Search found 87 matches

by wusche1
Sat Feb 11, 2012 12:28 am
Forum: Mapping and Modding
Topic: [Requests] for extraction of graphic/sound files
Replies: 8
Views: 7692

EDIT: Stuff attached. Got! Really good stuff! I think I know what You ment by *very* interesting. I am just checking some assets - might take a while, and will come back to You with feedback. Need to digest and playtest a little. Don't worry about the camoes for now! What I do miss, for now, is the...
by wusche1
Fri Feb 10, 2012 5:37 pm
Forum: Mapping and Modding
Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
Replies: 32
Views: 29530

[align=center]Screenshots et cetera[/align]
[align=center]Image[/align]
[align=center]WIP #22, air strip excluded. [/align]
by wusche1
Fri Feb 10, 2012 5:36 pm
Forum: Mapping and Modding
Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
Replies: 32
Views: 29530

reserved.
by wusche1
Fri Feb 10, 2012 1:23 pm
Forum: Mapping and Modding
Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
Replies: 32
Views: 29530

[MOD] [RA] TORA -- the Empire of Japan comes to RA

[align=center]"To die for the Emperor is to live forever." -- Japanese Army Slogan[/align] [align=center] http://i.imgur.com/yyIwE.jpg [/align] Short Description The Empire of Japan is about to expand its sphere of influence and clash with the capitalist and communist power blocks. The faction is p...
by wusche1
Fri Feb 10, 2012 1:11 pm
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 66219

I want to keep most of the cnc units out of this. I somehow would like to have a repainting of most strucutres in grey and get germany in. so we have imperialists, communists and fascists. ^^ Nah - I like to keep it fictional. The nth Reich has been chewed way too many times. I agree though on keep...
by wusche1
Thu Feb 09, 2012 9:49 pm
Forum: Mapping and Modding
Topic: [Requests] for extraction of graphic/sound files
Replies: 8
Views: 7692

Alright, no problem (as the Commando says). I've got the day off from everything tomorrow, so I'll throw 'em all in a zip or something and attach to the next message. Oh, don't work Yourself to death ;) But You know I appreciate any help :) Mg Turret (GDI) Already converted and SHP'd, dohoho. stati...
by wusche1
Thu Feb 09, 2012 7:25 pm
Forum: Mapping and Modding
Topic: [Requests] for extraction of graphic/sound files
Replies: 8
Views: 7692

BaronOfStuff wrote: If you want these in the RA palette, then you're in luck for the most part without me having to do anything extra.
I assume you want them all in SHP/AUD format?
Yes, that might be the best solution. Now You are wetting my mouth :)
by wusche1
Thu Feb 09, 2012 3:45 pm
Forum: Mapping and Modding
Topic: [Units] Complete unit packages
Replies: 6
Views: 6470

Use the scale trait on the render trait to have smaller infantry without to much work. True, that can be done. Did not think about it. is photoshop able to replace colours? take the chemwarrior and make every greencolor grey so you would get a more ghost-recon like unit. also it got no big muzzle-f...
by wusche1
Thu Feb 09, 2012 1:43 pm
Forum: Mapping and Modding
Topic: [Requests] for extraction of graphic/sound files
Replies: 8
Views: 7692

My not so humble wishlist: From CnC : -- Stuff associated to laser weapons e.g. sounds files, graphic files, etc. Note: Not the obelisk -- Mg Turret (GDI) -- stationary AA (NOD) -- Helipad (NOD/GDI) -- MRLS (current one is not complete, as I get an error: Sequence mlrs.turret-3 uses frames [96..127]...
by wusche1
Thu Feb 09, 2012 1:37 pm
Forum: Mapping and Modding
Topic: [Requests] for extraction of graphic/sound files
Replies: 8
Views: 7692

[Requests] for extraction of graphic/sound files

Hi,

since I have failed one time too many to extract stuff from the mix files of the game, I have decided to create a posting of what I need. It would be great if all sources could be extracted from a unit, e.g. sound files of a weapon if it is special, cameo, SHP file, etc.
by wusche1
Thu Feb 09, 2012 1:35 pm
Forum: Mapping and Modding
Topic: [Units] Complete unit packages
Replies: 6
Views: 6470

Infantry: Stealth Trooper

Mod: RA Name: Ghost Recon Category: Infantry OpenRA version: 2011-1223 (playtest) Comment: Example post featuring a simple copy of the E1 infantry. The unit is in the CnC infantry unit size. Has a high power medium range sniper rifle and thermooptical camouflage. Die-crushed bug from RA-entrenched h...
by wusche1
Thu Feb 09, 2012 1:19 pm
Forum: Mapping and Modding
Topic: [Units] Complete unit packages
Replies: 6
Views: 6470

[Units] Complete unit packages

Hi, I think it might be very helpful not only to include the SHP files of the unit and the unit icon, but also the entire pacakge including unit configuration, sequence, weapon, voice etc config, sound files. Nothing uncomplete -- please post only stuff that has been tested and does not require any ...
by wusche1
Thu Feb 09, 2012 12:30 pm
Forum: Mapping and Modding
Topic: [OpenRa.Utility] Converting Graphics for RA/CnC
Replies: 5
Views: 6438

BaronOfStuff wrote: Ah, cheers. This is great stuff, and has just made converting everything about 500x faster for me.
My pleasure. I added some more links to the post.

@Petrenko: I posted the PNG as requested.
by wusche1
Wed Feb 08, 2012 10:40 pm
Forum: Mapping and Modding
Topic: [OpenRa.Utility] Converting Graphics for RA/CnC
Replies: 5
Views: 6438

BaronOfStuff wrote: I must be missing something, this only explains how to extract SHP files as PNG's? :P
It does. But I was too lazy to extract the info. Updated the first post =)
Petrenko wrote: Can i get a indexed .png please?
Not right now, I am not at my usual computer. I am sure there will be another volunteer.
by wusche1
Wed Feb 08, 2012 9:09 pm
Forum: Mapping and Modding
Topic: [OpenRa.Utility] Converting Graphics for RA/CnC
Replies: 5
Views: 6438

[OpenRa.Utility] Converting Graphics for RA/CnC

Hi, since editing, extracting, creating etc graphics for Openra is a quite confusing affair, I decided to put down some information to help others in that endavour. Step by step mini guide on how to use Openra.Utilities on the example of a cameo: 1.) Get the palette of the game, e.g. RA: OpenRa.Util...