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Nyerguds

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Everything posted by Nyerguds

  1. Not sure how far the game refreshes these infantry SHP files, actually. Rule of thumb is to make sure the final file has the same SHP dimensions as the original, but you can experiment a bit. Though, a slight cutoff at the edges of the animations is better than bleeding graphics that stay behind on the screen, in my opinion. You can try either painting around the edges, or just try the actual more far-reaching animations (the commando smoking, and the various death animations, mostly) to see if they bleed, and how far. The "rot" shp files are completely unused. Ignore them. In fact, before Olaf van der Spek brute-forced their name IDs to add them to the XCC Mixer file list, we never even knew their filenames.
  2. That's pixel resize for ya. Can't really be helped. If you shift the whole thing a pixel to some direction you might get the exact deformation you need, but where these doubled pixels come depends entirely on how they implemented the pixel stretching, so it might even depend on the application. I know I did that in Paint Shop Pro 3, back in the day, since I used that for absolutely everything (and I still would if it weren't a 16-bit Windows app, a gap between dosbox and Win32 that no one apparently made any solution for so far) Do note that's just one single frame you got there. I know several of WW's frames in the animations look equally bad as the one you got there. --- As for the RA vs C&C infantry, a lot of unused melee combat sequences were removed in RA1 since they were never used, meaning that even if you got all animations you need in the RA infantry, you're going to need to do a lot of re-ordering to get the RA frames to match the C&C infantry. You can find those sequences here: http://nyerguds.arsaneus-design.com/cnc95upd/inirules/infanims.ini
  3. Don't install pre-Generals games in Program Files. They won't have access to their own files -_-
  4. Right. If anyone really wants to do this... I looked into this ages ago, and this is the resize used in RA1: Each infantry unit in RA seems to be resized from the size of the inner coloured box to the size of the outer coloured box. So, if you align this image with the infantry feet, crop to that internal size, and then resize to the full frame, it should be done. Not sure if all animations fit inside that smallest box though. If not, you may need to work with doubled dimensions for everything, and make sure to crop at the end (preserving the center by cropping the same amount of pixels at all sides). As for algorithm... as has been mentioned already, it's pure unsmoothed pixel resize.
  5. I'm glad that rtmtype actually kickstarted so much terrain modding! I've made so many niche tools that will probably barely ever be used...
  6. Well the project was about the second game. Maybe that one wasn't written in asm anyway.
  7. PCNC was my home back in these days Tau'ri is still somewhat around I think. He did some RA2/YR projects, calling himself Apollo or ApolloTD. There was also a brief period when the ra.afraid.org site had a forum...
  8. If you attack the village, the civilians will go to the GDI base to ask for help, and the Mammoth Tanks at the base entrance will move away for a while. This, and the tech center stuff, leads me to believe that the "capture-from-within" was indeed never actually intended. It's a pity they never added logics to the game that would make the captured tech center allow you to build helipads, because, yeah, just getting those two apaches you can't reload is kind of useless. I did the mission that way once; freed the MCV, attacked the village to lure away the mammoths, attacked and destroyed the small Guard towers at the entrance with my Stealth Tank, and then suicided the Stealth on the AGTs to distract it while my MCV rushed through. I was forced to deploy the MCV in the open space straight below the GDI base entrance (not just in front of it on the road though. A bit further down, past the rock ridges), because the Mammoths were coming back and targeting it. And then enemy troops started pouring out. That was one hell of a battle XD
  9. Interesting. Thanks for elaborating Ah yes, of course. Tomsons' thread. I remember now. That wasn't any image-to-SHP tool though, but a straight 3D-model-to-SHP one O_o
  10. Right here, actually. And before it, there was the PuMa²'s RA/C&C TechCenter (2003-2007). And before it, there was TDL's "C&C Millennium" (2001-2003). There has always been a something of a C&C1/RA1 community online. You just need to go and look for it
  11. Funky, I edited your post. Please don't hotlink my site's large files. There's a reason I changed my primary mirror to the ModDB one. The arsaneus-design site gets overloaded quite easily
  12. Well if you use cheap things like that, you have never actually beaten the mission, in my opinion C'mon. You might as well go back to the old sandbagging-the-AI's-base stuff
  13. Doesn't the actual compression format already have that though? I remember it only storing a cropped image, and containing an X and Y value to paint the decompressed image on the final SHP frame. On a related note, Dune II supports SHP files with different sizes per frame. Do you have any idea of the C&C format also allows that, somehow? Oh, and where is that leaked tool? I never heard about that.
  14. Eh. cncnet kind of grew from LAN-play-online. In the earlier versions, an account system was simply not applicable.
  15. It's a heuristic detection. Those really mean nothing at all if it can't even identify a specific virus.
  16. Huh. The first RollerCoaster Tycoon was written in x86 assembly language. Not much to reverse engineer, there
  17. Not sure. I made it as patch ages ago, but I heard they made it as option, but then botched that and it doesn't actually work X_x
  18. Congrats! I'm not sure who ever told you "guard tower creep" is a strategy, though. It isn't
  19. Huh. I thought the game took care of the randomizing of those.
  20. Begs the question why no one has actually done it yet
  21. Is that an actual screenshot, or just a mockup?
  22. You can just make sure it doesn't install in Program Files in the first place... the Origin install folder can be customized.
  23. It is possible, yes... but it's a lot of work. The editor I got is really rudimentary, and doesn't support any copying/pasting, so it's all pixel work. Besides the font, all information on making language packs can be found here: http://nyerguds.arsaneus-design.com/cnc95upd/cc95p106/language/ The "adding_a_language.rar" is a pack with everything in that folde, including the basic guide. The font editor is here: http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/release/ First thing you need to do is find which text encoding you want to use. For easy conversion, you should make the font based on an existing 1-byte-per-character text encoding. I got an editor (editpad pro) which can do text encoding conversions, but the only Ukranian character set it has is KOI8-U. Is this sufficient?
  24. Hah! Awesome
  25. Um. You can perfectly attach images on this board, Pat_Pas. No need for an external image host. If you have cnc-ddraw enabled, you can make screenshots just by pressing ctrl+s ingame. They will be dumped in the game folder as .png images with a time stamp in the filename.
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