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[CC] RaVaGe

Ladder Tester
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Everything posted by [CC] RaVaGe

  1. Try enabling force YR & if that doesn't work, try enabling "load special mod config" as well. If neither of them work, you'll need to reinstall RA2+YR as something has gotten corrupted.
  2. How to add cliffs & mountains to the map. Before you start adding cliffs, mountains and slopes to your map, make sure you have drawn up a sketch of the map that you're making this will make the process a whole lot easier and will help you plan out where to start adding the tiles. There is a set of rules that I've always followed when making cliff edges. Always use "Framework Mode" when adding cliffs, mountains & slopes to your map! Always set the cliff, mountain & slope tiles manually with the cliff tile set never use the automatic cliff painting tools, they cause bugs. Always make sure the pink line at the top of the cliff edge is connected all the way around so that it creates a full loop. Always start painting the cliff edge from the back side. Framework Mode This toolbar item toggles Framework mode on & off. Cliff Tile Set Pink Line (important for in-game pathfinding for units) If the pink line is broken at any point it will cause gameplay issues on your map, Mainly if a player tries to move his/her army around the cliff. See how the pink line is continuous at the top edge of the cliff & also on the side of the cliff face. Starting to make a cliff Always start making a cliff from the back side as this will make it easier to place tiles. Placing Slopes To make sure that your cliff can moved onto by units, you will need to add slopes. The slopes will need to connect to the cliff edge at the pink line to avoid any pathfinding bugs. Filling the cliff level Once you have finished constructing the cliff edge you're ready to fill it in with terrain tiles to ensure that units can actually move onto it. Use the flatten ground tool to drag from the cliff edge until all of the cliff has been filled in. As you may notice, some of the cells along the edge of the cliff didn't get levelled properly. Final Alert 2 has many of such small issues and as map-makers, we need to be aware of them and find workarounds. In this case, it's best to use a 1x1 brush size with the heighten ground tool to fill in the problematic areas. Brush / Tile area size can be controlled with the following menu item. When the heighten ground tool fails to produce desirable results then, it's best to use a 2x2 default (grass) tile to fill in the problematic areas. (Please note that the default tile varies per map theatre, the bright grass is the default tile for temperate maps) Select the default tile from the ground menu, in this case it's bright grass as we're working on a temperate map. Now our cliff plateau is finished and ready for gameplay! Add stacked cliffs & mountains So let's say you want a 2 level cliff, just repeat the process. Paint from back to front. Once you've finished placing the front facing tiles and filled it in, it should look something like this. Here's the graphical view, looks quite natural don't you think?
  3. How to add water to the map To add water to the map select the Water tileset from the menu on the left. By changing the brush size you can change the area of the water that will be placed on the map. Once you've set the water in the desired areas use the AutoShore tool to create the shoreline. Just click it once and the shore will be created. The shoreline that AutoShore creates might not be perfect, as you may notice there are some graphical errors on the shoreline. To fix these errors untick the "Disable AutoShore" option from the Options menu and carefully paint near the edge of the shoreline with the water tiles. As you move the mouse cursor around the shoreline while the water tile is selected you'll notice that the shoreline will transform temporarily to show you what the result would be if you placed the tile at that location. By visually working through the graphical errors you can get the following results. If you tried to place water at the start, without disabling AutoShore from the options, your map could be littered with graphical and terrain errors like this, so it's always best to follow the above-described method. If you can't avoid placing water in this way then to get rid of these errors, Disable AutoShore and Enable AutoLat, using the default tile (grass for temperate) paint over the erroneous areas carefully. Once this little lake is finished we can add some detail to it. Open the Water Tile Set and add some rocks into the water, keep in mind that the players can't place Naval Yards on top of these rocks. After adding some rocks the water should look somewhat more interesting. Congratulations you've just created a body of water! Let's move onto some Cliffs & Mountains.
