
New TS-DDraw release (Tiberian Sun / Red Alert 2 / Yuri's Revenge)
By
FunkyFr3sh, in The Tech Center
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By AGT_ZURU
I want to make a Map that is totally Symmetrical.
The thought had occurred, to try to use a Bitmap as an Import.
Problem is, how do I export the Map as a Bitmap to then copy and flip it and so on.
Also, would this even work, or would I confuse FA2.
I just want to speed up Map Making, so is there a quicker way?
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By AGT_ZURU
I have spent several hours looking into making Mines that Spawn Gems.
Based on how popular the idea is, but how difficult it can be to find the information, I'm putting this here.
In my search for this, I've found several ideas, but no solid guaranties saying that something definitely works.
Important Notes:
Take into consideration, that I'm making a Map with Modified INI Data, and not an actual MOD.
The reason for this is due to the Ore Mine Locations having Sand, and Ore being difficult to visually see.
Also, the Ore spawns too slowly for the Map, meaning matches end in Stagnant Out Of Money scenarios.
This means that players are throwing Para-Drops at one another to try and gain the advantage.
The Match always Disconnects before a winner is found.
Idea 01 - Changing Ore into Gems
I tried the idea of calling 'Tiberiums' different names.
So taking 'Riparius' and swapping it with 'Cruentus' and this yielded no results.
So I'm currently exploring the idea of Taking Ore and redefining its Image so that it looks like Gems.
Problem with this is, I'm making a Custom Map, so this is not likely to work so well either.
Idea 02 - Making a Dummy Object/Unit/Building that can Spawn Gems
Credits: Lin Kuei Ominae from PPMSite
URL for Thread: https://ppmforums.com/topic-47543/is-there-any-way-to-make-ore-drill-spawn-gems/
This is the Code that was mentioned in the post.
[building] ActiveAnim=dummy [dummy] LoopCount=-1 TrailerAnim=gemspawn [gemspawn] MaxXYVel=25.0 MinZVel=25.0 Elasticity=0.0 Bouncer=yes TiberiumSpawnType=GEM01 TiberiumSpreadRadius=3 ;0-9 possible The issue with this is, to do this requires a MOD, and as such can't be done in a Map directly*.
*That is assuming that you're not using additional tools outside of FA2.
If you were really clever and extremely determined, you could in theory take this Data and manually add it into a Map.
Though that is a lot of work, and may yield results that are open to change as CnCNet RA2YR is Updated.
So that's what I found relating to the Topic, but not much of an answer as far as Map Creation goes.
If/When an Admin of CnCNet reads this, I would propose the idea of CnCNet Staff placing some items into the general Updates.
Effectively, to allow Modified Maps to have more variety, it would be nice if specific assets were available out-of-the-box.
For example: Modified Sniper Animations (Sandbags) and Tech-Building Buildup Animations.
While normally, these would have no effect in Normal Maps, this would allow Modified Maps to have appropriate Animation Data.
Also things like Cameos and new Units would be nice, again inactive in Vanilla Maps, but available for Modified Map Creators to play with.
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By yuriko
I know this issue been mentioned here before, But basically i reinstalled windows (from windows 10 to windows 7) and client and game was working perfectly fine on windows 10 but on windows 7 it gives "Failed to create graphics device!"
client.log: client.log
;RA2MD working fine, XNA Framework 4.0 is installed.
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By Tønnao
Hi folks!
I was wondering whether or not it's possible to AI upscale the cutscenes in Tiberian Sun and put them into the game?
I am absolutely sure that the cutscene files "MOVIES01.MIX" and "MOVIES02.MIX" contains additional data in order for the cutscenes to load correctly and at the right moments, but does anyone of you know how to perhaps modify the files and extract stricly the cutscenes, in order to upscale them and put them back.
Of course it wouldn't be anywhere near as great as a proper remaster, but more so just to give the cutscenes a facelift.
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By Concolor1
Hi, Ive a problem, Im looking at some old stuff. So I have FA2YR1.2 and I have the TX2. The TX 2 gives me the files marble.mix FAdata and FALanguague. Ive placed these into my Final AlertYR folder, overwriting the originals, (Don't worry I saved them first). However its still not reading, and the picture below is what im getting, what am I missing?
Now if I place the lunarmd from the TX into the RA2 folder, it then reads the new Terrain, however although the dropdown list is there, the Terrain is still absent. Is this because the map was written with the TX 1, and the updated version has moved the list order?
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