Jungle/Caribbean Tileset (work thread)

Red Alert 1

Information and discussion for custom maps and mods.
Nyerguds
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Joined: Tue Jun 26, 2012 2:48 pm
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Post by Nyerguds »

Well, since we already did a ton of this, it would indeed be useful to ask Reaperrr about it.
Some iterations we went through, in the now-defunct Tiberian Dawn eXtended project:

http://www.ppmsite.com/forum/files/tilesfix_164.png

http://www.ppmsite.com/forum/files/pira ... fs_134.png

(note that the purple in the water represent the animated water colours, fixed to have correct animations in C&C1. They'd need to be redone for RA1's palette scrolling animations though)

In the end, what stumped us in TDX were the filters used for shadows, the shroud, the movement flash etc. I figured those out a while ago, and may be able to reproduce 'em for new palettes now (if any devs read this, .mrf files are remap palettes), though I guess OpenRA doesn't use those at all anyway.

reaperrr
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Joined: Wed Dec 17, 2003 3:35 pm

Post by reaperrr »

I don't mind. In fact I'd be a happy camper if someone made a full jungle/carribean tileset for OpenRA. If the TDX stuff helps, sure, feel free to use it.

Nukem
Posts: 137
Joined: Sat Sep 10, 2011 6:26 pm

Post by Nukem »

Edit: 2/17/2014

Added and finished the Shorelines.

To Do:

- Hills
- Rivers
- Water Cliffs
- Debris
- Roads
- Shores
- Huts/Cottages
- Foliage
- Various .SHP's

About 80% complete


Note: Not all the shoreline tile pieces are shown in the image but you get the idea of what it will look like.
Attachments
Added shorelines<br />Not all the shoreline tile pieces are in he image but you get the idea
Added shorelines
Not all the shoreline tile pieces are in he image but you get the idea
jungle.png (314.65 KiB) Viewed 11411 times
Last edited by Nukem on Mon Feb 17, 2014 7:34 pm, edited 6 times in total.

Iran
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Joined: Wed Sep 08, 2010 3:16 pm

Post by Iran »

If a Jungle theater were made for RA95 I'd add it to my patch.

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JOo
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Joined: Wed Jan 25, 2012 8:12 pm

Post by JOo »

this "Jungle Set" is a special wish for "OpenRA" ...

Nukem
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Joined: Sat Sep 10, 2011 6:26 pm

Post by Nukem »

Some plants or trees could do justice

Matt
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Location: Germany

Post by Matt »

This looks great. Files created with https://github.com/OpenRA/OpenRA/tree/b ... setBuilder will be compatible with both RA95 and OpenRA.

wusche1
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Joined: Tue Jan 10, 2012 6:44 pm

Post by wusche1 »

This looks beautiful. I will definatly be tempted to go back to the map editor once this is out! (=

Dan9550
Posts: 43
Joined: Sat Aug 18, 2012 6:31 pm

Post by Dan9550 »

This tileset could be fitting for the special "funpark" missions :D Looks good so far!

foul_owl
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Joined: Sat Apr 14, 2012 10:58 pm

Post by foul_owl »

Wow, this looks great!

Karpet
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Joined: Wed Feb 12, 2014 1:45 am

Post by Karpet »

JOo wrote: this "Jungle Set" is a special wish for "OpenRA" ...
But couldn't it be added to RA95 since its pretty much the same?

Nukem
Posts: 137
Joined: Sat Sep 10, 2011 6:26 pm

Post by Nukem »

I plan on finishing this tile set so we can have it implemented into RA & CNC, As soon as I get some time. Any tree,bush, or debris .SHP would be appreciated. I'll post whatever there is left to do on this thread which I believe is just the shorelines and bridges.

Karpet
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Joined: Wed Feb 12, 2014 1:45 am

Post by Karpet »

The easy part would be the vehicle debris (plane + vehicle), change the terrain color and if the debris color doesn't fit in, change it

Nukem
Posts: 137
Joined: Sat Sep 10, 2011 6:26 pm

Post by Nukem »

I've actually done the debris already I had forgotten. But trees & various foliage would be helpful, and at that, ones with damaged or "burnt" frames to I guess, since jungles do burn.

eddie
Posts: 47
Joined: Sun Feb 23, 2014 8:42 am

Post by eddie »

I really do like this tileset! Will it be added to the existing openRA mods or be part of a new mod?

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