Posted: Mon Aug 19, 2013 2:05 pm Post subject:
Lunar Terrain Expansion (LTX) v1.0
Subject description: RELEASE
I'd like to announce and release the Lunar Terrain Expansion project version 1.0.
Simply, this is an extension of the original Terrain Expansion's lunar additions with several more INCLUDING the TX tiles.
Quote:
+ ADDITIONS IN v1.0
- Space tileset, including 2x2 and 1x1 space tiles with stars
- Space Details tileset, including black holes and distance land masses
- Space Cliffs
- Space Cliff Caves
- Ice, 1x1 tiles converted from the snow theatre
- Ice 'shores', also converted from the snow theatre, designed to look like ice sheets on clear ground
- edited isolun.pal, making the deeper blues turn to black to support space tiles
+ NOTES ON USAGE
- Space tiles use the land type 'water' for the sparkle effect but means edits should be made to cover up the side effects such as water splashes from Conventional warheads. The idea, so far, would be to make space completely inaccessible, besides to aircraft and jumpjet units, so some features such as the Chronosphere may need to be thought through carefully.
- LTX currently includes crude Marble Madness tiles. Space cliffs for example simple use water cliff tiles in framework mode while Ice and Space Details don't have framework varients at all!
- Simply place all the files in your YR directory and FA2 should detect them. lunarmd.ini NEEDS to be in the directory for FA2 to use but not for YR (a copy is also in expandmd07.mix)
Credit should go to OmegaBolt for the latest extentions (indicated by a + in FA2) and Blade, DJBREIT and MooMan65 for all other lunar terrain additions (indicated by an *).
This can be incorporated with other mods and operates separate to the original Terrain Expansion. If the TX is also used then this will overwrite existing files.
If people like this idea then I would suggest mappers get to work on using it, finding any issues or posting ideas for new additions. Modders need to think on how to use it well, for new gameplay, as well as working to make this a more believable space theatre ingame. Any artists out there could also work on new tiles or any new space assets, such as units or structures designed to survive in deep space!
Currently the list of additions is quite sparce so I'll work on adding more and fixing any issues.
I also have a small 2 player map to show of the new tiles.
Download Deep Space Mine (2)
(let the puns begin) Last edited by OmegaBolt on Wed Jan 29, 2014 11:43 am; edited 4 times in total QUICK_EDIT
Idea:
Not sure if included already, but for the black/stars background you could create a few "asteroid platforms from far away". Impassable for ground like the stars, but something that looks like a normal ground/platform is far in the background. Maybe even animated showing some tiny units and buildings fighting on that far away platform.
\EDIT
forget that idea. i see you've updated the pictures and did that already _________________ SHP Artist of Twisted Insurrection: Nod buildings
Idea:
Not sure if included already, but for the black/stars background you could create a few "asteroid platforms from far away". Impassable for ground like the stars, but something that looks like a normal ground/platform is far in the background. Maybe even animated showing some tiny units and buildings fighting on that far away platform.
Already ahead of you. Though over time I guess more variants will be made, atm there are 4 different versions of slightly varying distances. QUICK_EDIT
Could some space effects be included to replace the water effects?
Also, its too bad RA2 doesn't work with terrain deformation, would make this even nicer. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Could some space effects be included to replace the water effects?
What do you mean?
I assume it would be like Empire Earth, where the space terrain is like water. Empire Earth basically had "space docks" that would be placed like regular docks on water, so space terrain acted like a special type of water for space units.
So I assume 4StarGeneral means replace water mechanically, so then you can turn the Naval Yard to a space station and make naval units into space ships. QUICK_EDIT
You could animate the space tiles with TileXXAnim= (like waterfalls)
Would look surely pretty cool if you see the stars slightly flickering/shimmering, some planets in the distance slowly rotating and other things like animated nebulae, black holes, pulsars, suns, asteroid belts etc.
Since the anim uses then anim.pal, you also have a lot more colors available for the stars, which currently look a bit simple (like 16 colors EGA graphics) _________________ SHP Artist of Twisted Insurrection: Nod buildings
If anyone is willing to make those then it can be done (also using custom palette with Ares) however I don't have the ability. The water sparkle effect already works as a way to represent super distant stars that vaguely shimmer.
This is obviously open to people's contributions (which is why I posted it in the first place), anything people create that's good enough can get added. QUICK_EDIT
I actualy like this. But shouldnt there be some kind of shores (small cliffs maybe) otherwise i dont see how to travell betwin two islands. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Well my idea of using it would be to use jumpjets, not actually have units directly on the space tiles. I mean why would a spacecraft not be able to fly over chunks of land? But maybe I can do it if I figure out a way of making it look right fairly easily. QUICK_EDIT
Think Starcraft space maps when moving units, IMO.
And I meant, replacing the water splashes with some kind of space effects, not that I have any example of what to swap it with. Though I suppose you could be boring and make the splash images blank.
I suppose we could put planets in the background, but its not like this is the moon anymore, unless it got death-starred? Planets would probably be mod specific I would think. Also, doesn't TilexxAnim cause considerable lag over network? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Bittah and me did a couple tests for DTA and TileXXAnim works fine. You just have to make sure you optimize the tileset, meaning instead of only using tiny 1x1 tiles, you should have them in different sizes up to big 10x10 tiles. (1 big 10x10 tile can then replace 100 tiny 1x1 tiles and reduce lag and map loading time significantly)
If the mapper then always tries to use the biggest possible tiles and not only the tiny ones, there is no lag issue. (just maybe 1-5 seconds longer map loading depending on map size and amount of animated tiles, but that isn't noticeable anyway considering the long RA2 map loading times) _________________ SHP Artist of Twisted Insurrection: Nod buildings
And I meant, replacing the water splashes with some kind of space effects, not that I have any example of what to swap it with. Though I suppose you could be boring and make the splash images blank.
