AchromicWhite Posted September 10, 2012 Share Posted September 10, 2012 OK, here it is, oil becoming a full resource. Here we have a refinery. It's been slightly changed to have a place for the oil tanker to drop off the resources. + icon RAR contains the ref, the build up and the icon An oil tanker, with fill up and drop off animations. + icon RAR contains the Tanker and the icon A "fill up zone" (ore replacement). You can see here, the top picture of it, is how it looks when not in use (full square of ore). The animation is how it looks when being used (less than a full square of ore) RAR contains 12 replacement ore (gold) files, which will need to be replaced in snow.mix, temperate.mix and placed into interior.mix, also. And (introducing) The Oil Silo. +icon A new silo, for storing your oil RAR contains the silo, the build up and the icon (sorry, it had a small issue with the pallet conversion, now fixed ) OilRefinery.rar OilTanker.rar OilFillZone.rar Oil_Silo.rar Link to comment Share on other sites More sharing options...
GiftS Posted September 10, 2012 Share Posted September 10, 2012 They sound very interesting for sure. Are you planning something like placing this building on interior missions/Multiplayer or something? Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 10, 2012 Author Share Posted September 10, 2012 No, resources cannot be placed interior, sadly. These are for a mod I'm making. The "oil fill up zone" will replace ore, which, on specialised maps, I will have placed single squares of, directly next to oil derricks, and programmed the ore to regenerate very quickly and also be invincible to firepower. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted September 10, 2012 Share Posted September 10, 2012 You forgot the silo Link to comment Share on other sites More sharing options...
Allen262 Posted September 11, 2012 Share Posted September 11, 2012 Actually you can... Download the RA1 Interior Map.zip and place the files into your RA folder. Map is named Allen Interior Map. I made it way back. The Ore Mine/Tib Tree dosen't work but all of the ore/tib works fine. If you want more info on doing this your self let me know. RA1_Interior_Map.zip Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 11, 2012 Author Share Posted September 11, 2012 I definitely would like more info... This means I could make urban terrain :O Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 11, 2012 Author Share Posted September 11, 2012 I know, working the on silo tonight... shouldn't take long Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 11, 2012 Author Share Posted September 11, 2012 Hold on, 2 questions. Did you just copy the gold01-04.tem/sno (shp) and just rename them, then put them into interior.mix? Which editor did you use to make this map? Link to comment Share on other sites More sharing options...
Allen262 Posted September 11, 2012 Share Posted September 11, 2012 Getting the ore into the game isn't hard. Exrtract the gem01 gem02 gem03 gem04 and the gold01 gold02 gold03 and gold04 from the snow.mix or temperat.mix. Now change the ending on them (They will be .sno if you exrtracted them from the snow.mix or .tem if from the temperat.mix) to .int. Note that the gems and golds are just standard shp files with the ending changed to what theater mix they are packed into. Once you have all of your gems and golds changed to.int extract the interior.mix from main.mix. Put all of the gems and golds into the interior.mix To get C&C-RAED to read the new ore/tib first make a copy of your main.mix. (in case things go wrong the copy will be a back up) Now put the interior.mix into the main.mix. If you did things right start C&C-RAED and open my map or open one of the stock missions that are interior. At the top go to Mode (overlay) than Overlay and one the side you should see all of the Gems and Gold on the side like in the screen below. Link to comment Share on other sites More sharing options...
Allen262 Posted September 11, 2012 Share Posted September 11, 2012 Hold on, 2 questions. Did you just copy the gold01-04.tem/sno (shp) and just rename them, then put them into interior.mix? Which editor did you use to make this map? Yes just change the tem/sno to int. It is in the big post above. Also of note. If you have look in the rules.ini you will see civilian structures, V01, V02 etc. However V20 to V37 are not used but they are still good. They are left overs from the C&C95 desert theater. If you make shps for them and put them into the snow.mix or temperat.mix with the needed .sno/.tem C&C-RAED will let you place them on maps. They don't have remap so the can't be used a player building. The may also work on interior as well but I have yet to test if the will or not. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted September 11, 2012 Share Posted September 11, 2012 Nice Allen. I like that interior theater you made. How inspiring anyways, I replied back on my message Link to comment Share on other sites More sharing options...
