Search found 1135 matches

by Matt
Fri May 25, 2012 5:01 pm
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

I did not know that ressources are tiles and not SHPs. The yellow stuff I found in DATA.R8 might not even be spice. As OpenRA does not accept my self-made Arrakis shellmap and crashes if I remove LoadShellmap() from the source code: again a winter screenshot. All Atreides buildings and units have be...
by Matt
Fri May 25, 2012 4:36 pm
Forum: Mapping and Modding
Topic: Infantry Conversion Dune2000 to OpenRA/TD
Replies: 10
Views: 8989

sequences.yaml

I fixed the centering thing now. Can you send me your sequences.yaml and your batch file to sort the frames counter-clock wise order? That would save me some time for the Dune 2000 mod.
by Matt
Fri May 25, 2012 4:13 pm
Forum: General Discussion
Topic: Are there any plans for a Dune 2000 Mod?
Replies: 46
Views: 46300

Are you working with my https://github.com/Mailaender/OpenRA/commits/dune? The DATA.R8 conversion works flawlessly (except infantry). Let's talk at irc://chat.freenode.net/openra to coordinate our efforts if you would like to help.
by Matt
Thu May 24, 2012 1:52 pm
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

Yes. The two fields must match (TileSize in mod.yaml is set to 24 if it is not otherwise specified). If I set TileSize: 32 in mod.yaml the game crashes at startup with Unhandled Exception: System.IndexOutOfRangeException: Array index is out of range. at OpenRA.Graphics.Util.FastCopyIntoChannel (...
by Matt
Thu May 24, 2012 1:34 pm
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

Edit: re buildable concrete tiles for building: the terrain overlay engine feature used for bridges and ore/tib was designed with this in mind. You should be able to implement it with a trivially simple trait, so there is no technical reason to cut them. The plan is now to have concrete tiles for t...
by Matt
Thu May 24, 2012 5:47 am
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

The Arrakis tileset still crashes. The engine only supports one tile size per mod. Are you taking this into account? Assuming that you are using the Arrakis tileset that I exported with 32x32px tiles, you will need to add TileSize:32 to your mod.yaml, and then remove all the ra/cnc maps and tileset...
by Matt
Thu May 24, 2012 5:44 am
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

are you thinknig about following dune legacys lead and having sudakra, merceneries and freeman as extra teams so theres 6 all up? Not planned yet, but certainly possible. They would have to use the structures of the other 3 factions and most of their units. The only idea for a gameplay addition I h...
by Matt
Wed May 23, 2012 6:15 pm
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

Progress is good currently as I can reuse a lot of code from C&C probably just like the original Dune 2000 developers ;) I fixed some graphics bugs and added the first units. The Arrakis tileset still crashes.
by Matt
Tue May 22, 2012 9:55 pm
Forum: Mapping and Modding
Topic: tank upgrade mod
Replies: 4
Views: 3913

As http://wz2100.net/ is already Open Source and you can create mods including your own units in OpenRA easily I don't see the point of copying Warzone 2100 gameplay.
by Matt
Tue May 22, 2012 9:52 pm
Forum: General Discussion
Topic: Game art in PNG format
Replies: 3
Views: 3422

already implented

OpenRA.Utility --extract allows you to get the SHP from a MIX file OpenRA.Utility --png extracts the SHP into a PNG OpenRA.Utility --shp repacks your (edited) PNG file to SHP If you want a truly free engine that does not rely on proprietary legacy file formats for game files have a look at something...
by Matt
Mon May 21, 2012 7:53 am
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

Re: First steps

Carryall is basically working, however the frames also need to be reordered to be compatible with the OpenRA helicopter code. It can pickup a vehicle which currently vanishes inside. "RenderCargo:" does not work as it asks for RenderCargoInfo (which I don't understand as the hovercraft in CnC does ...
by Matt
Sat May 19, 2012 5:09 pm
Forum: Mapping and Modding
Topic: Raw D2K Art
Replies: 53
Views: 50785

First steps

I can create (simple) maps using ARRAKIS tileset, but the game crashes when I try to load them. The game engine is probably not supporting the tile size. As a first try I added some buildings. They all show some distortion (actually flickers orange ingame), see wings of the barracks and cable/border...
by Matt
Sat May 19, 2012 3:54 pm
Forum: Mapping and Modding
Topic: Sniper Art Complete!
Replies: 15
Views: 12577

Impressive artwork! Might also be an interesting addition to gameplay if used as a stealth unit as in Generals.
by Matt
Fri May 18, 2012 4:49 pm
Forum: General Discussion
Topic: Are there any plans for a Dune 2000 Mod?
Replies: 46
Views: 46300

Perhaps we could just use any of tons of quotes from Dune in the loading screens. https://en.wikiquote.org/wiki/Dune Like, "God created Arrakis to train the faithful." Quotes are copyrighted and not very creative. The worst bit about the game; "Laying concrete foundations." This absolutely must be ...
by Matt
Fri May 18, 2012 9:35 am
Forum: General Discussion
Topic: Are there any plans for a Dune 2000 Mod?
Replies: 46
Views: 46300

katzsmile wrote: Dune loadscreen
Is this 100% self-made?

I like the wood panels. Can you create dialog.png, chrome.png and buttons.png in the same style?