Jump to content

CnCNet Forums

Search In
  • More options...
Find results that contain...
Find results in...

WIP - TD Beta Bridge


Inq
 Share

Recommended Posts

Hey guys I took some time to make/remake the TD beta bridge as a functioning bridge.

I felt I had to change the colour because I'm using it in my OpenRA mod & the terrain is in RA palette. (The RA palette misses a lot of cool blue / greys so the bridge ends up looking purple) I chose light grey to try & resemble concrete, like overpass bridges.

I guess it would need some hex work to function properly in RA, if it is even possible to add.

Let me know what you think!  :redalert:

giphy.gif

Heres the original for comparison; note the blue colour

bridge.gif

 

(I have to credit Messiah for an old static shp of the bridge I found as a starting point :P)

  • Like 2
Link to comment
Share on other sites

Nice. The road markings on the original pic look thicker though, and at 1 pixel yours kind of screw with the details of the rest of the bridge, which are awesomely done. If making them thicker doesn't work, you can always get rid of the markings altogether.

Kilk, I'm 100% sure the A-10 has been done years ago, probably by Nyer.

  • Like 1
Link to comment
Share on other sites

4 hours ago, Kilkakon said:

I like! :D I was thinking of reimplementing some beta stuff too, like the crashed A10 there.

Thanks,

I think Messiah did this one? although I'm sure it's been done multiple times over the years.

19 minutes ago, cn2mc said:

Nice. The road markings on the original pic look thicker though, and at 1 pixel yours kind of screw with the details of the rest of the bridge, which are awesomely done. If making them thicker doesn't work, you can always get rid of the markings altogether.

Thanks, I'll give it a shot.

a10crash.zip

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

  • Similar Content

    • By GganbuFondue
      Sometimes on Cncnet lobby the Quickmatch room shows 1/2 when it's 0 in the ladder client.
      Sometimes players seem to unready when they are actually ready. (Unconfirmed)
      Sometimes takes long time to connect and connection fails, repeatedly.
      Sometimes (less often) client randomly freezes, crashes, needing to restart or logoff or reinstall to get back in queue.
      Sometimes client has higher chance to work when not logged in to Cncnet lobby.
      Others have also recently noticed ladder acting weirdly like pre-disconnecting games and ladder page giving connection errors.
      Sometimes client works great without problem.
      Ladder when it works is great avenue for 1v1 and potentially helps the dedicated playerbase grow.
      Here's hoping that things can be tweaked and issues solved or improved.
      Whoever develops the ladder thank you for efforts!
    • By sgtmyers88
      Hey guys as I mentioned about a month ago in another post I recently started RA Redux. Using XCC Mixer (yes I got the latest version) I am having issues with the campaign cutscene videos getting corrupted or being a colorful mess during playback. I am extracting as the recommended .avi as I did for the TD videos. Also I cannot seem to find the map layouts for the RA missions and whatnot. I know in the past I used Nyerguds database as a reference which proved invaluable for finishing the TD Redux campaigns. Example: https://nyerguds.arsaneus-design.com/cncstuff/mappics/n64-testmaps/sct15ea-nomap.png Is there a section for Red Alert that I am somehow missing?
    • By Nyerguds
      With Kamuix writing a guide on inserting maps into the N64 version, I got busy looking into how it would be possible to more-or-less automatically generate height maps of C&C maps, so inserted maps actually look good in N64.
      It took me a couple of tries, but finally I managed to create a set of tools to convert maps to height maps. All of these are contained inside the CnC64 File Converter. (v1.0.3 or higher)
       
