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OpenRA & RA2/YR

Posted: Mon May 07, 2012 9:57 pm
by Feyder
Hey all

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

Thanks
Feyder

Posted: Tue May 08, 2012 12:18 am
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!

Posted: Tue May 08, 2012 7:00 am
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 ;)

Posted: Fri May 11, 2012 6:20 am
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.

Posted: Fri May 11, 2012 7:04 am
by Matt
Maybe there is a way to automatize the process. How did you do it anyway?

Posted: Fri May 11, 2012 2:33 pm
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!

Posted: Tue Jun 05, 2012 7:57 pm
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

Posted: Mon Aug 13, 2012 3:05 am
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

Posted: Mon Aug 13, 2012 5:48 am
by Matt

Posted: Mon Aug 13, 2012 12:52 pm
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).

Posted: Mon Oct 08, 2012 6:41 pm
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).

Posted: Mon Apr 29, 2013 4:34 pm
by Matt

Posted: Mon Apr 29, 2013 8:43 pm
by epice
Am I the only one who sees a face with 3 eyes on the TS Conyard?

Posted: Mon Apr 29, 2013 9:29 pm
by BaronOfStuff
I've just tried looking for it, and...

...yes, you are.

Posted: Thu May 02, 2013 5:33 pm
by psydev
epicelite wrote: Am I the only one who sees a face with 3 eyes on the TS Conyard?
Now I do!
:lol: