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Nyerguds

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Everything posted by Nyerguds

  1. Seems like a snow-covered conveyor belt.
  2. First actual official release: MRF viewer Yeah, sorry, this isn't the Creator tool, and I already released a beta viewer, but this is the final product for the viewer, made with the custom controls that are also in the main project. (Also, the old viewer had a bug where it didn't close the reader for the image, making the image file unavailable for other programs until you closed the tool.) Features: View the effects of the filters inside an .mrf file on a screenshot of the game View and save the screenshot's palette View and save the remapped palette See which colours on the palette are actually used on the remap filter Palette viewer shows tooltips showing the index and colour values of all colours Remapped palette viewer shows tooltips that indicates the original colour indices of the colours you see Tool (+ test data): http://nyerguds.arsaneus-design.com/project_stuff/2014/FilterCreator/filterviewer.rar Source: http://nyerguds.arsaneus-design.com/project_stuff/2014/FilterCreator/dev/filterviewer_src.rar
  3. ... I don't think it's a good idea to mix modern politics into your mission making.
  4. Neat I saw the mixed tech in the first screenshot, and just wondered if you actually used Multi3 and allowed the player to use the full 2-side tech tree.
  5. I'm personally not a fan of mixed tech missions... Does this use Multi3 as player side with RadarLogo=GDI set in the mission files, or does it use Goodguy with the colour scheme changed?
  6. Even if they are, it doesn't mean you can in any way influence how the game uses them. Uhhhhh. If you don't count the single player nuke (it does roughly 3x as much damage as in multiplay) the Airstrike is the most destructive superweapon in the game. It does loads more than the ion cannon; a 3-plane airstrike can easily take out a construction yard. Neither an ion cannon strike or a multiplayer nuke can do that. By SAM sites, yes. However, advanced guard towers, mammoth tanks and rocket launchers eat those planes for breakfast.
  7. I DID say that :roll: You can always contact Reaperrr on PPM and see if you can simply make a campaign for ROTD. Everything is already in there, after all. Heck. I helped make that mod. I just got a crazy idea. What if you edit the drop pod and drop pod flight characteristics so that the pod looks like a plane, doesn't descend towards the ground, and holds a limited number of bombs to drop instead of shooting a machine gun? It would be aimed by clicking the point where you would normally want the pods to drop. The Drop Pods are mostly hardcoded, as far as I know. In fact I'm fairly sure they are barely more than an animation. A method of using the drop pods to show an "airplane bombing run" animation has been done (see the "Features that CAN'T be implemented for some reason" thread on the Return of the Dawn forum for more info. Actual thread on the subject is here), but has the disadvantage the planes can't be shot down, meaning enemies can't defend against airstrikes.
  8. He said single player missions, though. Judging from the name of that key, it'll only affect multiplay
  9. Hmm. I thought you said last time you reconstructed it from video screenshots.
  10. Well, it does reduce the colour quality of all remapped areas from 16 to 8 colours...
  11. Allen262: you got a clean version of that comm center icon version, without background and such? Because it's clearly pasted on; that background is from the stealth tank cutscene. I'm just interested in having it
  12. Fixed. Willow used it correctly
  13. Yeah. It's pretty visible in this image: Though the design suggests it slides open to the sides (like the one in the Commando infiltration cutscene), while the building's sides there are far too thin to hold the sliding doors [edit] Oh, wow. I never realized this cutscene has the Nod radar in exactly the colours of that beta pic :O [/edit] I don't mind doing the sprites if you want to figure out the logo on the conyard thing. Only if you're keen of course :laugh: lol... that'd be some more work than this remap stuff. This code was already in place; all you needed to do was add more to the array. The split SHP loading would actually require new logics.
  14. As I said, I have no idea. I don't know TS' mission scripting possibilities. Oh, btw... airstrikes in TD are 1-3 planes
  15. The logo's edges are kinda pixely though. I like the bottom right building. Like a hotel or something
  16. Doubtful; I'm talking about a targetable superweapon, not a unit team programmed to attack specific targets, once. The only thing remotely close I could imagine, using triggers, is somehow deploying a dummy unit (using drop pods as base?) whose very existence on the map somehow triggers a team of air planes specifically targeting that unit type. And while C&C1 has a "built it" trigger for detecting new structure types on the map, I have no idea if doing something like that with units is possible in TS, let alone then making it target that spot. Oh, and it'd inevitably mean losing a unit as the target dummy unit is destroyed.
  17. True, but I like to tech up to superweapons early sometimes just to see the opponent's reaction Works especially well if you got an APC in your starting units
  18. Doesn't matter, iran... if the shp is divided into 2 separate remap colour areas, then editing the remap table can do all additional tweaking, including switching them (though it wasn't quite accurate with the beta remap areas; the door on the left is more visible on the beta pic due to switching remap again)
  19. I always planned to make a beta mod eventually... but preferably after all of this remap stuff was made ini-editable -_-
  20. ...did you check the second link? Because Return of the Dawn is pretty much exactly what you're describing there Also, a complete remake isn't possible; some details like the Airstrike superweapon can't be recreated in the TS engine. And for the campaign missions, that does make a huge difference.
  21. He did. It's on the previous page. Only, he reversed the colours, and his grey isn't dark enough to match the colours on the beta pics. I don't think he was really aiming at exactly recreating the colours in the beta pic.
  22. True; you can just switch them in the remap table, heh.
  23. Size should really be W*H, though.... dimensions are normally ALWAYS listed as X*Y. The adding of numbers is a nice idea. Adds a lot more structure in the list. Personally I'd put the author behind the mission name, though, and not bother with the size and theater at all.
  24. I don't think it's very useful to include building graphics in there, Goatmessiah.
  25. Well, I made this more than 5 years ago
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