  4. Creating A New Map To create a new map go to File > New or click the New Map icon. The map editor will ask you the purpose of your new map in step 1. Will the map be for Single-player or a Multi-player game mode? Single-player map mode is used to make campaign missions, like in the original game's campaign. Multi-player map mode is used to make maps for online play. In step 2 you can choose to import an existing map image (bitmap). You can also Activate Ai Triggers to make your map use a slightly better Ai for the computer opponents. For the purposes of this tutorial, I will leave everything on default to create a completely new map. In step 3 you can set the map dimensions in tiles, pick a Theater and the starting height. Map dimensions are measured in tiles, however the tiles are diamond shaped, so setting the dimensions at 50x50 will not result in a square map. Use numbers such as 90x140 to get a square shaped map. The Theater of the map controls what type of terrain the map will be based on. Starting height of the map specifies the terrain height level, you can set this to be a few levels higher if you want to add more depth to your map later on, such as crevasses or holes. Once your new map has been created you will see a set of numbers on the map. These are player locations and are also treated as waypoints by the map editor. You may use these to mark starting locations for players to help you lay out the map, as they show up on the minimap as red dots. Alternatively, delete them all and add them to the map at a later stage using the menu on the left. Now we're ready to start working on the map, I like to start in the following order. Water Cliffs Height adjustments Resources Tech Buildings Neutral Buildings (garrisons) Player locations Terrain detailing (Trees) Terrain detailing (Tiles) Terrain detailing (Rocks) I use this process to make it easier to develop the map as it would be extremely difficult to change water and cliff areas later on. I recommend you to save yourself from some headaches and follow the same process.
  5. How to make Command & Conquer Red Alert 2 and Yuri's Revenge Maps This guide will help you set up Final Alert 2 and give you the basic assistance to start creating your own C&C Red Alert 2 & Yuri's Revenge maps. At later stages of this tutorial you will also learn to create full-sized map previews and also with some links to help you add modified units to your maps. Content Setting up Final Alert 2 (this post) Enhancing Performance (this post) Useful Add-ons (this post) Configuring Final Alert 2 (this post) Creating a New Map How to add water to the map How to add cliffs and mountains to the map Add stacked cliff and mountains Manipulating terrain height Adding Resources Regenerating resources Adding tech buildings Adding Garrisons Terrain Detailing with Trees Terrain Detailing with Tiles Saving your map Rendering map previews Miscellaneous video tutorials & additional information Setting up Final Alert 2 If you already haven't already you can download Final Alert 2, the map editor for Red Alert 2 & Yuri's Revenge from the link below. New version 2.02b For modern systems with faster performance. FinalAlert2YR_v2.02b.7z Old editor version 1.04 It comes with FA2SP.dll, which is included for more editor features. Final Alert 2 YR v1.04.7z After you've downloaded it, extract the map editor to the directory of your choice. At first run, FA2 will ask you to select your game directory for Ra2.exe to load the terrain data from the game files. Once done, follow this tutorial to set it up for smooth editing & map creation. Note: that this version of Final Alert 2 doesn't come with an installer and is compatible with modern operating systems. Features This version of FA2 is based on FA2 SP by Secsome and E1 Elite : https://ppmforums.com/topic-47342/final-alert-2-yr-v102-patches Release notes and details of applied patches are included in the README folder. Saves properly in all formats, including .map. Properly configured DDraw Wrapper for modern systems. An additional ddraw.dll for systems that encounter difficulties with the default. Re-designed UI layouts and menus for a better user experience. Bug fixes. New Tool Scripts. Includes the following Tool Scripts: Enhanced Lighting System (enhances invisible light posts and tech structures). Lightning and Thunder (made in collaboration with MirageTD/ChronoVortex). Harmless Wildlife (Removes weapons from wild animals and reduces their health). Balanced Garrisons (reduced infantry slots in neutral bunkers and some other structures). Disable Naval Yards Set Map Author Set Map Briefing (Delete your old Scripts before copying to take advantage of the new ordering for scripts). Download Scripts separately: Final_Alert_2_Scripts_v1.4.7z You can find the new scripts after installation under the "Map Tools" > "Tool Scripts" menu options. Setting up Final Alert 2 Note: that Final Alert 2 Unofficial Version 1.04 comes pre-configured so you can skip this step. Now that the map editor is installed and optimized, let's configure the settings for the best experience possible. Most of these settings I've learned to use over the years, mainly due to finding out that they can prevent accidental bugs in the maps and remove minor annoyances. I have set up Final Alert 2 "options" as follows. Disabled Sounds (really annoying) Set it to Show Building Outline, helps to avoid placing buildings ontop of other terrain objects such as trees. Disable AutoShore (this is to avoid a bug where the map editor places random shore tiles in random areas of the map when working with water tiles) Disable AutoLat (same reason as above, turn this off when detailing your map) Disable Slope Correction (this is to avoid a bug where the map editor throws random slopes over the map when levelling terrain) The Heighten, Lower & Flatten ground tools still work as intended when this is disabled so it's best to disable and forget. For Final Alert 2 to work perfectly with the original game, configure the "Settings" as follows. Browse for your game installation directory in the first field, if it's not set up automatically. Make sure that the "Support settings" are set to "Support mission disks and mods" as you won't be able to make or edit maps for YR if this is not enabled. Congratulations, you have just set-up Final Alert 2 to create epic maps!
