The bridge destruction/repair logic is coded to use specific tiles, so it's not possible to add new ones to the game. They will work if you make bridges indestructible tho, which will mean the graffiti will be hidden under the bridge :/ _________________
I didn't realize that, but I don't have a problem making them impossible to repair in some situations.
If you have the repair huts at each end of a bridge, and one pillar section in the middle, would it still allow you to repair up to the pillar? Or not at all? _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
would it still allow you to repair up to the pillar?
I haven't tested it but I doubt it will, feel free to prove otherwise.
The alternative damaged versions of the bridges are also tied into the damage/repair code (its a bad hack of the randomised tile logic) so they wont work either. _________________
I recall there was a map I made a long time ago (using the original pieces) where the bridge repair never seemed to work, but I never followed up. When I'm done, I'll set out to make a bunch of maps, renewing my interest in mapping
I'm adding these concrete sections to my FCLIFF tileset, and I will add the grass bottomed ones to my hybrid grass-concrete HCLIFF tileset. My all grass cliff set CLIFFD is almost complete, but I have a bunch of specialty pieces I want to make still.
You also inspired me to look into shorter cliffs, which would require transition pieces as well...
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 23, 2015 11:38 am Post subject:
Good idea and it ended up solid. My only complain is the back fenders became too wide, giving it a 934 back. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Tue Jun 23, 2015 12:12 pm Post subject:
yeah right and i think the anti-comunist graffiti is i realistic i mean who don't love communism(exept if you're american that fears that the goverment is going to take your car XD) QUICK_EDIT
yeah right and i think the anti-comunist graffiti is i realistic i mean who don't love communism(exept if you're american that fears that the goverment is going to take your car XD)
You know the whole premise of RA2 is a Soviet invasion of America, so I figured we need some anti-communist AND pro-communist graffiti...
You see there's a subtle red one with a hammer/sickle and star? I also have a few more overt ones, for the propaganda war
There will be some funny ones too don't worry QUICK_EDIT
Good idea and it ended up solid. My only complain is the back fenders became too wide, giving it a 934 back.
The challenge was unless I used colour to simulate arches, I had to make 1-width arches in front, and 2-width in the back to get the right look, and it blended into the back much nicer this way. I felt the wraparound rear window was a bit too much, so I broke it up more like the newer models. I guess it's more accurate to say: this is a cross between a 930 and 996
So rather than spam individual voxels, because I plan to make more, I decided to make a contact sheet of them. This then pointed out some of them were scaled up to 15% off of what I needed, and I spent a little time correcting that, this includes enlarging some of the voxels like the ElDorado and Convoy truck.
Pilllbox: similar to a Kirov, they are like mini-blimps with a cage and tesla generator, just remote controlled... slow, not very strong, but very zappy
They are absolutely hilarious to park 20 above someone's de-powered base and set to guard
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Tue Jun 30, 2015 8:48 pm Post subject:
There is a bikini civilian already I don't think, given YR's scale/resolution, you can do much more than color variations of her.
I agree with PB that the tesla orb just doesn't seem Soviet. It seems too hi-tech and alien-ish - even if your explanation is fine within Soviet technology, the unit just doesn't convey the feeling. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Tue Jun 30, 2015 10:13 pm Post subject:
yeh but how do you explain orb's hovering or flying
even if its rolling you still need some sort of power source/generator to zap and use power for its movement
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Wed Jul 01, 2015 9:25 am Post subject:
Can't you make a mini blimp and suspend the orb from below it? Then maybe add some solar panels to the top of the blimp and an antenna to convey the idea of remote control... _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Ok so concrete cliff decorations are done, or at least I think that's enough hah... should allow me to break up the monotony of a multi-level urban map nicely.
Now to finish my alternative overpass/bridge pieces, then back to the grass cliffs.
I don't remember if it was him or just the same style, I did use one of Banksy's on one of the bridge pillars (top of the page), the maid sweeping behind the curtain
I've got the grass slope pieces done, so I can make grassy hills finally. I made some small changes to the road medians and crosswalks, as well as made a new dashed line divider to make one-directional highways. I will make grass versions of the curve pieces, and I'd like to make longer sweeping curve versions as well, but those will take quite a bit of work even at 45 degree sections.
I've also been thinking about making a faux bridge that's 2-height for river crossings, with transition pieces up to a cliff, and back down to ground level. This would also set things up for a 2-height cliff set later.
The grassy ramps blend in a little too much with the flat tiles IMO but this is an interesting projet. The slopes look good. The swimming pools are goregous. BTW it would be cool to make swimming pool tiles that could be pieced together by the mapper. QUICK_EDIT
Well I didn't want the grass hills to be too strong with the lighting, then it looks too much like actual tiles, and considering the map lighting emphasis on levels by default, I really doubt it's too subtle.
Now here's something no one else has done, and the possibilities are endless... platforms
Since it's only 2-height, it doesn't have to be a hollywood style backyard, it can be used like a pier or something. I plan to make several versions, and several sizes don't worry
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