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Posts
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Everything posted by Tschokky
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Hi there! I'll definately take credit for the Weapons Factory and the Tiberium Refinery.
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Yes, I have modified 3 terrain-related colors in the palette which do not affect the icons, unit and ore shps. Shps modified are: - trees - bibs - MSLO/HBOX (+MAKEs) Added tiles from C&C desert tileset: - dark patches - impassable bushes - original desert rivers ('compatible' with other river tiles)
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Putting it on a separate platform (web) is a completely different story. I am sorry you had this experience, even though your intentions were good.
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I don't think EA can do anything about games that were made freeware years ago. I suggest you get yourself together.
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Actually people LOVE playing "Tschokky edition" as the devs included the cave, barren and jungle tilesets which I made, so I'm starting to think that you have absolutely no idea about what you are talking. So replacing the TS desert with the original desert should not be an issue, since it's 100% compatible. If you would like to play further with the TS desert, that should be up to you, but that is not the desert tileset that should be in the official release. "They don't wanna come play red alert for nostalgia" - maybe yes, maybe no. Maybe they should change all other tilesets for you "no need to force changes on to people" - as I said before, I made jun, bar, cav, and I didn't force anything so I think you are out of the line here.
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Why not? This makes absolutely no sense. By all means!
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Tschokky's C&C-RA (almost total) conversion
Tschokky replied to Tschokky's topic in Modding Discussion
Can I ask some new hex editing info for ra95-spawn.exe? - as before I'd like to modify the main menu button position - change font color for the game screen (white to greenish) - etc. -
Technically I don't see how this can be done :\
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I think I had an earlier posting on this issue, but I can't seem to find it anywhere. So I have improved the existing desert.mix for RA featuring the original C&C desert tileset. I would be very happy to see it in the official RA Online package. desert.mix
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I think nyer (?) alredy did it, at least for the dino missions.
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* NEW RELEASE * Command & Conquer REDUX for RA1
Tschokky replied to Salvation's topic in Modding Discussion
Nice use of the barren/jungle tilesets, try cave too! -
For the new RA versions there is a trigger to do that, however I don't exactly know the syntax, but yes, it exists.
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Thanks author here. Yes, reading your first post this is what I wanted to suggest to you, to only fill up the LOS of your units with trees, the rest doesn't matter. I was experimenting with this myself. Would you like to post the map here? I'd love to have a look at it, how others exploit it's features. Please also try the Barren and the Cave tileset, and I also have an improved DESERT tileset, too (original trees & ROCK stuff in place of trees, they crumble upon destruction)
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The Dune 2K tileset converted into a theatre for Red Alert 1 [V1.1]
Tschokky replied to Messiah's topic in Modding Discussion
I see my stalagmites go well with your Dune2k tileset You can use the interior tile codes (FLOR/WALL/etc.) to fill in for the missing tiles, that's how I did it for the CAVE tileset (using tem/sno tiles), maybe you should study it. -
Hi! Keep it up! I'm happy to see that you use the barren tileset! I think I have an improved desert theater as well, with appropriate rocks and trees. I think the city is "overly perfect" looking with those 90 degree turns, and the buildings have no shadows.
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Original maps not loading (screenshot of error here)
Tschokky replied to Mabus's topic in Modding Discussion
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That guy also recommends using the Cave tileset as well :yo:
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Command & Conquer: Dawn of Tomorrow teaser thread
Tschokky replied to Kilkakon's topic in Modding Discussion
Wow. My goodness. That is just off scale Kilk, you are one awesome man here! -
I converted your Bushlands map for use with my C&C-RA game. I really love that map.
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Tschokky replied to Tschokky's topic in Modding Discussion
Oooooo that temple is really nice, I might just reverse the shading, as light comes from the left side. The architecture is spor on, very authentic. I didn't add CR and SC shps for the same reason I had problems with bib design. How does a muddy crater/scorch look on a metal plate? Not very good, I guess, so I went with the "nothing" option. -
Oh. My. God! That would be beyond awesome!
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Tschokky replied to Tschokky's topic in Modding Discussion
I've modified the mix to include the pal, see the very first post in this thread. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Tschokky replied to Tschokky's topic in Modding Discussion
The things people do for victory -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Tschokky replied to Tschokky's topic in Modding Discussion
Oh wow. I didn't know putting the .pal in the mix file would work, I added a separate .pal file which you would have had to include in your local.mix But if it's okay, I'll do it like this next time, if you want me to make more tilesets anyway