Mix DUNE 2 and Dune 2000 on one map

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Evgeniy
Posts: 6
Joined: Fri Sep 04, 2015 11:13 am

Mix DUNE 2 and Dune 2000 on one map

Post by Evgeniy »

Hello all

Not common question.

Can anybody help me? I trying to create two different types of bases on one map.
One from Dune 2000 another is Art from Dune II.
I Want two types of concrete slabs: one from d2k, another from d2.
Everything was fine, until I decide to allow craters on slabs.
Art for craters is different so I was need to create additional Terrain Type:

Code: Select all

TerrainType@d2_Concrete:
Type: d2_Concrete
TargetTypes: Ground
AcceptsSmudgeType: ConcreteCrater
Color: 255,232,196,152
And allow buildings and units to use it.

But, buildings that placed on that new d2_Concrete terrain type is placed damaged (with 50% HP). And I can't find where to modify that. Buildings that is buid on d2k slabs builds with 100% of HP.
Where I can say that buildings on d2_Concrete should be placed without damage?
Attachments
Screen Shot 2015-09-07 at 19.00.34.png
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Last edited by Evgeniy on Tue Sep 08, 2015 10:21 am, edited 1 time in total.

Evgeniy
Posts: 6
Joined: Fri Sep 04, 2015 11:13 am

Post by Evgeniy »

Two additional questions:

1) Where is the settings for harvester. I can create new refinery, but harvester wont to put spice in it.

2) The same for repair pad. How can I tell units that they can be repaired in new repair pad, named, for example RepairPad2
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Screen Shot 2015-09-08 at 13.31.53.png
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Graion Dilach
Posts: 277
Joined: Fri May 15, 2015 5:57 pm

Re: Mix DUNE 2 and Dune 2000 on one map

Post by Graion Dilach »

Evgeniy wrote: But, buildings that placed on that new d2_Concrete terrain type is placed damaged (with 50% HP). And I can't find where to modify that. Buildings that is buid on d2k slabs builds with 100% of HP.
Where I can say that buildings on d2_Concrete should be placed without damage?
https://github.com/OpenRA/OpenRA/wiki/T ... foundation
Evgeniy wrote: 1) Where is the settings for harvester. I can create new refinery, but harvester wont to put spice in it.
https://github.com/OpenRA/OpenRA/wiki/T ... #harvester
Evgeniy wrote: 2) The same for repair pad. How can I tell units that they can be repaired in new repair pad, named, for example RepairPad2
https://github.com/OpenRA/OpenRA/wiki/T ... repairable

You coulda bookmark that page and Ctrl-F on keywords in your questions for convenience.
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Evgeniy
Posts: 6
Joined: Fri Sep 04, 2015 11:13 am

Re: Mix DUNE 2 and Dune 2000 on one map

Post by Evgeniy »

Graion Dilach wrote:
Evgeniy wrote:
You coulda bookmark that page and Ctrl-F on keywords in your questions for convenience.
Thank a lot. will read that

This is screenshot of d2 mod that able to read icon.icn + icon.map files:
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Screen Shot 2015-09-12 at 15.09.49.png
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yellow (theRaffy)
Posts: 41
Joined: Fri Feb 20, 2015 7:24 pm

Post by yellow (theRaffy) »

Thats rly great. Keep it up!
Im Keen on testing that stuff.
How is the current state?

Evgeniy
Posts: 6
Joined: Fri Sep 04, 2015 11:13 am

Post by Evgeniy »

yellow (theRaffy) wrote: Thats rly great. Keep it up!
Im Keen on testing that stuff.
How is the current state?
At first moment buildings was .shp converted from .png images.

Then, new SpriteLoader class was written that compose icon.icn and icon.map
After discussion it removed (source keep just for reference) and new SpriteLoader written
New SpriteLoader read building fragments and do not compose big image using icon.map. so icon.map no need anymore.
Rigth now new Trait written that can render buildings using small pieces from icon.icn

I do not have a lot of time for that, but then I have time, trying to work on it.

I do not decide build dune2 mod or mixed mod dune2+dune2k I think it will be dune2 only mod that can use dune2k maps.
Possible in the future dune2 and dune2k will be combined but I not sure about that.

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