Allen262 Posted April 8, 2014 Share Posted April 8, 2014 We have probs. The water colors quite didn't work and tree bleed throught the shroud/clipping. You can see the the tree bleed throught the shroud in the screen shot below. Link to comment Share on other sites More sharing options...
Chimas Posted April 9, 2014 Share Posted April 9, 2014 In my TD here is not working. I've opened the file and most says it's for RA. Do I have to do something I'm not aware of? Link to comment Share on other sites More sharing options...
Allen262 Posted April 9, 2014 Share Posted April 9, 2014 Fixed all of the tress but for T12 as it shape is unfixable so I put the stock back. Link to comment Share on other sites More sharing options...
Kilkakon Posted April 9, 2014 Share Posted April 9, 2014 Some of the trees do seem a bit washed out yeah. Especially the ones with white pixel edges. Making them a tiny bit darker and darkening the edges slightly should be good Will this be available for C&C? :O Link to comment Share on other sites More sharing options...
AchromicWhite Posted April 9, 2014 Share Posted April 9, 2014 Bit confused, what the heck mod is this? The WF looks really strange, lol. Anyway, looks good, might want to take out the icebergs though xD -Liam Link to comment Share on other sites More sharing options...
Allen262 Posted April 9, 2014 Share Posted April 9, 2014 Okay... I'm attacing my upated version. It will fix the animated water for the beach, water fall and long ford tiles (F01 F03 F04 F06) This also will fix SH22 and SH34 that were missing a row of tiles. SH08 as well that had an extra tile added. Oh and the edited Tress to fix the bleeding throught the shroud. temperat.mix Link to comment Share on other sites More sharing options...
Tschokky Posted April 9, 2014 Author Share Posted April 9, 2014 Allen, thank you very much for your fix. Funny thing is that water works fine in my temperat.mix, I have no idea how it got screwed up in yours I appreciate the tree fix, they seem to have strange dimensions. Oh well, glad that's solved. White, this is my own idea of C&C to Red Alert, the WF was made like that because the vehicle exits in the middle, so I deceided to put a chimney to the other side. I'll try to make C&C tmps too for you to enyoy. Link to comment Share on other sites More sharing options...
Allen262 Posted April 9, 2014 Share Posted April 9, 2014 The water for the Water Cliff are fine give each one was hand made. The beaches has some color shift. Same for water fall and long ford tiles. Below are 2 screens the first has the stock RA1 sh31.tem and your sh31.tem on the right. You can see the animated water as green dots that your sh31.tem has. The other is from WinEd. (If you don't know you can put your temperat.mix into your RA1 folder and WinEd will use it.) and show the error SH34 had. The map is a copy of Marooned II (4-6) changed to a .mpr so WinEd can open it. Link to comment Share on other sites More sharing options...
Tschokky Posted April 9, 2014 Author Share Posted April 9, 2014 Wow... didn't see that coming, I'll fix that ASAP. What a shame. Link to comment Share on other sites More sharing options...
Allen262 Posted April 9, 2014 Share Posted April 9, 2014 In my attached temperat.mix I already did the fixes. I fixed SH08 (extra tile) SH22 (missing a row of tiles) while doing the water color fixing I only find SH34 (missing a row of tiles) after loading Marooned II (4-6) with WinEd. Link to comment Share on other sites More sharing options...
Tschokky Posted April 9, 2014 Author Share Posted April 9, 2014 Here's SH34 fixed. It's in your temperat.mix, so your fixes are already in it. I will add nicer civilian buildings later. Link to comment Share on other sites More sharing options...
Tschokky Posted April 9, 2014 Author Share Posted April 9, 2014 Well, here's the jungle terrain set with gold and tiberium. Thank you all for your valuable contributions to creating it, special thanks goes to Allen for fixing animated water and trees. C&C version will come soon, too. Now, time to rock'n roll, and test it to see if there are glitches left. Iran: I also made them with .jun extensions, should you wish to add support. Thank you for that. jungle-gold.mix jungle-tib.mix Link to comment Share on other sites More sharing options...
Kilkakon Posted April 9, 2014 Share Posted April 9, 2014 I was going to say, make 'em 100% happy for everybody, then convert for C&C. Nyer might be able to add them to the existing C&C game... I think from memory he said that support was already there. Link to comment Share on other sites More sharing options...
Nyerguds Posted April 9, 2014 Share Posted April 9, 2014 Jungle was always there. I briefly replaced it by Snow, but in the end I opted to add Snow rather than replace the Jungle entry. The only thing that makes it not work in stock 1.04 is the fact tileset files have an "ownership" value on which the jungle theater wasn't enabled. I cleared those bit fields with 1's, so any tile can now be added to any theater. Link to comment Share on other sites More sharing options...
