Tiberian Sun SHP Support

Buildings and Infantry

Information and discussion for custom maps and mods.
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Matt
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Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Tiberian Sun SHP Support

Post by Matt »

While Sleipnir is working on Voxels, I decided to get started with sprites and see what is already possible with the latest additions to the development branch. I just set up a test mod at https://github.com/Mailaender/OpenRA/co ... berian-sun with some temporary artwork and added some sequences.
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Missing isometry and TMP(TS) support is making this a little ugly at the moment
Missing isometry and TMP(TS) support is making this a little ugly at the moment
missing-isometry.png (36.54 KiB) Viewed 11364 times
Getting all those overlays to blink, give shadows and rotate is quite some work.
Getting all those overlays to blink, give shadows and rotate is quite some work.
conyard-overlays.png (20.81 KiB) Viewed 11364 times
My little helper tool lets me browse the game assets as I can't set Tiberian Sun paths and palettes in XCC Mixer using Wine.
My little helper tool lets me browse the game assets as I can't set Tiberian Sun paths and palettes in XCC Mixer using Wine.
game-asset-viewer.png (107.08 KiB) Viewed 11365 times

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Harisson
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Post by Harisson »

I'm very happy with this news, looking forward :) . Maybe i'll find my old unfinished stuff for RA2.

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Norman_
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Post by Norman_ »

AMAZING!!!!!!!!! :bana:
openra really needs an tiberian sun mod...

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

Post by epice »

Norman_ wrote: AMAZING!!!!!!!!! :bana:
openra really needs an tiberian sun mod...
Rev up those Dropships, cus I sure am ready for them to not flip the fuck out when I use them!

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

Finished the infantry sequences last week which are now pushed to bleed. Definitely a lot of work involved.
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Infantry reporting
Infantry reporting
infantry-reporting.png (134.63 KiB) Viewed 10801 times

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BaronOfStuff
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Post by BaronOfStuff »

Holy hell, I don't even want to imagine how long that must have taken; I find ways of putting off the sequencing of a lazily edited stock unit, never mind an entire set of new ones. Great work, looking forward to whatever comes from this.

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Norman_
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Location: TD Server

Post by Norman_ »

i love you commander matt. so great this stuff

knivesron
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Post by knivesron »

yep ... grand work there matt. i hope you decide to do kknd next, cause that will be awesome

Matt
Posts: 1144
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

knivesron wrote: I hope you decide to do kknd next, cause that will be awesome
We don't have the source code to deflate the sprites. Someone did it for himself in PHP which is useless for us. Would have to start from scratch there. That is definitely off the agenda. Might do the native DATA.R8 for Dune 2000 next.

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