Search found 156 matches

by Petrenko
Sat Oct 06, 2012 3:33 pm
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 65665

So i just give you some pngs and you do the rest? Yay! :3
by Petrenko
Sat Oct 06, 2012 11:12 am
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 65665

Hello again! I'm about to reissue my mod for the 0922 playtest and i'm doing this from scratch. I'll add most of the stuff that was uploaded by other modders and still keep different factions. Also i got my first problem: My custom-smudges don't work anymore. I added new shp in bits.folder I added t...
by Petrenko
Sun Sep 30, 2012 12:46 pm
Forum: Mapping and Modding
Topic: [Mod] Taco's RA [1.04]
Replies: 175
Views: 141183

Heyho, the beta2 isn't working for me. This is the log: Exception of type `System.InvalidOperationException`: Cannot locate type: EvaAlertsInfo bei OpenRA.ObjectCreator.<MissingTypeAction>m__59(String s) bei OpenRA.ObjectCreator.CreateObject[T](String className, Dictionary`2 args) be...
by Petrenko
Mon Jul 09, 2012 9:10 am
Forum: Mapping and Modding
Topic: [Mod] New Age
Replies: 38
Views: 26448

Heyho,

have you considered using the commander unit to change one of the buildings by entering so you decide which subfaction or tech you want to focus on?

Is it possible to remove the "leave building" trait so one could not simply change to whatever tech he likes in lategame?
by Petrenko
Fri Jul 06, 2012 10:50 pm
Forum: General Discussion
Topic: Civilians/Technicians
Replies: 2
Views: 2921

My idea would be:

Make them proximity capturable and give them some more health. So they could work as "hostages" and then you get money by returning them to your base or use them to empower a building (for example a powerplant)

Basically this is done in the Act of War and Conflict Zone RTS
by Petrenko
Thu Jul 05, 2012 8:34 am
Forum: Mapping and Modding
Topic: [Map-Mod] Advanced Conquest
Replies: 7
Views: 6487

Keep on rocking!
by Petrenko
Fri May 11, 2012 7:41 pm
Forum: Mapping and Modding
Topic: RA enhanced mod
Replies: 76
Views: 116384

Have you considered getting an own moddb.com site for your mod?
by Petrenko
Sat Apr 14, 2012 5:55 pm
Forum: Mapping and Modding
Topic: RA enhanced mod
Replies: 76
Views: 116384

Looks great so far,

will you add the original russian voice for soviets?
by Petrenko
Sat Apr 07, 2012 8:07 pm
Forum: Mapping and Modding
Topic: [MAP] [ra] No Country for Dead Tanks
Replies: 3
Views: 3101

Amazing.

Great great work.

Its very narrow. Cool.

But the start-places look a bit arena-like.
( I prefer realistic maps, but thats just my opinion)

Edit:
Coen Brothers :)
by Petrenko
Tue Apr 03, 2012 7:53 pm
Forum: Mapping and Modding
Topic: Sniper Art
Replies: 11
Views: 8617

I love you.
by Petrenko
Sun Feb 19, 2012 10:12 am
Forum: Mapping and Modding
Topic: [Modeling] General Information & Discussion
Replies: 6
Views: 5579

Heyho, will you use gimp or some other free software for the end-part or photoshop? Also thanks for trying this with blender. Btw: will we have .shp .pal forever? are there plans to get rid of it? it's depressing to be limited to so few colours. and conversion is almost impossible. Edit: This is fun...
by Petrenko
Sat Feb 18, 2012 1:06 am
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 65665

Another one.
by Petrenko
Sat Feb 18, 2012 12:44 am
Forum: Mapping and Modding
Topic: [RA - Mod] Red Alert - Entrenched
Replies: 93
Views: 65665

Meh.

Still can't get them in the right .pal without color-transpositions.
by Petrenko
Fri Feb 17, 2012 4:40 pm
Forum: Mapping and Modding
Topic: [MOD] [RA] TORA -- the Empire of Japan comes to RA
Replies: 32
Views: 29169

heyho.

what are you using for making these units bellator?

Looks like i need to get 3dsmax. But i don't like their trial-offers.
by Petrenko
Fri Feb 10, 2012 9:50 pm
Forum: Mapping and Modding
Topic: Tileset Builder 2
Replies: 16
Views: 19491

If anyone else wants to try i edited a z-terrain to fit in the 24pixel tilesize and adjusted the colours a bit.