OpenRA & RA2/YR

Discussion about the game and its default mods.
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Feyder
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Joined: Mon May 07, 2012 9:54 pm

OpenRA & RA2/YR

Post by Feyder »

Hey all

Based on the title is this something that will eventually become a reality?

Thanks
Feyder

Deepseaskateboard
Posts: 9
Joined: Wed Apr 25, 2012 11:20 pm

Post by Deepseaskateboard »

I Bloody Hope So!!!

There would be a massive amount of work involved however.

New unit features, new game mechanics...

Also, EA made Red alert and C&C free for anyone.... they haven't done this with RA2 yet... so there could be complications.

Hopefully one day!

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

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 ;)

Proteus
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Joined: Wed Jun 08, 2011 2:42 pm

Post by Proteus »

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.

Matt
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Location: Germany

Post by Matt »

Maybe there is a way to automatize the process. How did you do it anyway?

Proteus
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Joined: Wed Jun 08, 2011 2:42 pm

Post by Proteus »

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!

raminator
Posts: 106
Joined: Tue Mar 15, 2005 6:31 pm
Location: Stuttgart

Post by raminator »

get latest version of voxelse, export voxel to obj, import obj in 3d-program, render it...
with creation of templates such a conversion takes just a few minutes
you can get results like this...
Image

MrTweek
Posts: 7
Joined: Mon Aug 13, 2012 2:54 am

Post by MrTweek »

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

Matt
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Post by Matt »


MrTweek
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Post by MrTweek »

yes i had already seeing it after i had posted the answer, Tiberian Sun worse finished at 50% at release-time, many features worsnt include, maybe when the ISO-Thing come real we could maybe coding features that worse planed in the release but only reaches the Prototype (internal Beta).

Matt
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Location: Germany

Post by Matt »

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).

Matt
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Location: Germany

Post by Matt »

Attachments
New construction options!
New construction options!
shp-ts-preview.png (52.98 KiB) Viewed 13080 times

epice
Posts: 174
Joined: Tue Oct 16, 2012 5:39 am

Post by epice »

Am I the only one who sees a face with 3 eyes on the TS Conyard?

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BaronOfStuff
Posts: 438
Joined: Sun May 22, 2011 7:25 pm

Post by BaronOfStuff »

I've just tried looking for it, and...

...yes, you are.

psydev
Posts: 84
Joined: Sat Mar 31, 2012 4:49 am

Post by psydev »

epicelite wrote: Am I the only one who sees a face with 3 eyes on the TS Conyard?
Now I do!
:lol:

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