Tschokky Posted May 8, 2014 Author Share Posted May 8, 2014 Some pictures Link to comment Share on other sites More sharing options...
Matt Posted May 16, 2014 Share Posted May 16, 2014 We are currently remaking the C&C Funpark mission. Can we include your cool JUNGLE tileset into OpenRA? Link to comment Share on other sites More sharing options...
Tschokky Posted May 16, 2014 Author Share Posted May 16, 2014 Absolutely, that would be great Link to comment Share on other sites More sharing options...
Matt Posted May 17, 2014 Share Posted May 17, 2014 Okay, I gave it a try https://github.com/OpenRA/OpenRA/pull/5330 There are some problems: Are the trees ripped from RA2? We can't ship those then. I did not find the cool Latin American church. Some houses/tree death animations (tc04.jun and friends) do not match in sprite length crashing the game. Link to comment Share on other sites More sharing options...
Allen262 Posted May 17, 2014 Share Posted May 17, 2014 The tress are not from RA2 http://cnc-comm.com/community/index.php?topic=2880.15 Reply #21. First post on page 10 has the final versions attached. The TC**.jun (Tree Clusters ) dosn't need more than 2 frames in RA as Tree Clusters are not destoyable. Tree Clusters only need norm (frame 1) and burned (frame 2). Link to comment Share on other sites More sharing options...
Matt Posted May 17, 2014 Share Posted May 17, 2014 Do you also have a C&C95 version of the latest version? I had a look at https://github.com/OpenRA/OpenRA/blob/bleed/mods/ra/sequences/decorations.yaml#L6 and even in RA95 which usually has less frames per sprite there is a dead version for tree clusters although unused in the original as it seems. Link to comment Share on other sites More sharing options...
Allen262 Posted May 17, 2014 Share Posted May 17, 2014 The latest is on page 9 Reply #131. I did the convert ot C&C95. It doesn't have the new church but the rest is up to date. Link to comment Share on other sites More sharing options...
Matt Posted May 18, 2014 Share Posted May 18, 2014 Thanks. That is the one I used. Looks like the original is more forgiving about missing sequences. I don't have time to fix this myself so I am putting https://github.com/OpenRA/OpenRA/pull/5330 on hold for the moment. Link to comment Share on other sites More sharing options...
Nyerguds Posted May 18, 2014 Share Posted May 18, 2014 Yeah, C&C simply doesn't check that stuff, and if they're not there when it requests them for drawing them on the screen, well, it'll simply draw nothing. If a file is actually corrupted, likewise, the game will only crash if it actually has to draw frames from the file. So for 100% unused frames, the game won't give a damn Link to comment Share on other sites More sharing options...
Tschokky Posted May 19, 2014 Author Share Posted May 19, 2014 Are the trees ripped from RA2? We can't ship those then. I did not find the cool Latin American church. Some houses/tree death animations (tc04.jun and friends) do not match in sprite length crashing the game. Trees - nope, but I saw someone say on the GitHub thread that they are shutterstock.com photos, that's correct. Church - should be in there Missing frames - corrected t11, t15 (11 frames instead of 10) and added empty frames for tc01-05 Please don't forget to credit Adam Valy for the tileset (yep, that's me) jungle.mix jungle.zip Link to comment Share on other sites More sharing options...
Matt Posted May 19, 2014 Share Posted May 19, 2014 This seems to be an RA95 version again. Do you also have a C&C95 version with complete sprite sequences. We are using dead buildings (v**.shp) in the Tiberian Dawn mod for husks. Sequence v01.husk.idle uses frames [2..2] of SHP `v01`, but only 0..1 actually exist After that plus the complete tc**.shp and we should be good to go (tested against funpark01). Link to comment Share on other sites More sharing options...
Allen262 Posted May 19, 2014 Share Posted May 19, 2014 No. I did the convert to C&C95. Tschokky only has what I posted. Off hand I know many of the V##.shp should be 3 frames for C&C95 but I did not do so as RA1 only uses 2 frame V##.shp (V01 to V18) and the 2 frame set up worked fine in C&C95. Anyway... It is after 12:30AM my time. After some sleep I will see what need to be fix. Link to comment Share on other sites More sharing options...
