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DTA SP Qs: TD-style Red/Grey Nod, Mission Ideas
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D1Hazel
GDI Hacker


Joined: 08 Feb 2009
Location: The United States of America

PostPosted: Tue Aug 04, 2009 2:47 am    Post subject:  DTA SP Qs: TD-style Red/Grey Nod, Mission Ideas Reply with quote  Mark this post and the followings unread

I'm making a SP campaign for DTA, a TD total conversion for TS. I have a couple of questions.

First off, Nod building, units, and infantry are all the player's color in skirmish this is desired and true to TD. But in Singleplayer, this is annoying. I tried making the Nod buildings Nod house and the initial Nod units NodUnit house (a Nod house that was Grey), but when they made units, they were red. Bittah commander suggested basically the same thing (he thought of it independantly, BTW), only he mentioned that there might be a way to use triggers to switch Nod infantry, vehicles, and aircraft to house NodUnits. I wanted to know if anyone had an idea about how to make this work. You'd be help my DTASP campaign.

Is there anyway to remove terrain layers 1 through 7 (you know, deformable terrain layers) and leave just layer 0?

Also, any mission ideas?

Thanks in advance.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Aug 04, 2009 4:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the Nod unit thing is pretty much impossible. The whole terrain layers is pretty simple, leave it ground level. As far as mission ideas, how about a GDI mission where you capture a destroyed (or almost destroyed) Nod base then you get some GDI units and need to destroy an operational Nod base. (I like captureing other factions bases) Or you have to escort a Mobile HQ through the region, Oh, how about a remake of the TD campaign (minus the Nod color of course)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 04, 2009 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

If Bittah wants to do the work, he could create a complete duplicate set of Nod units with the correct colors already applied to them and without remap. (you can do this too; just extract the units, do the color conversion, put them all in a new mix, add the appropriate art.ini entry)
Then let the player build in the campaign only, these duplicate Nod units. (would be simply done by adding [LTNK] Image=LTNKnr to the map, with LTNKnr being the noremap version)
But maybe there is a trigger which is thrown as soon as a new unit is build and allows this way to change the house of the new spawned unit to NodHouse.

In FinalSun is a function (Map tools / change Map height) which allows you to lower/raise the complete map and if you lower it to level 0, the deforming terrain is turned off as there are no lower levels into which it could deform. (Also when you start a new map you can set the level at which you want the whole map to be)

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Last edited by Lin Kuei Ominae on Tue Aug 04, 2009 10:11 am; edited 1 time in total

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Aug 04, 2009 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

No map deformation is for pussies #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 04, 2009 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

wow, what an intelligent comment.
You know that in DTA deforming terrain is not possible due to the special TD graphics?

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Aug 04, 2009 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes I know, but I still wanted to say that.

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D1Hazel
GDI Hacker


Joined: 08 Feb 2009
Location: The United States of America

PostPosted: Tue Aug 04, 2009 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I know about the ground level 0 thing, I was wondering if theere was an exe hacker that could remove them and reduce lag. The Nod thing, I was thinking about that, but deemed to too complicated without RA2 style forbidden resiquites.

g2g

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Tue Aug 04, 2009 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

It isn't that complicated, well, you do have to change every singleplayer map to fit the system, but that's just a matter of copy-paste.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Aug 04, 2009 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deformable terrain could be used for DTA 1.10 (enhanced mode), just ask Bittah.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Tue Aug 04, 2009 7:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't that cause SHP issues though?

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Aug 04, 2009 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tanks wouldnt tilt but I don't think that's an issue. Someone would just have to make slope tiles.

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D1Hazel
GDI Hacker


Joined: 08 Feb 2009
Location: The United States of America

PostPosted: Tue Aug 04, 2009 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
It isn't that complicated, well, you do have to change every singleplayer map to fit the system, but that's just a matter of copy-paste.


What I'm getting at is that if you capture a Hand of Nod, you'll have a GDI minigunner and a Nod minigunner. That's why I ruled it out as too hacky a method.

Well, I guess I'll just live with it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 04, 2009 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

give the units of the other side Techlevel=-1. The AI can still build them, but when you capture the building you can't build them.
This way you can simply deactivate certain units for the player and in combination with the recolored units you can also have a GDI player with golden units and when Nod captures a GDI building, they get blue/grey GDI units instead of red remapped gdi units.
Though for that to work you need of course blue/grey recolored GDI units too.

But all that is no problem to code and also can not be seen/noticed by the human player when he plays such a map. The perfect illusion.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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