OpenRa GenX MOD

some modding ideas

Information and discussion for custom maps and mods.
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Norman_
Posts: 141
Joined: Wed Jan 30, 2013 1:39 pm
Location: TD Server

OpenRa GenX MOD

Post by Norman_ »

hey !
here are some ideas for the mod i'm dreaming of :drunk:
(it's of course not 100% balanced yet)
unfortunately im not able to program all that stuff... :? (at the moment)
only thing ive done: i extracted some shp's from tiberian sun's original mix file.
(i also want to use two units from red alert 2)

WHAT'S THE EASIEST WAY TO CONVERT VOXEL TO SHP ?
i dont want to save each frame from each unit...

1st i want to get all units together before i start with the "real" work...
somebody can tell me where to find SU-47, Interceptor and Stealth Bomber shp's?

maybe you have some dev skills and this is an inspiration ? :shifty:
or you can help me somehow ?
EVERY INFORMATION IS WELCOME.
would be great to play that mod in future :P

including:
-----------
- [weather (light rain/snow) & day + night effects (hope thats possible with openra engine)]
- [adv. techcenter for speed, amor and firepower upgrades]
- maps with tiberian sun's neutral buildings (infantry should be able to capture them) and tilesets
- nuclear power plants
- helis and airplanes should be repaired at helipad/airstrip + unlimited machinegun ammo (rechargeable rockets only)
- no chrono/ion curtain


there also should be improved ore truck and heli/airplane behaviour, stat screen, user configurable hotkeys and unit formations :lol:
(another thing: when you attack with infantry/dogs, they sometimes just stop before they shoot/eat if you are not near enough on target) :o0:

m'kay? ;)

cheers!
Attachments
menu.jpg
menu.jpg (667.34 KiB) Viewed 5390 times
genx.jpg
genx.jpg (500.06 KiB) Viewed 5390 times
loadscreen.png
loadscreen.png (51.02 KiB) Viewed 5390 times
Last edited by Norman_ on Sun Feb 03, 2013 4:44 pm, edited 19 times in total.

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

Post by BaronOfStuff »

Oh look, some of my cameo icons*. Anyway, all I'm going to say is "learn how the engine's YAML stuff works, and get to it". It's not difficult; just tweak a few things here and there and get comfortable with the format before adding stuff of your own. A few/most of us are already busy with mods and testing and all that other stuff, so you'll probably be on your own for a while.

Also, you might be interested in going here if creating new SHP files and that aren't something you can do yet:
http://content.open-ra.org/?p=units

*Not that I actually mind, I quite like the idea of my stuff being good enough to be stolen.

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Norman_
Posts: 141
Joined: Wed Jan 30, 2013 1:39 pm
Location: TD Server

Post by Norman_ »

:oops: oh sorry BaronOfStuff, i just used the best icons i could find to get all that together... i really like your stuff :angel:
i also enjoyed playing tacozmod :bana:

Nukem
Posts: 137
Joined: Sat Sep 10, 2011 6:26 pm

Post by Nukem »

Well, it is an Open-Source Project.
We have all had our work (and ideas) stolen from us by other people...

knivesron
Posts: 93
Joined: Wed Aug 10, 2011 5:05 am

Post by knivesron »

not really stolen is it. i always thought the idea of open source was to share ideas and improve on others ideas.

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

Post by BaronOfStuff »

BaronOfStuff wrote: Not that I actually mind

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