  6. Are you sure the folder contains Ra2md.mix?
  7. @ChallengerX_Pro I just checked your map in Final Alert's Framework Mode and I can see your cliffs are full of bugs... The pink line needs to connect at cliff level and tiles shouldn't overlap, as you can see top left the 2 cell cliff tile (3) is not connecting to tile 4 under neath it. Also middle right, your cliff corner is overlapping with the tile behind it so the top level cliff is not set up properly at all. These bugs will cause movement/pathfinding issues in game when a player wants to send units around that cliff. You should avoid the following spots issues... The spot between 5/4 top level is a slope tile, if you open the cliff tile set there's a special tile that fits in there. You've erased the top level line on tile 4 and have slope tile between 2/4. Cliff has no back tile at bottom right corner, (4) it should use a corner cliff tile. Connecting inner corner tile is missing, you can find it in the cliff tile set. Inner corner tiles missing, slope is not connected to the cliffs on the right. ALWAYS use framework mode when making cliffs. Build cliffs with the cliff tileset!
  8. Browser for game directory where you have ra2.mix & ra2md.mix.
  9. Download C&C Maps renderer GUI version 2.3.0
  10. https://staging.cnc-comm.com/ladder/3-2018/yr/player/SUOMI Seems like he took the challenge.
  11. He means using fog of war instead of shroud like modern RTS games, eg: starcraft, warcraft 3... etc So that players can see the terrain and tech buildings, but not the opponent, this would do wonders in helping players learn maps.
  12. For me I had that on XWIS except we had a few guys we'd always ffg with, so onetime we did around 18-20h straight 2v2 ffgs, some guys played for 1-2h and left and another came back, the next morning a few of us had gone to do something for some hours and came back. Probably the best set of 2v2s I've ever had, game quality was real consistent too. Miss that shit. KoreaMigX, idk what his nick is now (keep forgetting) he knows what I'm talking about, he was one of the 4.
  13. Ask for a pro to help you, I'm usually on. PM me if you want a lesson on the basics, you can learn from there yourself. Takes some people a few months to be able to beat a pro at their level.
  14. @dkeeton Did your RA2 mode fixes break this functionality?
  15. @Grant @dkeeton Engineers need to be set as starting units and refinery should not be buildable. No other units should spawn with the MCV on game start in megawealth.
  16. @Grant Update client download link to latest release version. <3
  17. Go to the main page and get it yourself, would have taken about the same amount of time as typing that pointless post...
  18. There's a firewall on your router too did you disable it? jk don't do it... Open command prompt AS ADMIN and type... sfc /scannow OR DISM /Online /Cleanup-Image /RestoreHealth
  19. @Omituinen Rank 1 as Allied is it possible? Perkele!
  20. That takes staff time, if you want RA2 on cncnet then, seeing as you're aware of the threads, how about you check em?
  21. You need to force the Sov players to use the IC defensively rather than offensively. This is what happens when two Sov players build their IC at the same time, one will try to force the other to use it defensively.
  22. I never knew you posted in XWIS too... O.o
  23. That's the way it's played, if you'd ever seen some top Allied players on RA2, like Adam with his Korea and Alex? (W0nn4play) with us America. They reached the top and usually kept the Sov too busy with their eco to allow IC. You should try more active playstyles, harass more and force the sov to protect miners and make em spend more money on AA. I agree with this, a competitive scene needs strict rules and consistent settings. I also play both Sov & Allied on a fairly equal level, so I understand that if a Sov is able to just go fast IC and chill while it charges then I'm clearly doing something wrong.
  24. I'll be what ever you want me to be, JSDeeCakes.
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