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Tiberian Sun SHP Support

Posted: Mon May 20, 2013 7:13 pm
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.

Posted: Mon May 20, 2013 9:49 pm
by Harisson
I'm very happy with this news, looking forward :) . Maybe i'll find my old unfinished stuff for RA2.

Posted: Tue Jun 11, 2013 2:12 am
by Norman_
AMAZING!!!!!!!!! :bana:
openra really needs an tiberian sun mod...

Posted: Wed Jun 12, 2013 12:12 pm
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!

Posted: Wed Jul 31, 2013 4:49 am
by Matt
Finished the infantry sequences last week which are now pushed to bleed. Definitely a lot of work involved.

Posted: Thu Aug 01, 2013 1:15 pm
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.

Posted: Thu Aug 01, 2013 6:32 pm
by Norman_
i love you commander matt. so great this stuff

Posted: Thu Aug 01, 2013 8:14 pm
by knivesron
yep ... grand work there matt. i hope you decide to do kknd next, cause that will be awesome

Posted: Fri Aug 02, 2013 4:04 pm
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.