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RaVaGe

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

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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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Shift + left click continuously paints the select tile without needing to click, kind of like a brush tool would in graphics editing software, such as Paint or Photoshop.

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Posted (edited)
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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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

image.thumb.png.453db28ef9f41d0cfd2b11b4cff9c56e.png

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Posted (edited)
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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Hi, I tried creating my own map to play. But i cannot find the map in Lan Game.

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How do I get the audio scripts to appear?

I saw the video about adding sounds but, I don't have those options in my version of Final Alert 2

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How do I add the trigger and waypoint features? I might be using an older version of the editor cause those features just aren't present.

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Posted (edited)
15 hours ago, newZee said:

How to make captured building reveal map ?

if such a building is unique on the map, write it in the map file

[your building]

SpySat=yes

Edited by CCCP84

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On 6/6/2020 at 3:10 AM, YosefAnan said:

Thanks a lot @RaVaGe

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.

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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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Posted (edited)

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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@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.

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On 6/1/2020 at 4:47 PM, newZee said:

How to make captured building reveal map ?

Add to the building this code:

SpySat=yes

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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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Please tell me how to repeat the trigger to create a box with the same type of box? At the first operation, the correct type of box falls out, all the following only for money.

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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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