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Kilkakon

[TD] Solar Power Plant WIP & Cost hex editing randomly

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Hi guys!

 

I'm working on a solar power plant idea for the Japanese. This is just a rough mockup at this stage... what do you think? More panels, less panels, difference size maybe?

 

It's going to be a 2x2 building.

solar.png.8198a44f31808295411429f2c8a7959c.png

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Huh, neat.

 

I actually still got a TD SHP for a solar power plant kinda thing lying around...

solar.gif.b2ca468491c9bcdd7ecd3c338dd5b287.gif

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Quite neat... hard to say at this stage. I think making sure it has a nice light effect between the mirrors and tower may be the biggest thing to give it a fancy look.

  -Liam

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Just saying that I am taking a quick break from C&C while I redo my website. :) I'll jump back on this soon though.

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...until I realised that the whole point of remaking my website was to promote my C&C mod, and I have buildings missing that I should kinda finish before taking screenshots and doing tech trees. Great work Kilk. :P

 

So I had another bash. Funnily enough though, this is almost a 2x1 building due to the 34 degree angle that it's got. It's square on a bird's eye view but not so here. Still, comments and criticism welcome. I'm thinking of replacing the brown tower with a player controlled gantry (similar to the communications centre).

solar2.png.e46d3b3a23865acc98fea8c5a8573d15.png

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Sorry to be a bit slow on finishing this one. :) I hope to soon! Here's something else I finished today as a sweetner.

newtank.png.02b98378c2e3ec80f7571510894b6475.png

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Haha so it could be a... medium tank? :laugh:

 

Thank you White. :D And thanks for being an awesome spriter too--your oil refinery was a great base for mine and I ended up using your light tank turret for my light tank too, so cheers :)

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That new light tank looks like the most overpowered thing possible.

But it also looks god damn awesome.

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Haha thank you! :D It's the Japanese unique tank. It's really fast, cheap, and hits like a truck, but so light on hull, haha.

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Thanks man... I drew all the stuff pixel by pixel just editing other SHPs and parts of SHPs that were similar to what I wanted... very fricken time consuming.

The oil refinery was really fun to make. I actually made all the little separate bits and then fitted it all together, hehe. Was quite funny having a big sheet with all the bit of it spread out on.

Believe it or not, I actually found the icon image for it on google images and then built the refinery based on that picture. Which is why it has such a sweet icon, too! xD

  -Liam

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What do you think? ;) Japan's coming along eh? :laugh:

 

All that's left to do now is a conyard...

japan.png.96dda5125e267b0775ccd45275fd1609.png

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The panels kinda seem like they're floating... maybe give them a bright grey concrete foundation, like it's done in the original game? Or at least strips radiating from the center under them.

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Okay, I'll give it a shot. It's a little primitive (I would smooth out the shadows using anti-aliasing) but what do you think?

 

solarpowerwithpad.png.585b2608761e6180b326224f020c8ce0.png

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Okay, sweet. :D Appreciate the feedback Nyer.

 

I'll make a proper one tomorrow. Then onto the conyard and gene bank!

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Here's the finished product. :laugh:

 

Fun fact, those tear gas infantry are actually C10s! Thanks for your help with Moebius, helped me work out these guys as well.

solarpowerwithpad2.png.547d583caf30a4977fd5f5320048b7f7.png

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Hmm. That version's concrete looks more angular, rather than a quarter-circle to mimic the panels themselves.

 

What does tear gas infantry actually do?

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That is, fortunately, easily changable. I decided to use the normal power plant's base rather than the one I had drawn before. I can round off the edges though no worries.

 

The tear gas infantry are functionally the same as Chem-warriors, with the same damage and rate of fire. The only difference is that they can't cost more than $127 and that they like to go prone more often than regular troops. I was thinking of asking you if repoints for cost were possible when the mod was finished.

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Cost change should be possible, yes... either by jumping out and back, or by changing some other value on the unit to make it smaller to compensate. Either one is a messy operation, though.

 

I've quickly looked into it, and the jumping method is definitely the simplest of the two. Since there is no open space anywhere near that point, though, it'd require a long jump (5 bytes) to even jump out of the code there, which means that 3 of the properties at that point (each 2-byte 'push' commands) would need to be wiped and moved to the new location to put the jmp command there.

 

The bytes to change would be:

 

The actual jump to available space:

Address 3ED99 (EIP=44E999)

E9 B4 FA FF FF - jump to the new location

90 - 'No Operation' command - to align to 6 bytes (not really necessary, but it's cleaner :P)

(this removes the Cost, Sight and Hit Points options at this point)

 

The moved and expanded code:

Address 3E852 (EIP=44E452)

68 FF FF FF FF - migrated and expanded Cost value. Replace the "FF FF FF FF" by your new cost (bytes reversed, as usual)

6A 00 - migrated Sight value (which is probably already changed from 00 in your mod)

6A 32 - migrated Hit Points value (which is probably also changed from 32 in your mod)

E9 3F 05 00 00 - the jump back to resume the original code

 

 

The code:

#eip=0044E999 ; 3ED99
jmp 0044E452 ; jump to nearby unused space
nop ; no operation
; label indicating the jump back location
jumpback:

#eip=0044E452 ; 3E852
push    FFFFFFFFh ; new cost
push    0 ; sight
push    32h ; hit points
jmp .jumpback

 

Not sure about the "going prone" thing, though. The only thing related I know is the "wandering" behaviour civilians have, which is enabled/disabled for C10 by the value at address 3EDAF.

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Whoops. Accidentally pointed it to a spot with not enough space for the new code. Edited my post to fix it ^

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Oh wow, that's awesome Nyer. :) Thanks for putting that information there... I will have to study it and apply it to all civilian units and buildings I have recycled. :O There's like, a good 5-7 buildings that I have reused... this will be amazing to have working! :D Thanks so much. I'll have to be careful and do it carefully, one at a time though.

 

As for the "going prone" behaviour, I have disabled the civilian and "wanderer" flags. The result is that, they'll behave normally, but as soon as they are damaged, they'll permanently go prone. They can be double-moved out of it like all infantry, but they'll go back to prone when they finish the move. It's not really a bad thing though as they kinda survive longer like that, haha.

 

Would you prefer smoothed out corners on the plant's base?

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Oh wow, that's awesome Nyer. :) Thanks for putting that information there... I will have to study it and apply it to all civilian units and buildings I have recycled. :O There's like, a good 5-7 buildings that I have reused... this will be amazing to have working! :D Thanks so much. I'll have to be careful and do it carefully, one at a time though.

That's not so easy... you'd need to find open space to migrate the code for every one of those.

 

Do you have the asm tool? You can download it here. Note that you have to make a "project" before it allows you to convert code to bytes -_-

 

As for the "going prone" behaviour, I have disabled the civilian and "wanderer" flags. The result is that, they'll behave normally, but as soon as they are damaged, they'll permanently go prone. They can be double-moved out of it like all infantry, but they'll go back to prone when they finish the move. It's not really a bad thing though as they kinda survive longer like that, haha.

Oh. I've seen that happen in RA1 too. Really annoying.

 

Would you prefer smoothed out corners on the plant's base?

Actually, yes... the round base made it really fit under the quarter-circle of solar panels.

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