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Posts
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Everything posted by Nyerguds
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Yeah, but which mix files? main.mix or redalert.mix?
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Which game?
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I've played 6 player games on cncnet 1.
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That actually looks better, IMO. It's not really a 2-lane road anyway, since it's just one cell
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The horizontal road SHOULD be that thin. If you look at the A10 plane I posted, its full width is 45 pixels, but in side view it only has 25. Your roads should respect that same ratio, to look natural in C&C.
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Blagh. Didn't notice. Blame kaspro's lack of quotes around the name
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I just... you know, made it? Frame by frame... The TIE fighter is based on the flat version of the C&C1 rocket launcher turret, first expanded to a rotating cube, then resized to twice the size, and finally, of that, I then used the sides, dividing the top and bottom in 3 equal parts on each of the 32 frames, connecting these 4 points to the middles of the height at the sides, and thus cutting out the hexagon you see in the final SHP. Then I added the ball in the middle, with fading colours to make it appear round, and added the window and guns on it manually. It's a lot of work, though, and you kinda need to have a feel with the lighting of the game. I've had lots of practice in animating C&C/RA (and even TS) buildings, though
- 14 replies
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- Tiberian Dawn
- Red Alert
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(and 2 more)
Tagged with:
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- 14 replies
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- Tiberian Dawn
- Red Alert
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(and 2 more)
Tagged with:
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The actual road isn't thinner though; you just trimmed off some of the concrete at the side. It should actually be squashed a bit, with the remaining space at the top and bottom filled up with normal grass texture.
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On the roads: you need to adjust the perspective. Things seen from the side are a lot flatter than things seen from the front, since it's viewed at an angle of around 34 degrees:
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...I already said I got that one uploaded on my site http://nyerguds.arsaneus-design.com/cncstuff/missions/ -> defcon_3.zip
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3.03p is not the same as normal 3.03. It's a patch made by Iran.
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Split and moved. Not sure if this is the correct place for it, though. Note to Tore: something seems to go wrong with the "&" character in the split topic function
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I'm not sure if Retreat is used; it's a leftover from Dune II, where it was basically a unit command to make it return to the first position where the unit appeared on the map. It was also used for the Area Guard command (which was only used for preplaced units), as command to execute after the guarding unit had destroyed its target. I think Civilian Evac is a completely different thing, though. And anyway, as far as I know it's hardcoded behaviour, triggered by loading specific infantry units that are set to need evacuation. It has little to do with the actual command the chinook actually executes at that moment. The logic that would need to be adapted is what makes the Chinook switch to that command, not the behaviour of the command itself.
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As far as I know, Dune 2000 doesn't use any Westwood file types besides VQA and AUD.
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Are you living in the previous century or something? Go get one of the very many virtual CD drive programs -_-
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That IS the CD :roll:
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Problem with DOS C&C remains that you need a place to dump the new code... then again, for that purpose, I doubt anyone would care if something like the LAN lobby UI code in the game was removed. Biggest problem with DOS C&C is that when I last messed with it, the game mysteriously locked up on some simple edits, while others worked perfectly.
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No, they can not be used in C&C1. C&C1 maps can only be 62x62.
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I think most of the Dune 2k stuff is done over at the Fed2k forum, actually. This forum doesn't even has Dune sections.
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RA Multiplayer Mod - "Tiberian Alert" - by Ferret
Nyerguds replied to Ferret's topic in RA Multiplayer Maps
You act as if the idea of modding RA to C&C1 is so amazingly original that surely no two people could ever have come up with it independently I assure you, it's not. There have been tons and tons of RA-to-C&C mods, both in map and in mod format :roll: -
Lack of familiarity is something that disappears really quickly in an online community, though
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Honestly, no idea. I only messed with the C&C fonts.
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There's a bit of a bug in multiplayer that any unit preplaced on the map goes into Hunt mode from the start, no matter what command they got in the ini file. Since "Hunt" itself is bugged to "attacking the most northern target", it means the most northern player on the map is swarmed by about 5 visceroids from the very start. Pretty bad if you play games where you decide to start with little or no units besides the MCV.
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Heh. Team Black actually PM'd me asking if RA 3.03 was some kind of unofficial terrain/logic expansion like Ares or something. I cleared up all confusion about that. v3.03 doesn't add anything extra to RA in terms of map making / mission scripting possibilities anyway, as far as I know Neat that they allow the functions of C&C95 v1.06c, though. That means people can go nuts with the snow theater, the extra colours and the custom radar logos Note that since modding is not allowed, neither are newly added radar logo SHP files. However, C&C95 v1.06 contains two hidden easter egg radar logos, namely "EA" and "WW". Using those should not count as modding :laugh: