Uploading a zip file- general error
"Tried to upload empty file"
Uploading a zip file- general error
Hi,
So I'm making a new mod and had some questions about it- was going to upload it, but I get the following:
General Error
Tried to upload empty file
The file in question is only 4.1 MB- it should be less than the 5 MB limit. Is there a way around this?
So I'm making a new mod and had some questions about it- was going to upload it, but I get the following:
General Error
Tried to upload empty file
The file in question is only 4.1 MB- it should be less than the 5 MB limit. Is there a way around this?
- Graion Dilach
- Posts: 277
- Joined: Fri May 15, 2015 5:57 pm
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
Not an expert, but I would say yes to that. What kind of mod is it?
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
Consider supporting OpenRA by setting a bounty or by donating for a server
Consider supporting OpenRA by setting a bounty or by donating for a server
Okay, done!
Here's the preliminary version uploaded on MODDB: http://www.moddb.com/mods/openra-red-alert-world-at-war
To get to the first question I had (and interestingly, had no problem uploading an image to this thread. Weird):
- Attached is an image of a chemical weapon being used on some infantry. I want the smoke effect to not only appear larger but adopt the colors of my team. (I'm a bit of a darker yellow than the playersmoke suggests).
How would I go about making it bigger and adopting my color? I attempted to scale it from either the sequences or the weapons yamls, and miraculously didn't get any exceptions error crashes, but the size didn't change. (and I have no idea how to influence the color of the effects).
Here's the preliminary version uploaded on MODDB: http://www.moddb.com/mods/openra-red-alert-world-at-war
To get to the first question I had (and interestingly, had no problem uploading an image to this thread. Weird):
- Attached is an image of a chemical weapon being used on some infantry. I want the smoke effect to not only appear larger but adopt the colors of my team. (I'm a bit of a darker yellow than the playersmoke suggests).
How would I go about making it bigger and adopting my color? I attempted to scale it from either the sequences or the weapons yamls, and miraculously didn't get any exceptions error crashes, but the size didn't change. (and I have no idea how to influence the color of the effects).
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- OpenRA-2016-05-24T032347Z.png (448.26 KiB) Viewed 8989 times
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- Posts: 1086
- Joined: Wed Dec 10, 2014 11:59 am
Can't help you on the technical stuff, but some kind of Red Alert 1.5 mod with a bunch of new units sounds good!
Playlist with ALL games of the Dark Tournament Youtube.com/CorrodeCasts
Consider supporting OpenRA by setting a bounty or by donating for a server
Consider supporting OpenRA by setting a bounty or by donating for a server
- Graion Dilach
- Posts: 277
- Joined: Fri May 15, 2015 5:57 pm
We're talking about weapons/superweapons.yaml Mustard: Warhead@4Eff_impact: CreateEffect here right?
You have to upsize the artwork yourself. To remap it, ExplosionPalette: player and UsePlayerPalette: true are required. The Size property you specified doesn't exist.
I really hope you don't use the superbugged RenderSprites->Scale either... ohwait. you do. Axe that flag. That flag is a bugged hack, breaking a lot of stuff - like for example disguises, hospital/chemsuit overlays etc. etc.. It should have been removed atleast 2 years ago for now.
Upscale everything on your own. SHP Builder is a helpful tool to resize SHPs.
Regarding your coding style: you're aware you can reuse other mod's files? Since you're doing a RA 1.5 mod, you could say, specify the ra| rules/decorations.yaml instead of c'n'ping it into your own folder (especially, since you're reusing the RA maps). You also don't use the RA dll you have in your own folder, so delete it. You could also specify a $waw: waw below the others in the top of your Packages list to use the waw|yaml syntax.
Instead of docx, maybe you should use odts IMO. That's kinda more Linux-friendly.
Otherwise, it doesn't look bad, seen worse. It has potential, so go on.
You have to upsize the artwork yourself. To remap it, ExplosionPalette: player and UsePlayerPalette: true are required. The Size property you specified doesn't exist.
I really hope you don't use the superbugged RenderSprites->Scale either... ohwait. you do. Axe that flag. That flag is a bugged hack, breaking a lot of stuff - like for example disguises, hospital/chemsuit overlays etc. etc.. It should have been removed atleast 2 years ago for now.
Upscale everything on your own. SHP Builder is a helpful tool to resize SHPs.
Regarding your coding style: you're aware you can reuse other mod's files? Since you're doing a RA 1.5 mod, you could say, specify the ra| rules/decorations.yaml instead of c'n'ping it into your own folder (especially, since you're reusing the RA maps). You also don't use the RA dll you have in your own folder, so delete it. You could also specify a $waw: waw below the others in the top of your Packages list to use the waw|yaml syntax.
Instead of docx, maybe you should use odts IMO. That's kinda more Linux-friendly.
Otherwise, it doesn't look bad, seen worse. It has potential, so go on.
Yep, that's the one- forgot to specify.
Oh- forgot to mention- I think SHP Builder is still giving me "Index outside bounds of array" errors when I attempt to resize- I'll try again.
Haven't figured out XCC mixer yet either (aside from extracting files); will play around with it.
In the mean-time (until I figure this out), this is my temporary workaround:
Yes, I used the scaling effect. However, the flare is already in the defaults.yaml, so it will function for now. (Looks like I don't need the visual effect to define a zone of damage, perse. the range I defined is enough. That's good.)
Oh- forgot to mention- I think SHP Builder is still giving me "Index outside bounds of array" errors when I attempt to resize- I'll try again.
Haven't figured out XCC mixer yet either (aside from extracting files); will play around with it.
In the mean-time (until I figure this out), this is my temporary workaround:
Yes, I used the scaling effect. However, the flare is already in the defaults.yaml, so it will function for now. (Looks like I don't need the visual effect to define a zone of damage, perse. the range I defined is enough. That's good.)
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- gasiraq.png (25.26 KiB) Viewed 8922 times