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Posted: Wed Mar 09, 2011 8:16 am
by raminator
imo they look just perfect in openra.
thinks that are missing would be lattiles and different groundtypes + doubble height cliffs

Posted: Wed Mar 09, 2011 9:46 am
by Holy_Master
i'm ok with current terrain. only i worry about for now is remap color for my unit , current game speed and some logic i'm not sure it can work.

Posted: Thu Mar 10, 2011 2:25 am
by chrisf
This engine can handle almost anything. If you want some behavior that is not supported yet, come ask a programmer nicely in #openra and it might get written for you.

Posted: Thu Mar 10, 2011 4:38 am
by Holy_Master
nice to hear that. then will start to make new project on next week. :)

#openra you say is IRC?

Posted: Thu Mar 10, 2011 3:09 pm
by raminator
was playing arround a bit with flyby´s voxel-importer for max...
looking nice doesn´t it?

Posted: Thu Mar 10, 2011 3:59 pm
by Holy_Master
it's voxel? it possible to use voxel in ORA?

Posted: Thu Mar 10, 2011 6:10 pm
by raminator
no...no voxel.
i converted imported the original voxel to 3dsmax and rendered it as a shp.
works really nice and is easy...this way a whole bunch of voxels could be ported to openra

Posted: Thu Mar 10, 2011 7:38 pm
by chrisf
irc.freenode.net #openra

Posted: Thu Mar 10, 2011 7:58 pm
by Holy_Master
raminator wrote: no...no voxel.
i converted imported the original voxel to 3dsmax and rendered it as a shp.
works really nice and is easy...this way a whole bunch of voxels could be ported to openra
ah i see.. i use to try that tool once it make my com work really hard becausethe voxel i import get creation by alot of box. :lol: however it look very good.

Posted: Fri Mar 11, 2011 8:12 am
by raminator
Holy_Master wrote:
raminator wrote: no...no voxel.
i converted imported the original voxel to 3dsmax and rendered it as a shp.
works really nice and is easy...this way a whole bunch of voxels could be ported to openra
ah i see.. i use to try that tool once it make my com work really hard becausethe voxel i import get creation by alot of box. :lol: however it look very good.
same here :P
something that helps a bit is to "remove redundant voxels" before import

Posted: Fri Mar 11, 2011 5:01 pm
by Holy_Master
it look nice i like it size.

Posted: Mon Mar 21, 2011 4:16 pm
by raminator
another (maybe better) way to convert voxels to shp is to use vxlse 3´s function to export the voxels to obj-format.
this can be imported to 3dsm and be rendered afterwards.

i tried this with one of my RAlike voxels

Posted: Mon Mar 21, 2011 6:07 pm
by chrisf
Looking awesome.

Posted: Mon Mar 21, 2011 9:15 pm
by raminator
i know :P
but camera needs to be tweaked for converted voxels.

Posted: Sun Apr 10, 2011 10:24 am
by Petrenko
Greetings,

i tried to edit an existing shp (biolab-building) with the "open source shp builder"

problems i've got so far:

1. i saved using the tiberian dawn pallette and the game crashed

System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.IO.InvalidDataException: Ungültige Daten beim Decodieren gefunden.
bei OpenRA.FileFormats.ShpReader.Decompress(Stream stream, ImageHeader h)
bei OpenRA.FileFormats.ShpReader..ctor(Stream stream)
bei OpenRA.Graphics.SpriteLoader.LoadSprites(String filename)
bei OpenRA.FileFormats.Cache`2.get_Item(T key)
bei OpenRA.Graphics.Sequence..ctor(String unit, String name, MiniYaml info)

2. i can't reopen shp's with the "open source shp builder"

Thanks in advance