This is really nice work.
Yes the walls look thin but thats the overall design of the original building itself.
If anything, all the buildings in the game are way to small for what they produce.
Tank factories should be 5 times the size cosidering the room to house materials and workers to build them and tank factories do not build aircraft.
So the game should have a seprate building of equal size where the aircraft roll out to the airpad or lift out of the roof and land on the airpad. _________________ Strange...As strange as it may seem, I'm still, up here...floating.
And no one even seems to notice. QUICK_EDIT
Joined: 30 Nov 2023 Location: Im Irrenhaus Deutschland
Posted: Tue Apr 21, 2026 3:02 pm Post subject:
Compare the original data and the previously uploaded files.
The main issue was ensuring the opening doors were displayed correctly; often, if a second weapons factory was located next to another, the animations were obscured.
Another problem with naweap_1 and ngweap_1 was that white pixels appeared on night maps. QUICK_EDIT
Generally, I'd remake the WFs to have larger interior space as there are many mods that use large units. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
Generally, I'd remake the WFs to have larger interior space as there are many mods that use large units. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
Joined: 30 Nov 2023 Location: Im Irrenhaus Deutschland
Posted: Fri May 15, 2026 7:47 pm Post subject:
Unfortunately, I cannot completely redo it from scratch. I only increased the size from 5x3 to 6x4.
If you have specific ideas or a concept of what it should look like, please let me know. QUICK_EDIT
Woah! A 6x4 warfactory? I thought the warfactory was hardcoded to be in a specific foundation only.
Did you do anything differently? Or is it just the same code just the foundation changed?
I've recreated the Soviet Warfactory. The interior isn't added yet but you see that the model is already created.
Could you provide the code for the 6x4 warfactory? I want to test it out and check.
Also could it be as any Foundation=? Since your foundation is already irregular, being an even amount of tiles.
How did the unit even came out from that?
Units are hardcoded to spawn in the factory on a specific cell and then move three cells SE. You can use Ares custom foundation to move the specific cell around and make different shaped factories. _________________
Generally, I'd remake the WFs to have larger interior space as there are many mods that use large units. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
Unfortunately, I cannot completely redo it from scratch. I only increased the size from 5x3 to 6x4.
If you have specific ideas or a concept of what it should look like, please let me know.
Size increase is a big disadvantage in mods because mods have more buildings and in most maps you won't have space for the AI to build everything. _________________ Red Alert 2 Yuri's Revenge Apocalypse mod:
Actually, I never intended to create a completely new weapons factory and I won't be doing so.
As I have already mentioned, I merely expanded it slightly. The 6x4 foundation is standard and can be used even without ARES.
In the RULES file, I merely experimented with the ExitCoord, though without achieving a final result.
And in the ART file, I changed the foundation to 6x4.
Anyone who would like to experiment further is welcome to do so; I have created a mix file and am making it available for download.
I was asking for the code but the ExitCoord and Foundation was the only thing that was changed.
I'll try to experiement on the ExitCoord and add absurd values to check what it does.
I knew you were experimenting, that's why I was asking for the code to continue it.
That was why I showed the model I made to show I that I could modify a warfactory.
Mig Eater wrote:
Units are hardcoded to spawn in the factory on a specific cell and then move three cells SE. You can use Ares custom foundation to move the specific cell around and make different shaped factories.
I was having a hard time understanding this first since the generator doesn't have a way to specifically set the warfactory.
But if I did understand it correctly, it would be one of these two correct:
Foundation.11=
FoundationOutline.11=
I just have to exchange the value on the closest to the exit (ex. Foundation.15 would be exchanged for Foundation.11 and vice versa)
so that it would be the hard-coded 11th cell.
Overmind wrote:
Excellent work.
Generally, I'd remake the WFs to have larger interior space as there are many mods that use large units.
I don't know what means since:
Overmind wrote:
Size increase is a big disadvantage in mods because mods have more buildings and in most maps you won't have space for the AI to build everything.
I'm guessing you meant the height of the building? Since there are tall units that comes out of the factory?
I don't understand how the interior could be larger without making the building being bigger.
Aside from the height that is. QUICK_EDIT
I just have to exchange the value on the closest to the exit (ex. Foundation.15 would be exchanged for Foundation.11 and vice versa) so that it would be the hard-coded 11th cell.
Thanks! That's kind of awesome! Me having had a hard time reading Ares back then still persist today.
But thank you for this knowledge, Mig! QUICK_EDIT
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