OpenRA & RA2/YR
OpenRA & RA2/YR
Hey all
Based on the title is this something that will eventually become a reality?
Thanks
Feyder
Based on the title is this something that will eventually become a reality?
Thanks
Feyder
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- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm
Adding voxel support and isometric gameplay are probably the biggest obstacles. A fair amount of the other features are 'in', one way or another (or are seemingly at least workable within current limits).
Whether or not RA2/YR content will ever be supported doesn't really bother me though, I never liked it much
Whether or not RA2/YR content will ever be supported doesn't really bother me though, I never liked it much
I've managed to turn voxels into SHPs for OpenRA, it's a rather long process but it works quite well! Turning the TS/RA2 SHPs into CnC/RA SHPs isn't too hard either, I've done it with Tiberian Sun sprites, too.
Doing it this way, you could ... sort of make an RA2 mod! Garrisonable structures would be awesome.
Doing it this way, you could ... sort of make an RA2 mod! Garrisonable structures would be awesome.
I used a voxel viewer, and used the create rotation animation tool after aligning the camera properly (and setting the right colours, removing backdrop in the viewer, setting lighting)
After that, I open the newly created GIF in a GIF editor and save every individual image as a PNG, named and numbered correctly for XCC Mixer to convert into a SHP, and then did the conversion! Pretty nifty!
After that, I open the newly created GIF in a GIF editor and save every individual image as a PNG, named and numbered correctly for XCC Mixer to convert into a SHP, and then did the conversion! Pretty nifty!
it would be also nice to support Tiberian Sun... the WW-Engine seems a little unfinished.
Some things are Hardcoded in the WW-Engine so we cant disassemble it and with openRA we have the ability to extend the Methods =)
we have the Souce, the Game CDs and ideas and maybe some C# Programmers =)
Im know TS is a little bit old and it is firstly the base of RA2
Some things are Hardcoded in the WW-Engine so we cant disassemble it and with openRA we have the ability to extend the Methods =)
we have the Souce, the Game CDs and ideas and maybe some C# Programmers =)
Im know TS is a little bit old and it is firstly the base of RA2
Have a look at http://github.com/katzsmile/OpenRA It has a SHP rendering engine for TS/RA2. Try to port the code to the latest OpenRA bleed (hint: palette remapping is not hard-coded anymore). Then you can import everything that is non-voxel into OpenRA (I think buildings and infantry).
Did it myself now in https://github.com/OpenRA/OpenRA/pull/3193 See http://www.sleipnirstuff.com/forum/view ... 83&t=16215 for progress on Voxel support.
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- BaronOfStuff
- Posts: 438
- Joined: Sun May 22, 2011 7:25 pm