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NewAgeOfPower

Hey guys, its been awhile, I'd like some help here

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Quick question- any unused infantry art in the files I can use? Also, can you point me to a cameo editing guide?

If by infantry art, you mean sprites, then no.

 

If you have OS SHP Builder, there is a cameo generator than makes creating new cameos easy. All you have to do is get an image you want to use, ideally 48x60 pixels, or multiples of that resolution, paste it into the SHP builder with the palette set to RA2 cameo, then run the cameo generator.

 

Not every image will work perfectly, as the palette can make some pictures look really washed out or terribly contrasted, and extremely large base images may lose too much detail. A little trial and error will generally get you what you want.

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It is now March 30th, and I SEE NO NEW Cartoon & Conquer! LIES!

 

Will try out the OS SHP builder. I meant unused infantry images, just like the leftover TS/C&C1/RA1 vehicles....

 

Another inane question- could it be possible to create a gap generator effect on a vehicle? Without deploying it into a structure, I should clarify.

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It is now March 30th, and I SEE NO NEW Cartoon & Conquer! LIES!

In three hours.

 

I meant unused infantry images, just like the leftover TS/C&C1/RA1 vehicles....

The infantry animations (sprites) can be extracted from older games using XCC, but there aren't any unused ones.

 

could it be possible to create a gap generator effect on a vehicle? Without deploying it into a structure, I should clarify.

I think the logic for that was disabled for RA2/YR. So unless I'm mistaken, it is not possible without some program that can re-enable it.

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In three hours.

 

Superglue? Multiple fake tiberian crystals?

 

 

 

The infantry animations (sprites) can be extracted from older games using XCC, but there aren't any unused ones.

 

Hmm... what infantry sprite that isn't heavily used would be suitable for a Ghost? Nod Cyborg? CyCommando?

 

Or I should stop dicking around and learn how to import their arts from TS?

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Hmm... what infantry sprite that isn't heavily used would be suitable for a Ghost?

A Ghost? Like a Ghostalker or as in "Boo!"? Because there is a mummy, you know... barely used in the YR missions.

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Ghoststalker. Cyborg & Cyborg Commando.

 

I find I love the NukeBall animation, but how do I get it to chain into the full nuke animation once NukeBall is done?

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This is its code from ART:

 

[NUKEBALL];nuke explosion buildup

Rate=500

Crater=yes

ForceBigCraters=yes

;Next=NUKEANIM ; SJM: NUKEBALL now called from code, and NUKEANIM called from NUKE warhead

Report=NukeIntro

 

As you can see, Next=NUKEANIM has been commented out because they hardcoded a bunch of stuff regarding the nuke.

 

If you delete the semicolon from this code, it would cause two NUKEANIMs to play at once when the regular Soviet superweapon is used, or possibly one right after the other, depending on how they coded it.

 

If you created a duplicate of the NUKEBALL animation and deleted the semicolon, it would link just like it does with the standard detonation. However, a modified weapon using Next would not inflict damage the same way, as the damage would be dealt out at the start of the NUKEBALL sequence. You could tell the NUKEANIM to deal damage, but animations can only effect one cell, so that would be one miniature nuke.

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Cool. Added more units to my mod.

 

How would I go about making a Hovering, Teleport/Chrono-move unit?

 

What do I set the locomotor to? Speed type? Been reading some ModEnc, but I'm a little lost here.

Edited by NewAgeOfPower

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I'm having problems finding the "UTNK ; Prototype flame-tank" in the TS art.ini files.

 

For good measure, i checked the artfs.ini files as well.

 

How would I go about referencing the original RA1 arts? More art = better and more balanced units for all sides : ]

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