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 Forum index » Modding Central » Red Alert 2 Editing Forum
temperate terrain expansion
Moderators: Global Moderators, Red Alert 2 Moderators
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what is the most important facet of a mod for players?
new graphics
33%
 33%  [ 2 ]
new features
16%
 16%  [ 1 ]
new playable campaigns
50%
 50%  [ 3 ]
Total Votes : 6

Author Message
McPwny
Pyro Sniper


Joined: 29 Jan 2018

PostPosted: Tue May 24, 2022 4:30 pm    Post subject:  temperate terrain expansion
Subject description: beta
Reply with quote  Mark this post and the followings unread

these last few months i have been working on a terrain expansion for ra2 that integrates seamlessly with temperate
theater by replacing the road and pavement art, and additionally adds in quite a lot of new content including: short
cliffs, paved cliffs, paved short cliffs, pavement details, small roads, paved shores, monorail tracks, many new tunnels,
various cliff decals, interior style cliffs, water cliffs and waterfalls, framework tiles, and much more currently at 2099 files.



in these final stages of development, i want to release this as a public beta and ask that people help me by searching for
any bugs while making a few small maps, and then sharing said maps so i can better calibrate the tile radar colors and such.
to use the expansions, just put the mix in your ra2 folder and then make a new temperate map using any recent fa2sp patch

meanwhile, i have some space open on the cliff decal and large pavement decal tilesets, and i will now take suggestion on
what kinds of additions you guys would like to see in the pack.



note: the expansion uses a number of tiles that have animations, which means you will need to make these appendages to
rules and art.ini for them to work properly ingame:

rules:
Spoiler (click here to read it):
Code:
[Animations]
XXXX=TTOP01
XXXX=TTOP02
XXXX=TTOP03
XXXX=TTOP04
XXXX=TTOP05
XXXX=TTOP06
XXXX=TTOP07
XXXX=TTOP08
XXXX=TTOP09
XXXX=TTOP10

XXXX=WCFX01
XXXX=WCFX02
XXXX=WCFX03
XXXX=WCFX04
XXXX=WCFX05
XXXX=WCFX06
XXXX=WCFX07
XXXX=WCFX08
XXXX=WCFX09
XXXX=WCFX10
XXXX=WCFX11
XXXX=WCFX12
XXXX=WCFX13
XXXX=WCFX14
XXXX=WCFX15
XXXX=WCFX16
XXXX=WCFX17
XXXX=WCFX18
XXXX=WCFX19
XXXX=WCFX20


art:
Spoiler (click here to read it):

Code:
[TTOP01]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=3000
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP02]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=3000
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP03]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=4500
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP04]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=4500
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP05]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=4500
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP06]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=4500
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false


[TTOP07]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=3000
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP08]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=3000
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP09]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=4500
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false

[TTOP10]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=4500
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false


[WCFX01]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX02]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX03]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX04]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX05]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX06]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX07]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX08]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX09]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX10]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX11]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX12]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX13]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX14]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX15]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX16]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX17]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX18]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX19]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50

[WCFX20]
Theater=yes
Normalized=yes
Layer=ground
YSortAdjust=200
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=0
Flat=yes
DemandLoad=true
ShouldFogRemove=false
;Translucency=50



special thanks to my only alpha tester, the talented mapper Concolor1


terrain files.zip
 Description:
the tiles in a folder

Download
 Filename:  terrain files.zip
 Filesize:  3.9 MB
 Downloaded:  9 Time(s)


expandmd69.mix
 Description:

Download
 Filename:  expandmd69.mix
 Filesize:  19.57 MB
 Downloaded:  19 Time(s)


_________________
visit my moddb profile for .shp downloads and stuff

Last edited by McPwny on Mon Nov 14, 2022 1:47 pm; edited 1 time in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 24, 2022 6:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some nice work there. You did a lot of what I was planning to do, although I feel it should all be a lot lighter in tone.

One point of order though, it looks like at least some of this is meant to override built-in art, but if these are adding to the existing terrain, why not go with 1-cell per lane road widths? Aside from perhaps bridges which only support 3 lanes for vehicles, 4-cell avenues would be a lot better aesthetically?
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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McPwny
Pyro Sniper


Joined: 29 Jan 2018

PostPosted: Tue May 24, 2022 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

i had some plans to add roundabouts and maby runway strips into the road set down the line so
road variations and additions wouldnt be a stretch, if you want to make a mock up tile or two to
show me how you envision a four cell wide road looking
_________________
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue May 24, 2022 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps tomorrow when I'm more free, currently working on my own 4-wide avenues for the snow theater, I have most intersections done, and I'm just adding things like driveways and specialty straight tiles, like snowdrifts and drains soon.

I also have a stylistically matching 2-wide side street tileset to go with it, also with interchanges, various tees, and driveways. I'll be posting pics in my mod thread shortly.
_________________
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