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Posted: Mon Jun 18, 2012 7:01 pm
by Matt
Have you thought about replacing all the graphics like
http://dev.openttdcoop.org/projects/opengfx
Posted: Mon Jun 18, 2012 7:54 pm
by Harisson
I think it's very difficult to do something like openttdcoop (replacing all graphic), but if it will possible (new graphics), we can make Red Alert HD edition (maybe 50x50 tile size).Also I thought about converting all 3D models to 2D from The red alert mod:
Code: Select all
http://www.moddb.com/mods/the-red-alert/images/tra-media-release-106#imagebox
BTW: look at this autotiles for DTA mod

Posted: Mon Jul 02, 2012 10:41 am
by Nyerguds
Here's something I made
from a C&C1 beta picture, ages ago:
Feel free to use it

Posted: Tue Jul 03, 2012 10:12 am
by Matt
I made the crash site into an SHP and pushed it to OpenRA. Maybe someone can make a "search and rescue" mission using it.
Harisson wrote: What do you think about new Cameos style?
You could make high-resolution cameos from the Westwood renders like Nyerguds did at
http://nyerguds.arsaneus-design.com/cncimg/tftw_icons/ Would be best without text because OpenRA can render the font style already. Might help with localisation.
Posted: Fri Jul 13, 2012 1:20 pm
by Nyerguds
Heh. Those were originally made for the Generals mod The First Tiberium War. I'm still sad about the fact I didn't keep high-res versions of many of those recolours. (Especially the Weapons Factory one).
You can find the recolours I DID keep (and a lot of the other used renders) in my image archive, under "colored renders":
http://nyerguds.arsaneus-design.com/cncimg/img_archive/
Note that there are quite some pics uploaded in there that aren't in the html pages. So if you go to a page and see, for example, a pic with url
cat3col/air/A10-color.gif, you might find some more in
cat3col/ that's not in the pages.
Posted: Tue Jul 17, 2012 12:34 pm
by Matt
Harisson wrote: still working on it....
TODO list:
Add shadows to Water Cliffs
Add Water Rocks
Fix ,,Blinkink" pixels
Fix Long Bridge segment
..............
95% complete
This looks awesome. Both the desert terrain for RA and the no-text cameos. A palette rotator might be responsible for "blinking pixels" which should be a yaml setting. You should send it to
https://github.com/OpenRA/OpenRA for inclusion into the distribution or I can do it for you.
Use the new TilesetBuilder.exe to create TMP files and tileset yamls with a GUI from the latest playtest. You may need to edit OpenRA/OpenRA.TilesetBuilder/default.yaml because it currently is set to d2k terrain.
Re: Terrain Expansion
Posted: Sat Jul 28, 2012 9:40 am
by Matt
Harisson wrote: Terrain Expansion (TE)
Maybe this should help map maker to make better or more beutiful maps with more options.
Currently working on:
Cliff-sea bridge SE
Cliff-sea bridge NE
next:
Some done/WIP:
Shore cliff to cliff
Converted TD small bridges and added damage frames
New Cliff-Sea NE
New small bridges
New Gems
New scorch makrs
New craters
New debris
New Rocks
New Rough
New water rocks
New Rivers (SN)
Converted TD bones from desert theater
Q
What do you mean about this TE ? Is this helpful or it's scratch ?
Have you any suggestions ?
I added everything in
https://github.com/Mailaender/OpenRA/co ... 906cc1d86a https://github.com/OpenRA/OpenRA/pull/2339 except gems, craters and scorch marks because they need to be 8 bit indexed PNGs using the RA palette with black background and pasted next to each other for conversion with OpenRA.Utility.exe
Posted: Sat Jul 28, 2012 2:16 pm
by Harisson
Cmd. Matt:If you want, I'll send you everything I have with code, because I don't know how to finish desert theater.
Posted: Sat Jul 28, 2012 3:11 pm
by Blarget2
the water is animated right?
Posted: Sat Jul 28, 2012 4:11 pm
by Matt
Blarget2 wrote: the water is animated right?
The "animation" is just a palette rotation (colors of the pixels are exchanged every second) and the pixels differ between Tiberian Dawn and Red Alert. However this can be fixed with a yaml setting. I might add an exception to the OpenRA.Editor to always put it in map.yaml or add switches to tileset.yaml.
Posted: Sat Jul 28, 2012 4:14 pm
by Harisson
problem with Desert Theater is "animation" -everything is "animatet"

Posted: Sat Jul 28, 2012 4:45 pm
by Matt
Harisson wrote: problem with Desert Theater is "animation" -everything is "animatet"

If OpenRA chooses the wrong colors to rotate it is screwed. If you look at the first Dune 2000 screenshots you can see the same issue (yellow artifacts that were blinking all the time). This is not hard to fix.
If you want your gems/scorches/craters uploaded do the following in
http://en.wikipedia.org/wiki/Command_Prompt
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cd OpenRA
OpenRA.Utility.exe --extract ra temperat.pal
OpenRA.Utility.exe --extract ra gem0.tem
OpenRA.Utility.exe --png gem01.tem temperat.pal
Edit gem01.png (I can't do it because your screenshot does not have proper transparency). Use Gimp, Paint.NET or similar software and save preserving the indexed palette with PNG compression set to 0. Maybe save as newgem01.png
Code: Select all
cd OpenRA
OpenRA.Utility.exe --shp newgem01.png 24
Rename newgem01.shp to newgem01.tem as it is tileset specific, but still internally an SHP file, not a terrain tile.
I like them and it's some steps closer to a replacement of all proprietary graphics.
Posted: Sat Jul 28, 2012 6:45 pm
by Harisson
I using XCC mixer for converting png(s) to shp. I'm never tried it with OpenRA Utility, but thanks for your guide. If you use XCC mixer, you don't need set transparency to *.png. Just with Paint add pure black(0,0,0) color.
Here is .rar with converted Craters-Scorch Marks-Gems
Posted: Sat Jul 28, 2012 7:17 pm
by Matt
Harisson wrote: Here is .rar with converted Craters-Scorch Marks-Gems
It works. You don't notice any difference. It will look weird on snow terrain though so I won't push it to the official repositories for now.
Posted: Sat Jul 28, 2012 7:20 pm
by Harisson
Ok, I'll make snow version...