Not finished/ its a lot of Work
Information and discussion for custom maps and mods.
CombineC
Posts: 69 Joined: Sat Jun 02, 2012 12:52 pm
Post
by CombineC » Tue Dec 18, 2012 1:09 pm
Hi,
Idea is to add Urban Terrain and Buildings to bring more Detailed Maps.
- Urban Ground (cobblestone)
- Urban Housing (carcass)
- Terrain tiles fit into all other
- maybe also fixed cobble river.
So you can Build up little Citys and Stuff.
Buildings are made 1x2 and placed like AA gun (except downards they are 1x3 but fitting 1x2)
Also a godd idea is to use the Buildings also like the Rock-walss for Terrainforiming. so you can get whole City Areas
Here i Made some:
Damage States in Progress
What do you think?
Last edited by
CombineC on Tue Dec 18, 2012 3:14 pm, edited 1 time in total.
Dragonlord
Posts: 15 Joined: Fri Dec 07, 2012 10:17 pm
Location: Here.
Post
by Dragonlord » Tue Dec 18, 2012 1:16 pm
Interesting....could use some more roads.
Matt
Posts: 1164 Joined: Tue May 01, 2012 1:21 pm
Location: Germany
Post
by Matt » Tue Dec 18, 2012 7:01 pm
Excellent. A cliche looking Europe
It is a little dark. RA has no night terrain although that would be a nice idea, too.
CombineC
Posts: 69 Joined: Sat Jun 02, 2012 12:52 pm
Post
by CombineC » Tue Dec 18, 2012 11:04 pm
Lightning up houses
looking better?
Dragonlord
Posts: 15 Joined: Fri Dec 07, 2012 10:17 pm
Location: Here.
Post
by Dragonlord » Wed Dec 19, 2012 3:54 am
the lighter colors look nice though the Tiberium might be altered to be burn marks or rubble...
CombineC
Posts: 69 Joined: Sat Jun 02, 2012 12:52 pm
Post
by CombineC » Wed Dec 19, 2012 12:52 pm
So, the first Version of the Urban extension is complete
unpack the file into mods/ra and you can get new Terrain and Buildings in The Editor.
The Long Houses dont fit at the moment.
Compatible with: Playtest 20121104
Attachments
Urban Terrain.rar
(44 KiB) Downloaded 4486 times
Matt
Posts: 1164 Joined: Tue May 01, 2012 1:21 pm
Location: Germany
Post
by Matt » Wed Dec 19, 2012 5:23 pm
Dragonlord wrote:
the lighter colors look nice though the Tiberium might be altered to be burn marks or rubble...
The "Tiberium" is the green palette index that will be remapped to shadow by the engine.
Dragonlord
Posts: 15 Joined: Fri Dec 07, 2012 10:17 pm
Location: Here.
Post
by Dragonlord » Wed Dec 19, 2012 7:35 pm
Cmd. Matt wrote: Dragonlord wrote:
the lighter colors look nice though the Tiberium might be altered to be burn marks or rubble...
The "Tiberium" is the green palette index that will be remapped to shadow by the engine.
Oh.
Thanks for clearing that up.
epice
Posts: 174 Joined: Tue Oct 16, 2012 6:39 am
Post
by epice » Wed Dec 19, 2012 10:18 pm
Looks cool! Maybe improve the regular civilian buildings too I always thought they looked silly.
CombineC
Posts: 69 Joined: Sat Jun 02, 2012 12:52 pm
Post
by CombineC » Wed May 29, 2013 11:17 pm
I created some utility poles
there 2 different types
found on:
OpenRa resources
WolveNZ
Posts: 13 Joined: Wed May 15, 2013 6:36 am
Location: Auckland
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by WolveNZ » Thu May 30, 2013 7:06 am
Nice, the little bits of detail are the ones that count eh!
Harisson
Posts: 149 Joined: Sun Jan 13, 2008 10:03 pm
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by Harisson » Wed Jun 05, 2013 12:11 pm
Great, I really enjoy utility poles in Red Alert 2, they have special "effect" on me.
Matt
Posts: 1164 Joined: Tue May 01, 2012 1:21 pm
Location: Germany
Post
by Matt » Wed Jun 05, 2013 6:07 pm
Shall we add this to the ra mod or are you planning your own WW 2 inspired mod? I saw many historical SHP uploaded at
http://content.open-ra.org/?p=units
CombineC
Posts: 69 Joined: Sat Jun 02, 2012 12:52 pm
Post
by CombineC » Wed Jun 05, 2013 10:23 pm
you can use them as you wish
and ww2 mod is not planned yet but i think about it
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