Updated as of March WOOO!
All i have done is ported the C&C Meets Star Wars mod by Nyerguds to the OpenRA engine, basically as a small proof of concept for myself. But i thought id post the mod files here and see what people think
Checkout github for latest https://github.com/dan9550/OpenRA/tree/cnc_starwars
http://www.moddb.com/mods/cc-meets-star ... e-20130304
Hopefully fixed the palette issues with icons
Crashes on Linux
Incorrect Death Star icon with certain terrain types
Changed included maps
Cleaned up some files
Got rid of proctwr lights
Fixed harvester docking animation
Added and modified the included maps
Tweaked and added some install code
Removed saturation effect from shellmap
Added a partial harvester docking animation
Removed version string from load screen
Millennium Falcon not appearing fixed
Tool tip descriptions added
Loading screen no longer displays GDI \ NOD
Apache appearing instead of A-Wing fixed
Silos not appearing correctly fixed
Added tool tips for unit husks
Added Super weapon tool tips
Changed faction strings
Modified some chrome elements (lobby & objectives)
Deleted some unneeded files in the mod folder
Moved MIX files to packages directory
Mix files now included
Edited chrome.png with star wars logos to replace gdi/nod
Added Names of structures, units etc to tooltips
Added maps ripped straight from C&C
Edited shellmap to play music
None at this time
Port The Battle of Hoth mission
- cnc_starwars.png (574.57 KiB) Viewed 12442 times
After I installed freec&c, then I got to install the star wars mod, but the staricon.mix is not there, so the mod will not start.
Just spent a few hours trying to beat AI on the freecnc star wars mod. The music and the units, its fun... a whole new game.... But damn its hard to play the missions...
I repackaged this to be compatible with the latest CnC Starwars version complete with the .mix files because it is annoying to search for them and I had to use Wine to install C&C95 1.06c and CnC Meets Star Wars. I only made a few changes to the mods.yaml because Nyerguds replaced staricon.mix with terrain specific icons (this is not required for OpenRA). PS: I forgot to add snowstar.mix
http://www.file-upload.net/download-665 ... e.zip.html
Some sound files are a little noisy and the A-Wing was still the apache, the millenium falcon still the hand of nod. The rest worked out well. Quality of the replacement graphics is really intermingled. As this is the only total conversion for cnc, it is truely something special.
Maybe chrisf will hand over some higher quality SHPs to you http://www.sleipnirstuff.com/forum/view ... hp?t=14963
If you want maps you can try to extract the .mix files with http://xhp.xwis.net/utilities/XCC_Mixer.html and import the legacy maps into OpenRA.Editor.exe As this is a total conversion which just replaces graphics, sounds and videos, it might work without touching any source code.
Works great, and since many OpenRA players do not know c&c well, and are not used to music, this really is something new and amazing.
I just hope you get some help from Valkyrie (For AI), since it would be cool to have the speeder bikes ride two and two around the map...
And I also hope you can change to single production cheme, since it is the main stopper for many OpenRA players playing c&c multiplayer (crazy build walk)
The music is awesome!!!
Yeah, I'm pretty good with SHPs. I made the SW mod, after all.Dan9550 wrote: ↑Anyone out there good with SHPs? i tried to fix the harvester docking bug and ended up wasting an hour and had nothing but a broken SHP.
What exactly needs fixing? It should work exactly like the C&C one...
On a related note, not sure which version of the mod you use (haven't checked out the pack), but the site and mod are still online at http://cnc2sw.ppmsite.com/
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harv: idle: Start: 0 Facings: 32 harvest: Start: 32 Length: 4 Facings: 8 Tick: 60 dock: harvdump Start: 0 Length: 7 dock-loop: harvdump Start: 7 Length: 1
PS: Seems that the original cnc had the harvester unload in the proc.shp https://github.com/OpenRA/OpenRA/commit ... 82a563767f
Harvester docking in general is tricky. It took me quite a while plus some code changes to get it done for d2k.
The C&C refinery animation is this:
(straight from the exe, converted to ini here; in stranims.ini)
(Note that I'm not 100% sure about the meaning of the "delay" thing, or if it's even really a delay.)
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[PROC_Idle] Structure=PROC AnimationType=1 StartFrame=0 Frames=6 Delay=4 [PROC_Waiting] StructureID=PROC AnimationType=3 StartFrame=6 Frames=6 Delay=4 [PROC_Docking] Structure=PROC AnimationType=2 StartFrame=12 Frames=7 Delay=4 [PROC_Unloading] StructureID=PROC AnimationType=4 StartFrame=19 Frames=5 Delay=4 [PROC_Undocking] StructureID=PROC AnimationType=5 StartFrame=24 Frames=6 Delay=4
Might do it on the train to work if I got some time, though I don't have OpenRA installed I think, and got no idea where to find said that custom unload SHP.
chrisf: is the original refinery unload SHP still under that, or is that shp edited too?
proctwr.shp is an overlay, again drawn on top of the idle sequence, which indicates the fullness of the refinery - a nice polish improvement over the original game, but unrelated to docking.
So wait, it abuses the filling tower animation as silo status? That kinda doesn't work for the C&C2SW graphics. The unload animation is a cloud of steam escaping a chimney.Sleipnir wrote: ↑proctwr.shp is an overlay, again drawn on top of the idle sequence, which indicates the fullness of the refinery - a nice polish improvement over the original game, but unrelated to docking.
These weird liberties taken on, well, everything, are pretty much the reason I can't get myself interested in OpenRA -_-