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Everything posted by Messiah
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
what do you mean? Yes, I used V37. RaPortable allows to add complete new buildings, but they are 2x2 what can't be changed at the moment. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
that's because it has only 48x96 pixels. there are no slots for larger buildings (except you overwrite conyard, proc etc). Funky, it crashes because the image for the flag is missing in the mix. -
Allies vs GDI vs Nod vs Soviet Crossover!
Messiah replied to Eisengeist's topic in RA Multiplayer Maps
It would be less work if you put all text files into one .rar file. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
That video gives an impression what will happen if you treat concrete and metallic surfaces with heavy artilley: https://www.youtube.com/watch?v=_2dsVMpyL40 I think too Burn marks are a good idea. The craters in that video seem to be sooty, so the color of the soil isn't visible. So black/dark grey craters are an option too. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
I've played the map and I really like that cave atmosphere! I think giant minerals like those of Naica could be cool! I added battle craters and a second building: A temple with water flowing down a slope. cave.mix -
Audacity imports all settings when you import a file. Try to create a completely new file instead. Play your file with Winamp (or whatelse you use), record the audio signal via audacity (stereo-mix) and save it as .wav with the settings you need.
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How many trees are that maximum?
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
Problem solved - the palette file wasn't put in the cave.mix. -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
doesn't work. ra95crash.dmp -
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Sylandro, if there is an option like this, try to set the "Interpolation" algorithm to "none" when scaling up. Else, use the images from RA and convert them into the TD palette. I barely remember there were upscaled graphics for the Commando and the Chem trooper too somewhere out in the internet.
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Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
what were the tools use use for design, especially for the conversion of cliff sets and rivers? -
Expanding INTERIOR tileset with "Cave/subterranean" tiles
Messiah replied to Tschokky's topic in Modding Discussion
great job! Does that still contain the interior tileset? -
[Campaign] Discovert Operations 2.09 for Red Alert
Messiah replied to Messiah's topic in RA Singleplayer Maps
If you unpack DO without the system files (i.e. all .exe and .dll files) into an existing RA folder, it should work too of course. Make sure here you have an actual RA95.exe - I made a standalone because some people tried to play my campaign on older game versions (which may not work at all). But I don't recommend to extract yout files into your primary RA folder because I have a lot of edited files inside it (mix files, string tables, ini files etc what were changed) so the skirmish mode and factory campaigns will use these settings too and network game may not work anymore (I haven't checked this). So best thing here would be if you make a copy of your customized installation and extract my files into it Have fun! -
No, I clearly prefer CCWMAP since it doesn't crash so often and doesn't mess up my .ini file. ccwmap is easier to install and handle, too.
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- Tiberian Dawn
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Laser tanks. German army already has build it: http://www.tagesschau.de/inland/bundeswehr-laserwaffen-101.html Is it possible to add lasers to RA?
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Command & Conquer: Dawn of Tomorrow teaser thread
Messiah replied to Kilkakon's topic in Modding Discussion
Looks cool. I think it should have a kind of texture, especially the remappable strip. What you're probably doing is creating a 3D structure, but with a grey or monochromed surface, where only the light's direction defines the brightness. If you now place a texture on it, you can define a "material" the building is constructed in. So use e.g. a part of the grey "bib" of the GDI weapons factory as a surface-texture of your building, you'll have the impression that your building has a metallic surface. Otherwise if you use a wall section from the RA power plant instead, your building will look like it's made of concrete walls. I did this on your 2D image here. And last but not least I added the antenna of the GDI rocket tower as well as the bib and two windows of V04 (It's RGB for now, when I auto-convert it into your palette, the coloration is lost, so you must replace the color of each "phase" per hand) -
Iran, you got a PM. At the moment there is a temperat.mix file (page 6 of this thread) which includes all of Allens additional things (Paved roads, Interior), all of my new template files (from the beta pictures and new stuff), some extra terrain (rocks instead ice) and the desert civilian structures converted to temperate. - eg, more or less all new temperate tiles from this board so far For some new tiles I put a couple of images of smaller items into one bigger tileset. Technically that's not really proper, but effective. For tracks, I've to do the same. RA seems to support at least 6x8 tiles, maybe 8x8 is possible, so there is a lot of space. I didn't make any tracks yet, except those on the image. I plan to do: 2 straight tracks (4x1 and 1x4, which may be used in parts) 4 track ends (each 1x1) 4 curves (3x2 ?) 1 or 2 river crossings (3x2) 2 street crossings (3x3 ?) 2 or 4 tunnel entrances (3x2; 2x3) maybe 1 train station (at least 4x2) (maybe diagonal straight tracks but that will be more complicated) (maybe a train-like vehicle)
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Railroads in RA!!! :mammoth: This is a first try made in gimp. Real trains like in TS are more or less impossible, except a one-vehicle teamtype (with a unit with modded image) of a non-player house following a route of waypoints exactly put on the tracks, so the rails will more or less stay a landscape element...
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Command & Conquer: Dawn of Tomorrow teaser thread
Messiah replied to Kilkakon's topic in Modding Discussion
Obama Drone :laugh: How many time need this after firing? I think if that thing is weaker and even slower than the Ion Cannon it may be useless against vehicles, so you could increase the damage radius to hm, 3x3 cells or so. Do you still need mission for your mod? I feel ardent to build one more mission, this time in the urban theater! -
:D that's nice. I was already 10 when I started to play the first 2 command and conquer games around 1997.
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Red Alert 2 - Advanced AI - Tiberium Field BETA 1.0 - OFFICIAL
Messiah replied to You's topic in Modding Discussion
Did you place ore/gems on a slope tile? I know TS crashes in that case, maybe RA2 does the same. -
everything fine now with barren . . . but the bug now reappears with your new desert theater. XD XD
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Disable Chinook flying away with General?
Messiah replied to Eisengeist's topic in Modding Discussion
If you save a mission, after that change something in the original map, like adding [90mm] Warhead=Nuke you'll get nuclear tanks when you load the savegame. I know this is a RA1 phenomenon, in TS and RA2 changes in map and ini settings aren't loaded again.