      The basics:
      C&C terrain is not three-dimensional, but gives an illusion of 3D with the images on the cliffs. However, this illusion falls flat (literally) in a real 3D environment. To remedy this problem, they added greyscale images to the missions in N64 that indicate the elevation of the terrain (brighter = higher). So if you want to import maps into an N64 ROM and have them actually look good, they are going to need a height map too.
      Elevation is not done per cell, but on the four corners of each cell. Because of this, the height map images have a size of 65x65, whereas C&C maps are only 64x64 cells. However, the converter takes care of that automatically, so we'll just focus on making a 64x64 height map.
      The basic steps to make an image using the CnC64 File Converter:
      Open a map file, and convert it to a basic terrain levels image. This image will contain only the cliffs of the map. Save the terrain levels image and edit it in an image editor, and fill areas surrounded by cliffs with the colour for that level. If multiple levels are needed, use the brighter colors in the image's palette. There are 4 elevation levels that can be used. Open the map in the File Converter again, and generate the height map, using the terrain levels image you created. Convert the final image to 65x65 height map, and save it as paletteless N64 IMG format. The detailed steps:
       
      1. Convert a map to a basic levels image:
      Open the map you want to make a height map for. The process works best if there's a .ini file with it that tells the program which theater the map is, and how big the actual used area on the map is. The ini file itself will not be accepted by the program, so open either the .bin file, or the already-converted .map for the N64.
      Open the "Convert" menu, go to "Height map generation", and select "To basic levels image (from map)". This option will only work if you have a map loaded.

      You will end up with an image which has a dark gray background, and only the cliffs on it, in a slightly brighter gray. Note that this is a paletted image with five colours; even if the image is later saved as high-colour, it will be matched back to these five colours to be interpreted as height levels.

      As you see, the image has some modifications compared to the original; the conversion takes the last terrain types encountered at the edges of the actually used portion of the map, and stretches them to the full frame. This is done so cliffs placed outside a map's border to control reinforcements would not influence the height map.
      Note that the image is not saved yet at this point, so press Ctrl+S and save it to disk.
       
      2. Create the height levels image:
      Now the real work. Open the saved image file in your favourite image editor, and connect the cliffs to form closed areas. To do this correctly, open the map itself in a map editor so you can see the directions of the cliffs, and see what kind of elevation each area should have. Here's my process in a few steps:

      It doesn't matter if the image is saved in high colours, but as noted before, the converter will match it back to the five colours in the original image's palette, so there's no use in making detailed slopes in this. Its only function is to separate the terrain into levels.
      For the record, the grey tints used for the five levels are:
      #000000 (R=0, G=0, B=0) : Pure black. Shouldn't be used, since water creates a slight depression into terrain, and you can't do that on the lowest level. #404040 (R=64, G=64, B=64) : Basic terrain. This will be the starting level on the image, and should be seen as lowest level you can use. #808080 (R=128, G=128, B=128) : Cliffs elevation #1 #C0C0C0 (R=192, G=192, B=192) : Cliffs elevation #2 #FFFFFF (R=255, G=255, B=255) : Cliffs elevation #3. Note that this is the highest possible level, and no more terrain details can be put on top of this. Rivers should work, though, since they decrease the terrain. Anyway, with that done, we end up with our terrain levels image:

       
      3. Creating the actual (64x64) height map
      Now we got our levels image this is fairly simple. Once again, load the map into the converter program. Open the "Convert" menu, go to "Height map generation", and now select "To height map using levels (from map)".

      It will ask you to select the height levels image. Select the final product of our work from the previous step.
      Now the real magic happens. It will generate an image that adapts the terrain to the new heights, and if your cliffs match your levels image correctly, it will make sharp elevations for the cliffs and smooth slopes for the openings where the level decreases on non-cliff terrain. Furthermore, the height of rivers and other water will be applied on each specific level.

      Once this step is done, feel free to save the image if you want to add some more specific tweaks to it, or fix any errors the generator might have made. If you think the map is good enough, though, you can continue straight to the next step.
       
      4. Converting the height map to the final format
      So we got a 64x64 height map image now, loaded into the converter. The N64 game not only needs the image to be 65x65, but also needs it saved in the specific paletteless IMG format.
      First things first: go to "Convert", "Height map generation", and select the final option: "To 65x65 height map image (from image)". As you see, this is the only option in there that doesn't use a C&C map as input but an image.

      Select it, and the 64x64 data will be centered in a 65x65 frame, creating smoother edges everywhere.

