Modding
- Topic: Tanks to use power?
- Replies: 6
- Views: 5653
- Sun May 20, 2012 4:36 am
- Forum: Mapping and Modding
- Topic: How to convert Red Alert 2 / Tiberian Sun units to OpenRA
- Replies: 2
- Views: 3497
I'm surprised you don't have the purple conversion .pals referenced, they turn the black transparent to magenta, and house colours to purple, and it has a palette like this for TD, RA and TS, so it's really easy to convert them between each other, without having the black transparent issues. I use t...
- Mon May 14, 2012 2:53 am
- Forum: General Discussion
- Topic: Strategery of the New Pillbox
- Replies: 14
- Views: 9665
- Fri May 11, 2012 2:33 pm
- Forum: General Discussion
- Topic: OpenRA & RA2/YR
- Replies: 14
- Views: 15470
I used a voxel viewer, and used the create rotation animation tool after aligning the camera properly (and setting the right colours, removing backdrop in the viewer, setting lighting) After that, I open the newly created GIF in a GIF editor and save every individual image as a PNG, named and number...
- Fri May 11, 2012 6:20 am
- Forum: General Discussion
- Topic: OpenRA & RA2/YR
- Replies: 14
- Views: 15470
I've managed to turn voxels into SHPs for OpenRA, it's a rather long process but it works quite well! Turning the TS/RA2 SHPs into CnC/RA SHPs isn't too hard either, I've done it with Tiberian Sun sprites, too. Doing it this way, you could ... sort of make an RA2 mod! Garrisonable structures would b...
- Sun May 06, 2012 2:26 pm
- Forum: General Discussion
- Topic: RA "snow" map tileset for CNC
- Replies: 13
- Views: 16154