-
Posts
6190 -
Joined
-
Last visited
Everything posted by Nyerguds
-
Westwood Font Editor [Development thread]
Nyerguds replied to Nyerguds's topic in Modding Discussion
I believe that's the "mission accomplished" font. It's greyscale ingame with a slight glow in the middle.- 44 replies
-
- Tiberian Dawn
- Red Alert
-
(and 4 more)
Tagged with:
-
C&C without base build.., C&C without tibharvesting..
Nyerguds replied to TheZodiac's topic in Tiberian Sun
I think we sufficiently reminded them, ore_truck :heady: -
Twisted Insurrection Version 0.6 Has Been Released!
Nyerguds replied to Aro's topic in Modding Discussion
Ooh, nifty! -
well, you tried an English fix on a German game... that's bound to give trouble
-
Command & Conquer: Dawn of Tomorrow teaser thread
Nyerguds replied to Kilkakon's topic in Modding Discussion
juggling some strings around shouldn't be that much of an issue, no. All calls to strings go through my own replaced functions anyway, so they should be easy to trace. -
...I personally certainly never got any money off cncnet, pal. Nor would I want any, if I developed on it, which I don't. And no, that's still in no way irony
-
I assume that means the text you write isn't actual text to show ingame, but an identifier for an internal list of strings that needs to be adapted somewhere else?
-
I never said the AI can't produce teams. I'm saying that "create team" does not equal "produce units". Unit production is a side effect of creating teams, as the AI replenishes available units, either in order to have enough to create the team, or after sending out the team. As I specifically mentioned in my post, my knowledge is from C&C1, and in C&C1, producing units is an option on a teamtype which can be disabled, which makes sure the AI doesn't try to produce teams of units if you specifically want it to take those on the map. I'd be very surprised if RA doesn't have that option too. In fact, if your unit production isn't working, you might want to take a closer look into the teamtype options.
-
Current version: 1.13.3 (2019/03/21 16:28) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Full readme Source code: (C#) Sources folder Full list of supported types / games: WWFont v1: Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this) BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3: The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4: Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) Dune 2000 BitFont: Red Alert 2 (internal developed use only) Unicode BitFont: Red Alert 2 Original first post: As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now. So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too. Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file. http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/devpics/fonteditor_00.png Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls. http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/devpics/fonteditor_02_grid.png Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/devpics/fonteditor_03_mousetrackpixel.png I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable. http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/devpics/fonteditor_05_rainbowpalette.png Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette. It took a few tries to get it right. But, finally, I managed to get a saved file! No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result! http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/devpics/fonteditor_07_palette.png It's starting to look good, no? At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor. It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is: Westwood Font Editor v0.4 The source code is in the folder too, for those who are interested.
- 44 replies
-
- Tiberian Dawn
- Red Alert
-
(and 4 more)
Tagged with:
-
Triggers are mostly a single player thing. Most of them either don't work at all or work in weird ways in multiplayer. Victory conditions don't work in multiplayer at all, as far as I know. The only way to win a multiplayer game is to destroy all enemies, and that doesn't require triggers, it's an automatic thing. Problem is mainly that "winning" is hard to define in multiplayer, since the trigger causes "the player" to win, not a specific side. That said, even in single player, Cap=Win/Des=Lose is a VERY special trigger that, as far as I know, doesn't allow any additional conditions anyway. I think it ignores even "Allow Win" triggers. See also, the mission scripting guide.
-
Red Alert full game translations - language packs
Nyerguds replied to FunkyFr3sh's topic in Red Alert
I linked to an editor for it just a few posts back... http://nyerguds.arsaneus-design.com/tools/instr212_0based.zip -
lol, seeing this topic title in my Unread feed honestly made me think we had a spambot for a moment xD
-
* NEW RELEASE * Command & Conquer REDUX for RA1
Nyerguds replied to Salvation's topic in Modding Discussion
Um. I was kind of only talking about SHP files there. For voxel units, you'd have to somehow render the frames you need from that voxel, with normals, and preferably using these purple colours as remap. To be honest, I have no idea how remap even works on voxels. But if you mean the Mammoth Mk2, then you got the extra problem that it has walk animations... meaning that instead of a 32-frame rotation of the unit you need the walk animations in 8 facings instead, and are limited to replacing the ants in RA1. -
Enable viewing extensions in Windows, sheesh.
