Urban Terrain Expansion

Not finished/ its a lot of Work

Information and discussion for custom maps and mods.
CombineC
Posts: 69
Joined: Sat Jun 02, 2012 11:52 am

Urban Terrain Expansion

Post by CombineC »

Hi,

Idea is to add Urban Terrain and Buildings to bring more Detailed Maps.

- Urban Ground (cobblestone)
- Urban Housing (carcass)
- Terrain tiles fit into all other
- maybe also fixed cobble river.

So you can Build up little Citys and Stuff.
Buildings are made 1x2 and placed like AA gun (except downards they are 1x3 but fitting 1x2)

Also a godd idea is to use the Buildings also like the Rock-walss for Terrainforiming. so you can get whole City Areas

Here i Made some:
Image

Image
Damage States in Progress

What do you think?
Last edited by CombineC on Tue Dec 18, 2012 3:14 pm, edited 1 time in total.

Dragonlord
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Post by Dragonlord »

Interesting....could use some more roads.

Matt
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Location: Germany

Post by Matt »

Excellent. A cliche looking Europe ;) It is a little dark. RA has no night terrain although that would be a nice idea, too.

CombineC
Posts: 69
Joined: Sat Jun 02, 2012 11:52 am

Post by CombineC »

Lightning up houses

Image

looking better?

Dragonlord
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Post by Dragonlord »

CombineC wrote: -snip-
the lighter colors look nice though the Tiberium might be altered to be burn marks or rubble...

CombineC
Posts: 69
Joined: Sat Jun 02, 2012 11:52 am

Post by CombineC »

So, the first Version of the Urban extension is complete
unpack the file into mods/ra and you can get new Terrain and Buildings in The Editor.

The Long Houses dont fit at the moment.

Compatible with: Playtest 20121104
Attachments
Urban Terrain.rar
(44 KiB) Downloaded 2653 times

Matt
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Post by Matt »

Dragonlord wrote:
CombineC wrote: -snip-
the lighter colors look nice though the Tiberium might be altered to be burn marks or rubble...
The "Tiberium" is the green palette index that will be remapped to shadow by the engine.

Dragonlord
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Post by Dragonlord »

Cmd. Matt wrote:
Dragonlord wrote:
CombineC wrote: -snip-
the lighter colors look nice though the Tiberium might be altered to be burn marks or rubble...
The "Tiberium" is the green palette index that will be remapped to shadow by the engine.
Oh.
Thanks for clearing that up.

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

Post by epice »

Looks cool! Maybe improve the regular civilian buildings too I always thought they looked silly.

Matt
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Location: Germany

Post by Matt »

I recently uploaded sky scrapers at http://content.open-ra.org/index.php?p= ... its&id=222 Sadly the preview is broken.

CombineC
Posts: 69
Joined: Sat Jun 02, 2012 11:52 am

Post by CombineC »

I created some utility poles

Image

there 2 different types

found on: OpenRa resources

WolveNZ
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Joined: Wed May 15, 2013 5:36 am
Location: Auckland

Post by WolveNZ »

Nice, the little bits of detail are the ones that count eh!

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Harisson
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Post by Harisson »

Great, I really enjoy utility poles in Red Alert 2, they have special "effect" on me.

Matt
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Post by Matt »

Shall we add this to the ra mod or are you planning your own WW 2 inspired mod? I saw many historical SHP uploaded at http://content.open-ra.org/?p=units

CombineC
Posts: 69
Joined: Sat Jun 02, 2012 11:52 am

Post by CombineC »

you can use them as you wish :)
and ww2 mod is not planned yet but i think about it 8)

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