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How to make RA2 & YR maps - Final Alert 2 Tutorial


[CC] RaVaGe

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On 4/13/2020 at 4:58 PM, CZ-Kazu said:

Amazing tutorial and thanks for the tips!

I have a question - is there a way to start a new map with only water terrain? I would like to make some kind of sea and then islands (200x200).

I don't remember an exact combination, but it should be some key + left mouse click (LMB) to fill some existing terrain on some particular height.

Create a new map as Frequenzy said.

Pick water terrain tool.

Try CTRL+LMB, SHIFT+LMB, ALT+LMB, CTRL+SHIFT+LMB, ... etc untill you find the necessary key combination.

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On 4/13/2020 at 7:58 AM, CZ-Kazu said:

Amazing tutorial and thanks for the tips!

I have a question - is there a way to start a new map with only water terrain? I would like to make some kind of sea and then islands (200x200).

It's very easy! After you create your map, select water from the terrain/ground dropdown at the bottom (the water in the sidebar won't work for some reason), choose one of the smaller water tiles (selections 9–13), hold Ctrl and left click.

Anyway, I thank you so very much for this tutorial, RaVaGe. I was pulling my hair out with the cliff painting tool, and I had no idea about using the framework mode to make cliffs much easier to create. I just finished creating my first-ever map, and I could not have done so without this guide showing me that making cliffs is easy and actually kind of fun. Cheers!

Edited by BringOnTheMiGs
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On 4/27/2020 at 5:40 AM, londot said:

hii, i want to ask about black screen in Final Alret, in this case i already use ddraw.dll in this post?

i use windwos 10

I also use Windows 10, and I always get the black void whenever I don't run as administrator. If you aren't already doing so, try running FinalAlert as administrator to see if you keep getting the black screen.

Edited by BringOnTheMiGs
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On 6/11/2020 at 4:48 AM, RadicalEdward2 said:

I think I saw you video about waypoints and sounds. How do I add those tools to my version of the editor?

I think I have an older version.

Not old older version, you have to take off beginner mode. 
B-mode.jpg.9a1acdba7a8c6ec85b863d90db3a1832.jpg
B-mode_2.jpg.6e2e430c37881234f464e9918ec3ae9f.jpg

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  • 2 weeks later...

Thanks!

Also, I have a situation with bridges.

Its kind of floating in midair after both ends were destroyed. How do I fix that?

Also, are the bridge repair huts associated to the bridges that are near them or does it need to be programmed in?

In this shot, the repair huts are just off-screen.

image.thumb.png.1c3a0671f747015027c5e6ac8a4f84ac.png

Edited by RadicalEdward2
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On 6/27/2020 at 3:22 AM, YosefAnan said:

@RadicalEdward2 

- I don't know if you can fix it, it's kind of bug in the game!

- Yes it should be close to the bridge so it works well because if it far away one cell bridge repair huts will not works, I think there is a way to make it programmed to be destroyed or repair but I am not looking at it yet.

I'm thinking maybe the bridge is too long cause the bridge section associated with the other bridge is slightly shorter but repairs just fine and breaks apart without floating too. I'll try adding another section to the bridge.

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  • 3 months later...

1.  Concerning Section 17 Rendering map previews I noticed that the latest CNCMaps Renderer GUI version is now 2.4.0 which has different settings.  I'm not sure if that is relevant, but I thought I'd mention it.

2.  Additionally, I'd like to sorta mention the benefit of generating previews for the ingame preview.  I don't know how to properly do it, so I'll just step through what I did to see if sharper minds than I could suggest a better solution.

3.  Using Batch render and the settings below, I generate a thumbnail with a resolution (1024 ratio) that isn't so big that it is not recognized by the game.  I then renamed the thumbnails to the map name so the game recognizes them (deleting the prefix of thumb_).  And presto!  I now have better resolution previews of all the maps in my \Maps\Custom folder.

     3.1  (As a short aside, the 1024,0 is necessary to generate a thumbnail for anyone trying to recreate my process)

885685325_MainSettings.png.e4d23982061154d24921c66949a78f83.png
963760389_Miscsettings.png.27803133dab32d91244a230b7998258f.png

Problems;

4.  I've tried to use the Thumbnail injection in the GUI with no success.  It only seems to inject a downsampled version and I don't understand how to affect these settings.  I've also tried to work with the various commands in the renderer installed in the Map Renderer directory (-h), but the renderer does not accept the same commands as what is posted in the Command window of the GUI, and even if it did, I still am not able to inject a larger resolution image.  

5.  In Section 18 Miscellaneous video tutorials & additional information  I borrowed from the tutorial from @YosefAnan  - How to add text to a map preview image. to use XCC Mixer to convert an image into the appropriate code and replace that code in the .map, but I really haven't found an appropriate size and an automated method to make this effort worthwhile (I already limit myself to 150 maps just to keep some organization).

So, I have left any type of .map modification alone in regards to [Preview] section of the .map and just mimicked how the Maps\Yuri's Revenge have an associated PNG that the game uses to generate previews ingame.  

I hope this is helpful.  Thanks!

Batch render.png

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  • 5 weeks later...

I wonder, what sort of scripting or map.ini must i have in order for all players (human/AI) to construct their buildings/units really fast/instantaneously? (kinda like those REKOOL maps and some Alpaca maps) I always enjoy those fun mod maps and watching AI duke it out as they just instantly build up and start the fight ASAP. If theres any way i can manage to make a map with that sort of coding, i'll be thankful for your support.

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I wish the soviets sent an escorting squad with the V3 Launch attacks. The escort squad would only defend v3 launchers and never engage with towers, just like there is defense group for MCV and for Dreadnoughts.

On 12/4/2020 at 9:36 PM, The1stDecade said:

I wonder, what sort of scripting or map.ini must i have in order for all players (human/AI) to construct their buildings/units really fast/instantaneously? (kinda like those REKOOL maps and some Alpaca maps) I always enjoy those fun mod maps and watching AI duke it out as they just instantly build up and start the fight ASAP. If theres any way i can manage to make a map with that sort of coding, i'll be thankful for your support.

you can do that very simply by changning one line of the INI file. the line is time per cost.

Edited by MapDesigner
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