Search found 1135 matches
- 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...
- 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.
- 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.
- Thu May 24, 2012 1:52 pm
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 50785
- 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...
- 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...
- 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...
- Wed May 23, 2012 6:15 pm
- Forum: Mapping and Modding
- Topic: Raw D2K Art
- Replies: 53
- Views: 50785
- 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.
- 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...
- 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 ...
- 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...
- Sat May 19, 2012 3:54 pm
- Forum: Mapping and Modding
- Topic: Sniper Art Complete!
- Replies: 15
- Views: 12577
- 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 ...
- Fri May 18, 2012 9:35 am
- Forum: General Discussion
- Topic: Are there any plans for a Dune 2000 Mod?
- Replies: 46
- Views: 46300
Is this 100% self-made?katzsmile wrote: ↑Dune loadscreen
I like the wood panels. Can you create dialog.png, chrome.png and buttons.png in the same style?