Search found 79 matches

by Ronald
Thu Jan 09, 2020 8:41 pm
Forum: Mapping and Modding
Topic: Map: Island Hopping Reloaded II - What causes its incompatibility?
Replies: 6
Views: 198

Re: Map: Island Hopping Reloaded II - What causes its incompatibility?

Hehe that "Info" in this errormessage tricked me several times,
Don't get me started on the clarity of some error_messages...

Thanks for the pointers in the right direction(s) Materianer.
by Ronald
Thu Jan 09, 2020 8:34 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

Thanks for the feedback.
Those links don't load any images for me
If you want to see CnC and RA Concept. you can also try this link:
https://www.neoseeker.com/Games/concept_art/c/
.., also I have no pictures of thieves..
Don't worry about that. i've already found some (more) inspiration
by Ronald
Thu Jan 09, 2020 8:30 pm
Forum: Mapping and Modding
Topic: How many frames does a new shp unit need?
Replies: 3
Views: 144

Re: How many frames does a new shp unit need?

Thanks Graion for this detailed explanation. Other question: What are the raw render parameters one needs to create from a 3D (Blender) Model as in: - Image output format (bmp? jpg? png? other?) - Image dimensions (Height, Width in pixels) - Color depth (8,16,32 bts colour coded?) See my first attem...
by Ronald
Thu Jan 09, 2020 8:22 pm
Forum: General Discussion
Topic: Questions from a newbie
Replies: 4
Views: 262

Re: Questions from a newbie

Hi all, Not played ~Tib sun in like 20 years LOL Welcome to the old-gamers club Ecombeast, I recently re-entered the Open Redalert battlefield after alomst the same "timeout" just wondered if the exp packs are apart of this? What do you exactly mean by "exp packs". Do you mean the Tiberium Sun Expa...
by Ronald
Wed Jan 08, 2020 2:37 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

Those look pretty standard, exactly what a pirate would use :P perfection. That is just what it is, a basic model to create my first Blender OpenRA concept model One thing is that you will need to add is a thieve on top, it can be done once the model is converted to 2d but it may possibly be more w...
by Ronald
Wed Jan 08, 2020 2:22 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

You can find a JETSKY: and some other naval stuff in this collection. https://resource.openra.net/maps/17486/ Inserts naval units are also much awesomeness, the deployable sub and so ;) Thanks for the reference Punsho, that is nice mod/collection. I like that aircraft carrier around 29:00 min in th...
by Ronald
Tue Jan 07, 2020 11:19 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

I'm not certain myself, I haven't made many naval maps nor I have meta to build around. Tho I can think of a few guidelines. - When it comes to it you still need to follow basic map making guidelines. - A minimum of 7 mines per player, 3 mines at spawn (2 can work on some maps). - You need to have ...
by Ronald
Tue Jan 07, 2020 11:16 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

Same 3D Jetski model "smooth-shaded"
openra_jetsky_3_smooth.jpg
openra_jetsky_3_smooth.jpg (121.88 KiB) Viewed 215 times
.
openra_jetsky_4_smooth.jpg
openra_jetsky_4_smooth.jpg (125.39 KiB) Viewed 215 times
by Ronald
Tue Jan 07, 2020 11:15 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

A few quick-and-dirty renders of a potential 3D JetSki model - in both Allied and Soviet colour-schemes from the above blueprint.
openra_jetsky_1_flat.jpg
openra_jetsky_1_flat.jpg (125.27 KiB) Viewed 215 times
.
openra_jetsky_2_flat.jpg
openra_jetsky_2_flat.jpg (134.7 KiB) Viewed 215 times
These 3D models now look a little "blocky", "sharp-edged" as in low-polygon modeling
by Ronald
Tue Jan 07, 2020 9:58 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

This mod is still missing some art assets, f.e. a jet skis for these poor fellas jetsky_concept_art.jpg Concept art example jetsky_blueprint.jpg Blueprint, 3view example If you provide a concept-sketch and/or blueprint, 3d view, I can make a 3D model in Blender for you and render them from various ...
by Ronald
Tue Jan 07, 2020 9:50 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

Sadly very few good naval maps exist, mostly because naval in Red Alert is garbage.
Can you give (us) a few map-design guidelines (for others) about:
- What map design elements do make up a good OpenRA naval map?
- The DO and the DON'T when designing naval maps?
by Ronald
Tue Jan 07, 2020 9:46 pm
Forum: General Discussion
Topic: Naval Revamp - A Red Alert map mod
Replies: 22
Views: 424

Re: Naval Revamp - A Red Alert map mod

Again.. thanks Punsho for creating this wonderful and above all fun naval extension to the RedAlert mod.
I'v downloaded all maps and going to test in Skirmish mode (1 vrs 1 or 2vrs 2 and will provide feedback over here.
by Ronald
Tue Jan 07, 2020 9:39 pm
Forum: Mapping and Modding
Topic: Map: Island Hopping Reloaded II - What causes its incompatibility?
Replies: 6
Views: 198

Re: Map: Island Hopping Reloaded II - What causes its incompatibility?

Punsho wrote:
Tue Jan 07, 2020 4:22 pm
running --check-yaml is very helpful when modding or trying to update a mod https://github.com/OpenRA/OpenRA/wiki/Utility
Thanks Punsho for pointing me to the OpenRA tool section.
by Ronald
Tue Jan 07, 2020 10:02 am
Forum: Mapping and Modding
Topic: Map: Island Hopping Reloaded II - What causes its incompatibility?
Replies: 6
Views: 198

Re: Map: Island Hopping Reloaded II - What causes its incompatibility?

Waow.. Thanks Materianer, for your extended and very detailed explanation. QUESTIONS: 1 - Where is that OpenRa debug.log located? I've found one in (on Windows 7 64 bits) over here: C:\Users\Ronald\Documents\OpenRA\LOGS\debug.log 2 - This debuglog (the one I mentioned above) showed this lines: 604 -...
by Ronald
Tue Jan 07, 2020 9:34 am
Forum: Mapping and Modding
Topic: Map: Poland Raid - How to enable AI-bots on it?
Replies: 4
Views: 92

Re: Map: Poland Raid - How to enable AI-bots on it?

IDEA-2 Equip every bridge (destroyable map infrastructre element) with its own state-variable as in: - Bridge1_State=0 "broken" - Bridge1_State=1 "whole" Allow unit pathfinding algorithm to read those bridge_state variables (e.g. at the moment of their creation) Embed this bridge_state reading into ...