Posted: Mon Jul 28, 2014 1:15 pm Post subject:
[RA2] New Temperate Terrain
This is a replacement set for the temperate terrain in RA2YR including TX.
- Does not include traintrack junction tileset.
- Includes two additional tilesets: 1x1 grass pebbles for extra details and the urban highway road ends.
- To use in RA2 rename temperatmd.ini to temperat.ini and expandmd08.mix to expand08.mix
- To view it in the correct palette in FA2 you will need to extract isotem.pal and put it in cache.mix inside ra2.mix
Updated to version 1.1 (30/07/14)
- Includes fixed rubble palettes for all civilian buildings, including those that previously did not have temperate rubble. Thanks to Jem for helping convert them and tomsons26 for making the Tech Outpost rubble.
Updated to version 1.2 (31/07/14)
- Fixes HDSTN01.tem palette
Updated to version 1.2 (08/08/14)
- Removed pshora0Xa.tem and pshore0Xa.tem files so that they do not mess up pavement shores in other theatres
- Removed slope17 - slope20 alternate for the same reason
NOTE: ALL PLAYERS MUST USE THIS TERRAIN IN A MULTIPLAYER GAME ELSE IT WILL DESYNC
I recommend if you use it in a mod you extract all the files and incorporate them in your own mixes. Last edited by OmegaBolt on Fri Aug 08, 2014 9:39 pm; edited 6 times in total QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Mon Jul 28, 2014 2:28 pm Post subject:
Is this made by you? Seems familiar. Anyway, good job!
Edit: Hmmmm..... I do not recall a lot of tiles. Sorry for missomething! _________________
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
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jul 28, 2014 5:57 pm Post subject:
Not sure if it's supposed to be that, but it seems one or more NE slopes (facing away from the player) are in the wrong pallet in your preview images. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jul 28, 2014 6:26 pm Post subject:
I really like what you did here, Bolt. _________________ "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
Wow, this is some extremely well made terrain. For the first time i can say RA2 looks nice.
Does RA2 has like TS those special slope frames for
-flat to slope transition piece
-slope bottom to top piece
-slope bottom to flat top transition piece
?
Right now the borders between flat tiles and slopes are very sharp and using the special transition frames would be good. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Right now the borders between flat tiles and slopes are very sharp and using the special transition frames would be good.
It does use those actually but at some angles it doesn't seem to work or maybe I did something wrong. Really it was a last minute job I did. QUICK_EDIT
very nice!! _________________ 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
Pretty nice work, Bolt. Reminds me of Cannon Fodder.
You should release your temperate terrain from Evolution or w/e that mod was called, as it's been dead for a few years now. If you still got the files? QUICK_EDIT
Noooooooooooooooooooooooooooooooooooo.. That was the most amazing RA2 engine terrain I had ever witnessed, somehow OmegaBolts new terrain looks dull in some tile sets, namely the cliffs, sand and the concrete, while the grass is too green, the dark grass looks a bit plastic at parts, like it's using modern normal maps or phong.
The shrubbery and most of the trees seem to blend into the terrain depending on the map lighting.
Don't get me wrong though, it still is very nice and a good release. QUICK_EDIT
Thanks, fixed those two issues and reuploaded it. The headstones are HDSTN01.tem if anyone just wants to extract that.
The cause for the issue in new urban was because apparently you can't have a different number of alternate tiles per theatre. I added additional (very slight) variations of the pavement shores which didn't have new urban versions. I guess the game falls back to temperate or something. QUICK_EDIT
I am in favor of this. If there's a full set for snow, urban, desert and new urban, I will use this without fail. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Updated it again, this time the new urban shores should actually be fixed and the same issue that occured with slope17-20 tiles in other theatres should be fixed too. QUICK_EDIT
Check if your mix has platXXa.tem files, if not redownload it again because it should. I can't think of another reason why it would happen and it doesn't for me. QUICK_EDIT
Check if your mix has platXXa.tem files, if not redownload it again because it should. I can't think of another reason why it would happen and it doesn't for me.
Solved, and not forgetting this is great terrain good job Bolt. _________________ Call me as " Xenaga " QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Aug 28, 2014 5:12 pm Post subject:
Never seen that on my BoP, redownload it and check. _________________ "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
Posted: Wed Sep 03, 2014 9:15 am Post subject:
hmm
anyone else having a problem in vanilla ra2? by renaming files to expand08.mix and temperat.ini everything works excluding... trees. trees are invisible. QUICK_EDIT
Posted: Wed Sep 03, 2014 11:16 am Post subject:
Re: hmm
xaos wrote:
anyone else having a problem in vanilla ra2? by renaming files to expand08.mix and temperat.ini everything works excluding... trees. trees are invisible.
Nope, redowloand it _________________ Call me as " Xenaga " QUICK_EDIT
anyone else having a problem in vanilla ra2? by renaming files to expand08.mix and temperat.ini everything works excluding... trees. trees are invisible.
Nope, redowloand it
well, now that is mighty strange. redownloaded terrain, fresh install of ra2 1.006 from TND original disc, and while new terrain is there - trees are not. are you checking regular red alert 2 and not yuri's revenge? because in yuri's revenge everything works splendid, so my guess was that there should be some changes in temperat.ini, before it works in ra2 without expansion. here's a screenshot from isle of war.
You can do that. It's a public resource. The reason they have 4 frames is because otherwise you get the "blue shadow" bug, because it is displaying the damage frame. QUICK_EDIT
You can do that. It's a public resource. The reason they have 4 frames is because otherwise you get the "blue shadow" bug, because it is displaying the damage frame.
i did. tested with 2 frames only, and nothing changes, they're still invisible. any ideas guys? and idd, trees aren't referenced in temperat(md).ini. QUICK_EDIT
Trees are different. Vanilla RA2 has 2 frames only and it is used in YR also. It was only a suggestion
to try. Remembered because early TS (before FS) had a similar problem.
I can see trees when they are moved from expand08.mix to ecache08.mix. So, 4 frames isn't the problem
with RA2. QUICK_EDIT
Rephrasing:
- unpack expand08.mix into a folder, pack it back as expand08.mix without tree*.tem.
- make a new mix with tree*.tem and name it as ecache08.mix
- place them in RA2 folder and it works, trees become visible in RA2. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 13, 2014 6:51 pm Post subject:
Here is a fixpack for the dirt and road tunnel functionality to be restored - TX did this already, but the variants at Bolt were based upon plain RA2. Just overwrite the tiles with the ones included.
_________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Dec 29, 2014 5:39 pm Post subject:
1) do not use Starkku's trees with Bolt's terrain since Bolt's terrain has new isotem - besides, Bolt already coverted the fixed variant of said trees.
2) you forgot to include the cliff tiles while you repacked Bolt's mix _________________ "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
Sorry to bump this necro topic (can it still be called a necro topic since it's only almost a year on?), but can someone enlighten me on how to manually add Graion's fixes into the Temperate Terrain mix file? Many thanks in advance :S _________________ Red Alert 2: Chaos Theory - Ideas in progress - Feedback appreciated! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat May 16, 2015 8:51 am Post subject:
Good to remind me because I mixed the tmps - iirc I accidentally replaced ordinary tunnels with road tunnels... _________________ "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
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