      Starting from v1.04, the image in the editor will automatically identify itself as paletteless N64 image, so all you need to do is press Ctrl+S to save it in the correct format.
      ...and that's it! You have your height map, ready to insert into the ROM. The name format the game looks for is exactly the same as for the .ini and the .bin, just with .img as file extension.
    • By Nyerguds
      Over at TiberiumWeb, Lin Kuei Ominae has been doing some very interesting experiments with triggers, and has come up with some neat ways to do stuff like making an AI-owned MCV move to a spot and deploy there, making reinforcements arrive on the Nod airstrip, and making a trigger to give a player money. I suggest you check it out
      http://www.tiberiumweb.org/forums/index.php?showtopic=3743
      Mind my replies though; Lin Kuei did make a couple of mistakes
    • By [Spro]Sin
      Air is over powered in red alert 1  
      also anti air is under powered in red alert 1 
       
      This has been a problem for long time but has become more clear too me over time when i changed from being a base builder too a tanker 
       
      In the game red alert 1 we have many maps and 2 main play styles 
      Tanker players and base builder players
      i get straight to the point and explain everything 
       
      air units are by far the best in the game also there the most hated least fun and only take away good games from players 
      air only good for trolling or for being a one trick pony or cheap wins air dumb the game down a lot 
       
      why is air so over what makes it this way 
       
      its because unlike any other units in the game air can go any where on the map fly over any defense and kill any building but army stuck on the land and navy stuck in sea  
      the next thing i need point out is only few units can even defend them self vs air 
      ok sure what about run away wait cant to that air faster too 
       
      how about kill mcv power it only air air units kill a mcv no matter where it is on the map no range limit too air that is are strongest building a tanker player cant rebuild mcv after this 
      ive been on both sides of this many 2v2 games one sided because cheap win or get teamed up on by 2 pros when am trying do right thing but lose because ally trolls 
      3v3 games often turn into 2v3 games for long time because this too 
       
      base builders even they are not safe a few good hotkeys with air and bookmarks and spam that build button u can take out up too 10 mcv at a time 
      full base gets leveled ever 3-5 mins even with huge anti air  all one type building dead mcv or ore ref most the time 
       
      i played few games op air players they built about 300-400 places in 30-50 mins i looked at stats after game 
      also it didnt matter how many sams rocket soldiers i made waves of air can attack with out it mattering how many die they just build x2 more most game aways turn into this mcv death rebuild build sams rocket soldiers 
       
       
      war tank players out right ban air from there games but air also just op on all maps 
      also tanker base builds dont want because of air 
       
      i was used not mind till too many players used air and how op it is
       but the fact that too many players spam air attack become stuck at this level of play poor play style  don't learn better skills 
       
      u can learn play the game any way u want in your own room this post not shame air players say there not pro 
      there some good players that only play custom mod maps that got good at this am even ok with rigged games as long as the players are open with what they are doing do so in the room they are the host off just playing for fun of it
       
      I want some kind of fix too this air problem 
      The best fix i think is add a button so players can just turn air on or off in room host settings 
      that way the mod maps in red alert 1 that need stats too stay the same will not get messed up by any fix is made 
      another fix just weaken air [by a lot] and make stronger anti air  stronger [by a lot too as well also units need be able fight back vs air not be helpless}
      maybe build build limit be good i also think mod maps hurt less by this kinda change if it was too happen 
      or even range limit 
       
      but a air on or off button be by far the best for everone not doing anything about this me anti air players suffer in a game they don't like and just put up with and the players who aways use air on them 
       
      i just want everone be able play the game how they want too 
      it be so much easyer on everone if we can make it so both sides can have the game how they want it too be played in there rooms best done with settings just asking for no air players don't listen also no way stop them other then ban them from room after game 
       
      players who like air should play with others who like air 
      players who hate air like me should play others of are own kind be able have a clean air free game when is asked of the players 
       
      guys be friendly its ok like air games just dont force it on me 
      just because i don't like air u might or might not like air don't stop us from being friends everone has there point of view 
       
       
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...