DarkVen9109 Posted September 14, 2012 Share Posted September 14, 2012 Now there's the good looking silo already Link to comment Share on other sites More sharing options...
Kilkakon Posted September 17, 2012 Share Posted September 17, 2012 I think that the rotation of the oil tanker has one or two frames that seems lightly off...? I love everything else though. :| So they run up to those little patches and suck the oil out? Heh could be even usable on C&C if tiberium was buildable, did no damage, and the regeneration rate was knocked up huge. Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 17, 2012 Author Share Posted September 17, 2012 That's almost certain... the tanker was insanely hard to make. It's to do with the fact that the front was not made to fit the back... those are both parts of the other 2 harvesters that were never meant to go together. Link to comment Share on other sites More sharing options...
Kilkakon Posted September 18, 2012 Share Posted September 18, 2012 Ah sure... what I was referring to is that the barrel of it has a few frames where it jumps up a bit, when facing in some of the SW directions. Still love it though. Link to comment Share on other sites More sharing options...
Allen262 Posted September 18, 2012 Share Posted September 18, 2012 Have you got this working in game yet? If not the ; income and production part of the rules controlls eveything you need. Is this for your C&C: Cold War or is it not active any more? Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 18, 2012 Author Share Posted September 18, 2012 It's pretty much the same mod, but I'm building from scratch, (maybe gonna change the name) using arda, and rebalancing. Yeah, I know how to make to work, but I'm gonna recompile the game, and use arda, and the small inf patch. etc BTW, you should update red dawn with arda, you can not only make all the vehicles turn properly and squash when they should/shouldn't, but you can make the MLRS/SSM turret work almost correctly and even make an orca that doesn't have a rotor and even "tilts" when moving... Even the building shapes can be altered so that the PP and comm center has the top right corner lopped off and you could probably make the adv comm and adv pp the right size etc... Link to comment Share on other sites More sharing options...
Allen262 Posted September 18, 2012 Share Posted September 18, 2012 It seems that any mod will start over from scratch or close to it at lest once. Anyway I still have the one I made my self based off of your idea. Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 19, 2012 Author Share Posted September 19, 2012 Yeah, the one I'm working on will be very different, not only because it'll need special maps to do the resources properly, but because, even how you build your base will be different. stay tuned for a whole new C&C. Link to comment Share on other sites More sharing options...
Allen262 Posted September 21, 2012 Share Posted September 21, 2012 I wish you luck but you know there is only some many ways that RA can be modded. Link to comment Share on other sites More sharing options...
AchromicWhite Posted September 21, 2012 Author Share Posted September 21, 2012 Pretty much already worked out in my head how it's gonna work... Link to comment Share on other sites More sharing options...
Kilkakon Posted September 22, 2012 Share Posted September 22, 2012 Sounds great. Between us we have two epic new classic C&Cs haha @Allen I love your Allies logo. Simple but works Link to comment Share on other sites More sharing options...
Allen262 Posted September 22, 2012 Share Posted September 22, 2012 Thanks. I made these when I was messing around with White's Cold War mod idea to see if it could be done in away that would keep the skrimish mode AI working. I change the Allied logo to NATO. Link to comment Share on other sites More sharing options...
DarkVen9109 Posted September 23, 2012 Share Posted September 23, 2012 This is the nicest of all the radar icons you made comrade. Can't wait to use mine once my PC gets back again into shape. Btw how long did it took you making that? Link to comment Share on other sites More sharing options...
Allen262 Posted September 23, 2012 Share Posted September 23, 2012 The Radar didn't dake long once I had the logo done. Link to comment Share on other sites More sharing options...
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