FunkyFr3sh Posted August 17, 2015 Share Posted August 17, 2015 Funky, I installed RAED and I'd like to report the following issues: RAED says it can't find cave.mix even though it's in the same directory and it's also embedded in main.mix and raed.mix, then as a consequence that it can't initialize the CAVE theater. Whenever I try to load a scenario (both ini and mpr) I get the message "There is was error reading data from the scm000ea.mpr file." then Error 4, then RAED just stays there. Should be fixed, try to re-download Link to comment Share on other sites More sharing options...
Tschokky Posted August 17, 2015 Author Share Posted August 17, 2015 Yee-haa! It's perfect now, thank you! I'll put in some water tiles (WC01-WCXX) and some stalagmites, and we're good. Maybe I could make some mining equipment as civilian V01-VXX as well. Thank you for all your hard work and contribution! A note to Allen: There are more abyss tiles (40) than WC tiles available (38). Note to Goatmessiah: yes, INT tiles are still included. Link to comment Share on other sites More sharing options...
Tschokky Posted August 17, 2015 Author Share Posted August 17, 2015 Actual in-game screenshots (RA/TD and RA): animated water River turn tiles also act as beach turn tiles. Link to comment Share on other sites More sharing options...
Messiah Posted August 17, 2015 Share Posted August 17, 2015 what were the tools use use for design, especially for the conversion of cliff sets and rivers? Link to comment Share on other sites More sharing options...
Tschokky Posted August 18, 2015 Author Share Posted August 18, 2015 I used Jasc Paint Shop Pro 7 to create the graphics, play around with palettes, etc. I used XCC mixer to convert from/to SHP, XCC Mix Editor to assemble the mix files, pcx2rmt to create the tiles and Nyerguds' rtmtype to modify them. I also used some NI LabVIEW from my uni to create some very handy tools. Link to comment Share on other sites More sharing options...
Tschokky Posted August 18, 2015 Author Share Posted August 18, 2015 CAVE TILESET ALPHA RELEASE And here we go! Please test the tileset, be on the lookout for any anomalies and report them to me. In the end I didn't do mining stuff, but there's a cave church for you. Stalagmites are TC01-05. CAVE_MIX_PAL.ZIP Link to comment Share on other sites More sharing options...
cn2mc Posted August 18, 2015 Share Posted August 18, 2015 Stalagmites are awesome and lol at cave church that looks like a Mayhem album cover. Too bad I don't even play RA. Link to comment Share on other sites More sharing options...
Nyerguds Posted August 18, 2015 Share Posted August 18, 2015 I used Jasc Paint Shop Pro 7 to create the graphics, play around with palettes, etc. I used XCC mixer to convert from/to SHP, XCC Mix Editor to assemble the mix files, pcx2rmt to create the tiles and Nyerguds' rtmtype to modify them. I also used some NI LabVIEW from my uni to create some very handy tools. I'm glad that rtmtype actually kickstarted so much terrain modding! I've made so many niche tools that will probably barely ever be used... Link to comment Share on other sites More sharing options...
Tschokky Posted August 18, 2015 Author Share Posted August 18, 2015 It's good to have you, Nyer Guys like me would be nowhere without your excellent tools. FIX RELEASE There has been an issue with CAVE.PAL which led some shadows go really weird. A stalagmite shadow (TC03) bleedthrough has also been fixed. CAVE_MIX_PAL.ZIP Link to comment Share on other sites More sharing options...
Kilkakon Posted August 19, 2015 Share Posted August 19, 2015 I'd say maybe a little more shading on those stalagmites! The buildings could perhaps use a little bit of texturing Just my 2 cents--hope that lots of people use the theme :O Link to comment Share on other sites More sharing options...
Tschokky Posted August 19, 2015 Author Share Posted August 19, 2015 The buildings could perhaps use a little bit of texturing Which ones? The cave church? I'll improve stalagmite shading Link to comment Share on other sites More sharing options...
