Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

39 ratings
RA Graphics Fixes
   
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GameType: RedAlertMod
File Size
Posted
Updated
2.596 MB
21 May, 2023 @ 9:47am
19 Feb @ 5:28am
5 Change Notes ( view )

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RA Graphics Fixes

Description
The Remaster has a bunch graphical issues; a cliff end not looking like an end, obvious cutoffs in some bridge pieces, Snow gold ore using the wrong graphics for its growth size, and a bunch of details in Interior that don't look right. This mod aims to fix them.

General:
  • Added full-sized TUTORIAL.INI, fixing the crash that occurs when Text Triggers for lines 65 to 109 are used in a custom mission.
Classic:
  • Einstein's colors now match the RA95 and Remaster versions, instead of just looking like Dr. Mobius.
  • Both Ant Larvae and the Queen Ant now use normal transparency and shadows.
  • The Convoy Truck now has a shadow. The Aftermath has a fixed version of this sprite, but the rest of the game didn't.
Remastered:
  • GOLD01.SNO: Lowest stage of the Snow-theater ore showed the largest growth stage.
  • BR3C.TEM / BR3C.SNO: Damaged bridge ends had a hard tile edge cutoff.
  • BR3E.TEM / BR3E.SNO: Damaged bridge ends had a hard tile edge cutoff.
  • S15.TEM: Didn't look like the cliff end it's supposed to be.
  • FLOR0001.INT: Alternate versions of the dark interior floor tiles had their bottom part corrupted.
  • GFLR0004.INT: Light floor tiles with north and west shadow had a white fade at the top.
  • LWAL0012.INT: Red wall tile had a shadow against the wall at the right side that was not supposed to be there.
  • LWAL0025.INT: Inwards red tile corner had a fade to black at the right-side edge of the tile that was not supposed to be there.

Available on ModDB too.

Note that the alternate versions of the Interior tiles are not available in the standard map editor. To create maps using these tiles, I created an upgraded version of the map editor[github.com].
13 Comments
Nyerguds  [author] 25 Mar, 2024 @ 12:06am 
If it's not about my mod, just ask in the actual forum? I never messed around with the build icons in the game.
Karl 24 Mar, 2024 @ 5:18pm 
I don't know a better place for this question:
In the buildmenue i don't have antialiasing. Is just at me or is this normal?
This makes quality checks for my mods harder (witch change the pictures).
Nyerguds  [author] 6 Aug, 2023 @ 10:00am 
I'm on the C&C Discord; that's the main hub of the whole C&C community nowadays. It's linked on the r/commandandconquer reddit.
zerobyte666 6 Aug, 2023 @ 8:59am 
Yes, I know, sorry - but I don't know any direct ways to find you other than commenting on one of your mods? Is there a better way?
Nyerguds  [author] 6 Aug, 2023 @ 7:48am 
@zerobyte666: Note that these height values are applied on the corners of the map cells, hence why the images are 65x65.
btw, not sure why you asked this on the RA mod, lol, these height maps have nothing to do with RA.
zerobyte666 6 Aug, 2023 @ 3:23am 
Thanks a lot!
Nyerguds  [author] 6 Aug, 2023 @ 2:54am 
@zerobyte666
I added them to my map images archive:
http://nyerguds.arsaneus-design.com/cncstuff/mappics/
zerobyte666 5 Aug, 2023 @ 2:12pm 
@Nyerguds,
I have a question re: C&C64 height maps... is there an availabile archive of all extracted IMG files anywhere?

I'm thinking about trying to implement height maps in TD, with high positions giving a bit more vision or weapon range, something like that.
IcySon55 23 Jul, 2023 @ 7:35am 
Excellent!
Predabot 19 Jul, 2023 @ 9:26am 
AWESOMELY done mate! ^^