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Work done with Red Alert 1 shps
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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Sun Jun 23, 2013 4:46 am    Post subject:  Work done with Red Alert 1 shps Reply with quote  Mark this post and the followings unread

I've been long thinking up a mod and I've selected Red Alert 1 and Red Alert 1 style shps for use in it. I've looked around and there are no custom Red Alert 1 shps. well except for poorly done mechs and stuff. Has anyone like made a Minigun or Sniper Infantry for Red Alert 1?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Jun 23, 2013 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Sun Jun 23, 2013 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sun Jun 23, 2013 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I know that OpenRA has a Sniper, and is conveniently using the same SHP format that RA1 uses. So there's that.

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Deformat
Defense Minister


Joined: 17 Sep 2007

PostPosted: Sun Jun 23, 2013 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

OpenRA SHPs use the same format as regular RA.

Note however that Open SHP Editor doesn't save the SHPs properly. In order to save SHPs properly, use XCC Mixer. If you want to modify your existing SHPs, modify in SHP Editor, then export as .png images, then convert using XCC.

Out of curiosity, why not use OpenRA? It's a really flexible engine.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jun 23, 2013 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does anyone have a render environment for TD/RA?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 24, 2013 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Aug 15, 2013 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

In OpenRA (latest playtest) go to Settings → Debug → [x] Enable Asset Browser (requires restart).

Have fun creating SHPs from PNG with a GUI. I suggest you export one first to grab/keep the RA95 palette.

This enhancement was funded by xanax via https://www.bountysource.com/trackers/36085-openra



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Matthias M.
Stealth Laser Trooper


Joined: 15 Jun 2012
Location: Germany

PostPosted: Thu Aug 15, 2013 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread


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