Search found 23 matches
- Mon Aug 05, 2013 9:57 am
- Forum: Mapping and Modding
- Topic: Jungle/Caribbean Tileset (work thread)
- Replies: 40
- Views: 60671
Well, since we already did a ton of this, it would indeed be useful to ask Reaperrr about it. Some iterations we went through, in the now-defunct Tiberian Dawn eXtended project : http://www.ppmsite.com/forum/files/tilesfix_164.png http://www.ppmsite.com/forum/files/piratesnewcliffs_134.png (note tha...
- Sat Mar 02, 2013 11:58 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
- Sat Mar 02, 2013 9:52 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
So, you can technically have customized icons per tileset, with separate palettes using PaletteFromTileset, but as it is, with the original game data, it's just not useful in any way. Hm. Makes sense. The only reason that the engine even loads the theatre-specific icons is that it would require addi...
- Fri Mar 01, 2013 10:28 pm
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
So umm anyone know how to fix the palette issues. I honestly have no clue where to start :S It's not hard... you just make sure that if you use the icons set of Desert, you actually use the desert theater palette. I assume in OpenRA you only need one set anyway... so just make it use the palette of...
- Sun Jan 27, 2013 2:21 pm
- Forum: Mapping and Modding
- Topic: TS grid
- Replies: 10
- Views: 9142
- Sun Jan 27, 2013 2:17 pm
- Forum: Mapping and Modding
- Topic: [RA]Building Husk
- Replies: 12
- Views: 10136
- Sat Jan 26, 2013 5:04 pm
- Forum: Mapping and Modding
- Topic: [MOD] RA Classic - a Red Alert 1 inspired mod
- Replies: 98
- Views: 329978
- Sun Jan 20, 2013 10:31 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
Try changing https://github.com/OpenRA/OpenRA/blob/bleed/mods/cnc/rules/system.yaml#L75 to PaletteFromCurrentTileset, too. That depends... does the mod include the icon sets of all theaters, or just one? I mean, there's no real reason to include all different sets, as long as the set that's used is...
- Sun Jan 20, 2013 10:00 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
They have a mess of wrong colour pixels in them. Look at the Death Star icon; it looks rusty in the middle. The Sandcrawler and flame tank icons have a mess of cyan pixels in them. And the MCV, Tie Crawler, an dAT-AT icons have a pale purple/blue for stuff that should just be grey. Basically, if you...
- Sun Jan 20, 2013 1:50 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
- Mon Jan 07, 2013 9:59 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
And I'm not sure how, but all mods should be made the way / and the engine should have updates not breaking the mods.. Cannot lose cool mods like this.. Maybe fallback settings... That would be cool... a pure vanilla behaviour mod. I quite dislike how the Refinery's unload animation was abused as f...
- Sun Dec 30, 2012 12:54 pm
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
Colour overlays are fine. It's no different from the full-remap rocket launcher. Red is simply a pretty bad colour, and on OpenRA specifically it seems to have higher contrast than in the original game. Also note that the A-wing is partially actual non-remapping red, so red looks kinda weird on it. ...
- Tue Oct 09, 2012 10:25 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
True... I do prefer C&C's actual unload animation over RA's simple resource dumping though.Sleipnir wrote: ↑ Thankfully, Westwood fixed this in ra.
- Tue Oct 09, 2012 9:07 am
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
proctwr.shp is an overlay, again drawn on top of the idle sequence, which indicates the fullness of the refinery - a nice polish improvement over the original game, but unrelated to docking. So wait, it abuses the filling tower animation as silo status? That kinda doesn't work for the C&C2SW graphi...
- Mon Oct 08, 2012 7:25 pm
- Forum: Mapping and Modding
- Topic: C&C Meets Star Wars
- Replies: 44
- Views: 58764
Well, guess someone will need to remake the unload stuff for the RA2SW mod then... can't be too hard, the unload anim is really simple. Just harvester pasted on refinery, a tube docking on, and pixel-semitransparent clouds coming from the chimney thing :p Might do it on the train to work if I got so...