Chimas Posted April 9, 2014 Share Posted April 9, 2014 I'm pretty sure the desert buildings from TD will fit much better in this theatre than the very European farms etc. Tschokky, I have this same impression of cn2mc, if you're about to add/edit buildings ... Nyerguds, one question: later when the theater gets ready for TD, will we name the file as JUNGLE.MIX (and throw in C&C95 folder and change the theater inside an INI file for testing) or will we keep it TEMPERAT.MIX and run the game as a MOD? Link to comment Share on other sites More sharing options...
Tschokky Posted April 9, 2014 Author Share Posted April 9, 2014 Chimas: fully agreed and I already replaced the civ buildings Link to comment Share on other sites More sharing options...
Tschokky Posted April 9, 2014 Author Share Posted April 9, 2014 How do you edit C&C TMPs? Sorry for the stupid question, I'm a little tired right now and I appreciate your answers in advance. Here are the civ buildings. Link to comment Share on other sites More sharing options...
Allen262 Posted April 9, 2014 Share Posted April 9, 2014 For C&C95 you will need Mix Manager Lite (If you don't already have it). It works much like the RA-MIXer tools. Nyerguds has it a http://nyerguds.arsaneus-design.com/tools/ You want download the MMAN351.zip. One thing of note is that you don't need to use rtmtype with C&C95 as from what I know C&C95 has the terrain types (Grass, Road, Water, Rock , etc.) hardcoded so all you have to do is convert them to C&C 95 TMP. I also did a quick hack of the Desert and Winter RAED that Iran made. When he did the first hack he left the Snow Theater intact. What I did was edit the snow.mix to jung.mix and and SNO to JUN (for file extensions). I also found a error with the Desert and Winter RAED. It dosn't like Marooned II (4-6) as a winter map (Works fine as Desert map). It fails to load most of the clear tiles but the map works fine in game so I guess it must be some loading error with Desert and Winter RAED. Link to comment Share on other sites More sharing options...
AchromicWhite Posted April 9, 2014 Share Posted April 9, 2014 I'm still a bit confused by ice in the ocean by the jungle... isn't the jungle hot? BTW, both these sets of buildings look great amongst the jungle set Great work guys. -Liam Link to comment Share on other sites More sharing options...
Chimas Posted April 9, 2014 Share Posted April 9, 2014 ... Chichen Itza ... Link to comment Share on other sites More sharing options...
Jeod Posted April 9, 2014 Share Posted April 9, 2014 That lime green is way too bright to blend with the other tiles. Link to comment Share on other sites More sharing options...
Nyerguds Posted April 10, 2014 Share Posted April 10, 2014 Nyerguds, one question: later when the theater gets ready for TD, will we name the file as JUNGLE.MIX (and throw in C&C95 folder and change the theater inside an INI file for testing) or will we keep it TEMPERAT.MIX and run the game as a MOD? Seems a lot simpler to use the Jungle theater entry that's available for use. Just use jungle.mix, jungle.pal, *.jun files, and use "JUNGLE" as theater in the missions. [edit] And as Kilkakon pointed out, you also need "jungicnh.mix" for the icons. [/edit] I also found a error with the Desert and Winter RAED. It dosn't like Marooned II (4-6) as a winter map (Works fine as Desert map). It fails to load most of the clear tiles but the map works fine in game so I guess it must be some loading error with Desert and Winter RAED. Do note, I think the RA Clear tile is technically supposed to be one of those 1x1-repeating. Might be important. Link to comment Share on other sites More sharing options...
Kilkakon Posted April 10, 2014 Share Posted April 10, 2014 What about the name of the icnh mix? Link to comment Share on other sites More sharing options...
Nyerguds Posted April 10, 2014 Share Posted April 10, 2014 Just the theater mixfile name cut off at 4 characters. (Good lord, they managed to find some really ugly way of accomplishing that. They do a complete copy of the theater mix filename, then put the pointer on the position 4 bytes into that, and write the "icnh.mix" string over it , starting from that point O_o) Basically, the only real requirement (internally, for me) for adding a theater is that its first three characters need to be a unique identifier not shared by any other theaters. Technically you could make sure the first four are unique, and use a different three-letter extension than just the first three letters of the theater name, but that gets kinda messy IMO. Link to comment Share on other sites More sharing options...
Iran Posted April 10, 2014 Share Posted April 10, 2014 Yes the CLEAR1 RA1 tile has some hacky special logic to it. It's used interchangeably as 4x4 and 1x1. Link to comment Share on other sites More sharing options...
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