-
The auto-kicks on bad words from SpamServ only last 5 minutes...
-
* NEW RELEASE * Command & Conquer REDUX for RA1
Nyerguds replied to Salvation's topic in Modding Discussion
Think I wrote up something like that, yes... https://forums.cncnet.org/topic/1382-cc1ra1tsra2-basic-guide-to-graphics-modding/ The gist of it is, use the purple palettes I made; they will make sure house colours convert correctly, and special colours (like background colour) don't get corrupted. Though it's still a mess, since TS has all its animations in separate files, where in C&C1 and RA1 they're usually all frames in the same sprite. Then again, I think the weapons factory is an exception to that. -
There is currently no C&C team employed at Electronic Arts. No one whatsoever. so ya, not much chance for ANYTHING C&C to be created right now. The franchise seems dead to them.
-
Not an expert at RA1, but I can answer one thing from C&C1 experience: "Create Team" does not cause the AI to produce units. Teams don't refers to the units, but to the group they form. When you create a team, you are grouping units together to make them perform actions. I know in C&C1, the teamtypes themselves do have an option that causes the AI to make sure (by producing units) that there are enough units on the map to create the team from, though. So indirectly, as teams are sent out to the player and are destroyed, it does cause unit production. Also from C&C1: production doesn't happen until it's enabled by a trigger. Before that, the AI is completely unable to build units or structures. This is done so the player doesn't get flooded by enemy attacks from the start if the mission starts with some other objectives they have to accomplish before they get to setting up their base.
-
Units in the C&C games aren't "drawn", btw, except maybe the infantry in C&C1 and RA1. Vehicles in C&C1 and RA1 are all prerendered from models to a sprite with 32 facings.
-
* NEW RELEASE * Command & Conquer REDUX for RA1
Nyerguds replied to Salvation's topic in Modding Discussion
I think that TS weapons factory is one I converted, heh -
Can't you just run the PS1 RA on PS4? don't they have backwards compatibility like that? I even think they offered RA1 on the Playstation store...
-
It depends on what kind of missions you prefer. I absolutely love missions without a base where you command a small assault team, and one of my favourite missions is still "Syndrome: The Medical Facility". Should be in Chimas's archive.
-
Red Alert full game translations - language packs
Nyerguds replied to FunkyFr3sh's topic in Red Alert
Well, see, I actually GOT a working font editor... but it's not mine to release; it's Siberian_GRemlin's, and I got it via a friend of a friend kinda deal. (Apparently SibGRem prefers sitting on a useless monopoly rather than publicly releasing something useful like that. Even if it's incomplete... it works, and he's had it for eight years ) Anyway, I don't want to get my friends into trouble, so I'd rather look into making my own tool than release that one. And I'm getting kind of sick of being the one everyone comes to to ask for font edits -
Red Alert full game translations - language packs
Nyerguds replied to FunkyFr3sh's topic in Red Alert
Actually, those have a far worse problem; they simply have too many characters to fit in the classic 127 spots available in typical 1-byte extended-ascii text encodings. The game just doesn't support anything else than one byte per character. For Cyrillic, someone just has to make the fonts, which, as Siberian_GRemlin proves, is in fact possible. But for Asian languages, it's simply impossible due to technical limitations of the game itself. I should look into making a font editor... -
[X3M/CHEMSiSTRY]: Special Physical Properties of Water?
Nyerguds replied to SiRaLeX's topic in General Discussion
Oh, you mean for the rest of its physical properties. Well okay. But just by itself, I don't find it particularly high (in the great mangled words of Albert Einstein... "It's all relative!") Was about to say... from that graph, it seems to just follow a trend.