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Tschokky

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Everything posted by Tschokky

  1. Did you download FunkyFr3sh's latest ra95 release which supports CAVE maps?
  2. Here's a test/demo map for CAVE - the dead mines. scm001ea.mpr
  3. NEW RELEASE (same as previous, but this is at end of the thread for now) CAVE_MIX_PAL.ZIP
  4. Thanks for your great comments! I hope you'll enjoy the new tileset. Of course, there's one huge glitch remaining - long range units being able to shoot through walls. I'm afraid it's impossible to fix that, but I hope some people will make some fun maps exploiting this Here are some default settings (thanks Allen!) ;Default for ALL CAVE MAPS [General] GPSTechLevel=99 ParaTech=99 ParaBombTech=99 SpyPlaneTech=99 [Powerups] ParaBomb=0,DEVIATOR [sAM] TechLevel=-1 [HPAD] TechLevel=-1 [AFLD] TechLevel=-1 [MSLO] TechLevel=-1 [ATEK] Cost=1500 [sTEK] Cost=1300
  5. I think it's nice to have a little different tone on the stalagmites, makes the map look a little more interesting. I think that if it was the tone of the ridges the tileset would be less appealing to the eye. But that's just what I think, I like it now with the improved shading.
  6. Would you try my C&C/RA conversion? Here's a screenshot with the improved stalagmite shading.
  7. Which ones? The cave church? I'll improve stalagmite shading
  8. It's good to have you, Nyer Guys like me would be nowhere without your excellent tools. FIX RELEASE There has been an issue with CAVE.PAL which led some shadows go really weird. A stalagmite shadow (TC03) bleedthrough has also been fixed. CAVE_MIX_PAL.ZIP
  9. CAVE TILESET ALPHA RELEASE And here we go! Please test the tileset, be on the lookout for any anomalies and report them to me. In the end I didn't do mining stuff, but there's a cave church for you. Stalagmites are TC01-05. CAVE_MIX_PAL.ZIP
  10. I used Jasc Paint Shop Pro 7 to create the graphics, play around with palettes, etc. I used XCC mixer to convert from/to SHP, XCC Mix Editor to assemble the mix files, pcx2rmt to create the tiles and Nyerguds' rtmtype to modify them. I also used some NI LabVIEW from my uni to create some very handy tools.
  11. Actual in-game screenshots (RA/TD and RA): animated water River turn tiles also act as beach turn tiles.
  12. Yee-haa! It's perfect now, thank you! I'll put in some water tiles (WC01-WCXX) and some stalagmites, and we're good. Maybe I could make some mining equipment as civilian V01-VXX as well. Thank you for all your hard work and contribution! A note to Allen: There are more abyss tiles (40) than WC tiles available (38). Note to Goatmessiah: yes, INT tiles are still included.
  13. Funky, I installed RAED and I'd like to report the following issues: RAED says it can't find cave.mix even though it's in the same directory and it's also embedded in main.mix and raed.mix, then as a consequence that it can't initialize the CAVE theater. Whenever I try to load a scenario (both ini and mpr) I get the message "There is was error reading data from the scm000ea.mpr file." then Error 4, then RAED just stays there.
  14. Wow! So awesome! I'll put together the release version for the tileset, mix, pal and some mpr files as well.
  15. Yes, bibs are quite a challenge. Obviously the first approach is to do something like all the other theaters have, patches of dirt or something, but that would look quite silly on metal plate/tile floors. Well okay, metal plates then? Wow, that looks stupid on dirt, because dirt is so gaussian, and BOOM, nicely organized metal floor there. Tile floors? Okay, nice, but on metal plates it doesn't make sense, on tile floors you can't see it, and on dirt, it would have looked far too "clean". So that's how I got to making these stripes. So far these seem to be the most acceptable, but if anyone has anything better, please do share it with us.
  16. I really-really like your interior tileset as well. I call it 'Ministry of Love / Miniluv' theater It's also amazing that although the RA1 palette only has 256 colors, still one can get so much color out of it.
  17. Yes, I understand your point, but at the same time this terrain set is really different from the stock ones, even in philosophy.
  18. Thank you very much, FunkyFr3sh! I wouldn't dare try it with edwin, only tiles D01-D43, SH01-SH40, FALLS1/2 &c. exist, so not all tile options are full, besides Interior tiles are still there. Do you think you could do something about the 1x1 with multiple tiles randomization issue I addressed earlier? Allen, yes, abyss tiles are SH01-SH40. You can assign any tile to any tile filename, you can even replace ridges with roads, etc., like S05 being the same as the road tile for e.g. D29. So this is a radically different tileset, even more different than Desert to Temperate in C&C. WC01-WC38 tiles are unused, all the bridges as well, so you can think about what could be inserted in those leaks. I'll probably do simple beach tiles for SH41-SH56.
  19. The cave tileset is nearing completion. If you could add support for Theater=CAVE CAVE.MIX TILE.CAV things, I would appreciate it. Here are some ACTUAL in-game screenshots, C&C conversion and Red Alert both tested.
  20. Beach tiles are used for abyss, only a few slots remain.
  21. And there we go animated rivers with crystal clear water (look at reflections, sunken medium tank husk).
  22. I'm thinking about some crystal clear water tiles for rivers, abyss waterfalls, etc. Have a look at the improved abyss tiles.
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