Ah, well I think that is down to the modder as it involves rules/art editing and such, though that may happen anyway if animated tiles get included.
Of course a collection of related art can be made which people can use. Not sure what kind of anim would replace it, thought about the TS landing 'puff' but not sure really... might be best just to set Conventional=no on all warheads.
4StarGeneral wrote:
I suppose we could put planets in the background, but its not like this is the moon anymore, unless it got death-starred? Planets would probably be mod specific I would think.
There can be distance stars and planets but having like a half map Earth wouldn't work of course, tiles can't overlay each other and wouldn't appear behind the land anyway. Would be amazing though...
Ickus wrote:
Lovely. it does recall old old starcraft. I mean this! but really smexifies the lunar set. wonder how waterfalls willl work n_n
There is no water in lunar though I did think it'd be cool to have waterfalls going into space...
I guess as a question then, would people want or use actual water while space would then be another, unpassable, terrain type? Then of course you could have naval, land and jumpjet action all at once. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Aug 20, 2013 1:05 pm Post subject:
Not in real space. _________________ "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... QUICK_EDIT
The only thing I dislike so far is how the cliffs just fade into darkness, impairing the sense of depth. Suppose those islands are asteroids, it would be cool if you could see the bowl-shape of the asteroid at the bottom. This might require some more tiles, or at least better shading on the existing cliffs. _________________
The only thing I dislike so far is how the cliffs just fade into darkness, impairing the sense of depth. Suppose those islands are asteroids, it would be cool if you could see the bowl-shape of the asteroid at the bottom.
I'm not sure it would necessarily be visible though and why wouldn't it also be on the top side too, meaning no building or play space? Some suspension of disbelief is needed of course and it would be nice to get separate asteroid graphics to use around the map, different to the flat "playable" chunks of rock. I'll probably put together some tiles of distant asteroids to make asteroid belts around the map. QUICK_EDIT
This project is not dead. I've reworked the palette entirely, freeing up a tonne of colours. Here's an example of how much nicer the ice looks in the new and old palettes.
I have a request for the community though. I would like to add urban areas and in particular metal space cliffs (also land versions as well).
Also am I able to get this topic pinned or is it not worthy just yet?
Space-ice! Looks good, though I would remove the blue surrounding the ice entirely. It just looks like as if you took the ice shore pieces and were too lazy to remove the inner water. Besides liquid water shouldn't be able to exist on these conditions. _________________ Last edited by Crimsonum on Tue Feb 18, 2014 1:53 pm; edited 1 time in total QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Tue Feb 18, 2014 8:47 pm Post subject:
I'm for the new ice! No one said that RA2 must be realistic. Liquid water + very blue ice= looks good _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
None of it looks like liquid water to me, I just wanted the real blueness around the edge. Maybe I'll clean it up at some point but its not a priority, I really want 'urban' stuff in which is why I'm requesting the metal cliffs. QUICK_EDIT
Should just change the bright strongly saturated blue in palette to more less saturated blue so more closer to ice while have some blue mild hue to it and it'll be okay. QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Feb 19, 2014 1:00 pm Post subject:
I didn't mean to call them water, but I really like that ice. I wish RA2 we had a way to remake TS ice and use this texture for it. Also, why didn't you make the tunnels and railroads? It would be awesome if they were here. Should I make them? _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Hmm... the cliffs look a bit low to be fragments of a moon/planet/asteroid... Have you considered making them 6-8 blocks high, instead of the usual 4? As for metal cliffs, I like the idea. Perhaps you could implement them as space station platforms or something. _________________
Tiles can only go up to 4 high. You'd have to stack them in FA2 to go any higher, so have normal cliffs on top of space ones to make it 8 high etc. _________________
where did the water come from?? _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
The big bang... The elements that make up water are quite common throughout the universe, you just need the right conditions to mix them. _________________
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Feb 19, 2014 5:28 pm Post subject:
Omega Bolt wrote:
This includes the original TX which has TS railroads and tunnels, although pixelated.
But they are just TS' leftovers. TS tunnels, TS train tracks. I do not understand anyone who adopts old stuff when there is new stuff that can be adopted. At least light now cuz there are tunnels and there are traintracks for TX but TX and LTX still use TS tunnels and tracks.
Also, it would be cool if we had islands with buildings like oil derricks and machine shops (definately not airports) in the BG. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
I'd rather see TS' tracks on the moon than classic tracks like on Earth.
Besides, they fit in quite well, so I don't get it. If you don't like it you can always add classic tracks/tunnels yourself. _________________
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Feb 20, 2014 11:23 am Post subject:
A good thing that vanilla lunar maps don't have water so we don't have to set Conventional=no for all WHs on all maps. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
'Vanilla lunar maps'? You mean the one mission and one map included in the map pack? There really were no vanilla maps. Either way I think considering the different gameplay of lunar it might be better to make it a gamemode, so you wouldnt need to edit each map. QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Feb 20, 2014 1:41 pm Post subject:
Orbital Gamemode? Interesting... That would make lunar mapmaking a lot easier without need to set Conventional=no on every warhear + a bunch of nice maps with LTX would be awesome. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
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