Tschokky Posted May 19, 2014 Author Share Posted May 19, 2014 Oh, I think I got it. I'll get to work on the dead buildings a little later and post them when I'm done. Link to comment Share on other sites More sharing options...
Allen262 Posted May 19, 2014 Share Posted May 19, 2014 Alright Matt the attached below should work however I strongly suggest that OpenRA be updated to draw nothing if a fame is not found. Changed: t11.shp now 11 frames t15.shp now 11 frames All TC##.shp (Tree cluster) now 10 frames All V##.shp now have 3rd frame Jungle_for_CC95_V3.zip Link to comment Share on other sites More sharing options...
Matt Posted May 19, 2014 Share Posted May 19, 2014 Nice. Thanks, works like a charm. https://github.com/OpenRA/OpenRA/pull/5330#issuecomment-43541664 Link to comment Share on other sites More sharing options...
Nyerguds Posted May 20, 2014 Share Posted May 20, 2014 So, um... why didn't you make it jungle.mix? C&C95 actually SUPPORTS Jungle as theater. Also, ehhh... those buildings are all based on existing C&C1 civilian buildings, which have collapse frames. You could've, you know, used those, instead of just copying the last frame. Really sloppy. You realize C&C1 actually uses those frames, right? Link to comment Share on other sites More sharing options...
Tschokky Posted May 20, 2014 Author Share Posted May 20, 2014 Allen, it's really nice that you did the jungle.mix update but I would have appreciated a notice on your part. Now all my work was for nothing. So next time, tell me if you're going to do it, otherwise I wouldn't waste my time. Link to comment Share on other sites More sharing options...
Nyerguds Posted May 20, 2014 Share Posted May 20, 2014 Allen, it's really nice that you did the jungle.mix update but I would have appreciated a notice on your part. Now all my work was for nothing. That implies you also didn't do the collapse frames correctly Link to comment Share on other sites More sharing options...
Tschokky Posted May 20, 2014 Author Share Posted May 20, 2014 Well, I should be the first to be blamed for that, because I ported the desert buildings to jungle in the first case. The only modification to them is changing the dirt color. If Allen is not working on that right now, I can do it. Link to comment Share on other sites More sharing options...
Chimas Posted May 20, 2014 Share Posted May 20, 2014 So, um... why didn't you make it jungle.mix? C&C95 actually SUPPORTS Jungle as theater. You mean, if I save the *.MIX file in C&C95 folder as jungle.mix and set a map with the parameter Theater=Jungle, will it run directly? Link to comment Share on other sites More sharing options...
Tschokky Posted May 20, 2014 Author Share Posted May 20, 2014 Yes, it will, but it will only work with jungle/jun. Link to comment Share on other sites More sharing options...
Chimas Posted May 20, 2014 Share Posted May 20, 2014 Yes, it will, but it will only work with jungle/jun. Soory, need more clarification (talking only about C&C95) ... Link to comment Share on other sites More sharing options...
Matt Posted May 20, 2014 Share Posted May 20, 2014 You can't just rename the temperat.mix here, because the file contents are named *.tem while the game uses hard-coded file endings: if you rename them to .jun and place them into jungle.mix that might work. On Linux/Mac you can use the following shell script to do the rename operation #!/bin/sh find -L . -type f -name "*.tem" -print0 | while IFS= read -r -d '' FNAME; do mv -- "$FNAME" "${FNAME%.tem}.jun" done http://xhp.xwis.net/ XCC Mixer is the defacto-standard to extract and create .mix archives. Link to comment Share on other sites More sharing options...
Allen262 Posted May 20, 2014 Share Posted May 20, 2014 Tschokky: You can do the 3rd frame for C&C95. All I wanted to do was get a quick version that would work in OpenC&C. Link to comment Share on other sites More sharing options...
Matt Posted May 20, 2014 Share Posted May 20, 2014 We are not really in a hurry here. Our release cycle has slowed down a lot. Link to comment Share on other sites More sharing options...
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