Tschokky Posted August 19, 2015 Author Share Posted August 19, 2015 Stalagmites are awesome and lol at cave church that looks like a Mayhem album cover. Too bad I don't even play RA. Would you try my C&C/RA conversion? Here's a screenshot with the improved stalagmite shading. Link to comment Share on other sites More sharing options...
Kilkakon Posted August 19, 2015 Share Posted August 19, 2015 Maybe a tiny bit more so it matches the cave walls I will say that screenshot looks amazing though :O Link to comment Share on other sites More sharing options...
Tschokky Posted August 19, 2015 Author Share Posted August 19, 2015 I think it's nice to have a little different tone on the stalagmites, makes the map look a little more interesting. I think that if it was the tone of the ridges the tileset would be less appealing to the eye. But that's just what I think, I like it now with the improved shading. Link to comment Share on other sites More sharing options...
Kilkakon Posted August 19, 2015 Share Posted August 19, 2015 Sure man! Your call~ Link to comment Share on other sites More sharing options...
Tschokky Posted August 19, 2015 Author Share Posted August 19, 2015 Thanks for your great comments! I hope you'll enjoy the new tileset. Of course, there's one huge glitch remaining - long range units being able to shoot through walls. I'm afraid it's impossible to fix that, but I hope some people will make some fun maps exploiting this Here are some default settings (thanks Allen!) ;Default for ALL CAVE MAPS [General] GPSTechLevel=99 ParaTech=99 ParaBombTech=99 SpyPlaneTech=99 [Powerups] ParaBomb=0,DEVIATOR [sAM] TechLevel=-1 [HPAD] TechLevel=-1 [AFLD] TechLevel=-1 [MSLO] TechLevel=-1 [ATEK] Cost=1500 [sTEK] Cost=1300 Link to comment Share on other sites More sharing options...
cn2mc Posted August 19, 2015 Share Posted August 19, 2015 I've thought about this problem too (units shooting through walls) when I was trying to make a TD interior mod a long time ago. The best I could think of was to turn all concrete wall graphics into the cave walls, which would also allow me to have completely destructible terrain, but then the problem would still remain for units that can shoot over walls. I never got to actually doing that hough, doing all the damage frames and possible combinations was going to be too time-consuming, but it's an idea. Another one of my silly ideas from back then was that, theoretically, you can use the different RA crates instead of tiberium/ore and have forklifts or something similar be harvesters. Ah, I'm getting out of whack. Just some thoughts. Link to comment Share on other sites More sharing options...
Tschokky Posted August 19, 2015 Author Share Posted August 19, 2015 Actual gameplay Link to comment Share on other sites More sharing options...
Tschokky Posted August 19, 2015 Author Share Posted August 19, 2015 NEW RELEASE (same as previous, but this is at end of the thread for now) CAVE_MIX_PAL.ZIP Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 20, 2015 Share Posted August 20, 2015 Tschokky, this all looks amazing!!! Well done man! Link to comment Share on other sites More sharing options...
Tschokky Posted August 22, 2015 Author Share Posted August 22, 2015 Here's a test/demo map for CAVE - the dead mines. scm001ea.mpr Link to comment Share on other sites More sharing options...
Messiah Posted August 22, 2015 Share Posted August 22, 2015 doesn't work. ra95crash.dmp Link to comment Share on other sites More sharing options...
Tschokky Posted August 23, 2015 Author Share Posted August 23, 2015 doesn't work. Did you download FunkyFr3sh's latest ra95 release which supports CAVE maps? Link to comment Share on other sites More sharing options...
Messiah Posted August 23, 2015 Share Posted August 23, 2015 Problem solved - the palette file wasn't put in the cave.mix. Link to comment Share on other sites More sharing options...
Tschokky Posted August 23, 2015 Author Share Posted August 23, 2015 Oh wow. I didn't know putting the .pal in the mix file would work, I added a separate .pal file which you would have had to include in your local.mix But if it's okay, I'll do it like this next time, if you want me to make more tilesets anyway Link to comment Share on other sites More sharing options...
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