Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

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TD-Assets
   
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GameType: RedAlertMod
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Päivitetty
231.480 MB
12.7.2023 klo 7.17
6.3.2024 klo 3.50
5 muutosilmoitusta ( näytä )

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TD-Assets

Kuvaus
Makes assets from Tiberian Dawn available in Red Alert.

‼️This mod acts as a prerequisite for other mods. The assets aren't visible/audible without further work.

⚠️ The additional graphic assets increase the VRAM requirement, so if you get a crash during the splash screen add the NOSPLASHPRELOAD start option.

This pack only contains the remastered graphics but the audio assets are available in both qualities.

All assets have a TD prefix in their names to avoid naming conficts with RA assets.

Icons and sounds can be cross game accessed, so this pack contains "wrapper" xml files to make them available. The graphics are copies extracted from TD.

If you use it with Veterancy & more, the game will automatically patch the XML files to include the assets. They can then be used with the rules ini system. See this mod which shows how to use it.

If you want to use this with your own dll mod then you have to add the tilesets you wanna use to the specific ra xml file. You also need to assign the ImageData in the Init or One_Time function with a similar object (Example[github.com]).

Credits
  • Graphics and sounds from Tiberian Dawn Remastered by Petroglyph / EA.
Suositut keskustelut Näytä kaikki (1)
0
4.5.2024 klo 0.27
Shape data
DontCryJustDie
11 kommenttia
Rocketeer Raccoon 4.3. klo 14.38 
Hey, nice mod, and I've managed to add the Flame Tank for the Soviets, as it naturally fits for this faction but I'm trying to figure out how to give the Flame Tank its own original flamethrower attack from TD instead of giving it the fireball attack from the Flame Tower, but I'm getting no such luck.
veruvir 17.12.2024 klo 8.04 
Is it possible to just use this mod and work on the rules.ini in the games main folder, if I want to add the TD assets to the RA game? or will i have to get into making a json or something more advanced. If anyone knows of a youtube tutorial for adding a new asset to the game, or adding a new cameo/build icon for an existing asset with no icon, thatd be awesome.
XiaoBB~逗比 8.12.2024 klo 3.23 
Never think of the turret:lunar2019crylaughingpig:...Thank you for your patience:steamthumbsup:
DontCryJustDie  [tekijä] 8.12.2024 klo 2.21 
1. Don't add your stuff to the example mod, use your local rules_mod.ini or create your own third party mod using the template.
2. Instead of blaming the underlying logic, maybe check your settings first... why does your bike use the setting "Turret=yes"? If you remove the turret setting the transparent icon will disappear.
XiaoBB~逗比 7.12.2024 klo 20.26 
Thanks for the reply.
I added these units in example mod. Example below.
[TDBIKE]
Prerequisite=dome
Primary=Redeye
Strength=150
Armor=light
TechLevel=3
Sight=9
Speed=13
Owner=soviet,allies
Cost=500
Points=20
ROT=10
Crewed=yes
Explosion=FRAG1
CrateGoodie=no
Turret=yes
TurretROT=11
VoiceSelect=VehicleSelect
VoiceMove=VehicleMove
VoiceAttack=VehicleAttack
PickWeight=20
ShapeSize=24,24
ShapeFrames=32

When created, it looks just fine, except for being covered by a layer of square shadows. I have adjusted the values of ShapeFrames (16, 32, 64, 128 and 256) but not work.
For Orca the helicopter, the shadow appeared when the frame was 64, and it disappeared when I adjusted this value to 128. Yesterday I adjusted the value back to 64, and the shadow didn't appear.

I used to believe that I can solve it if the values are correct. But now I am uncertain. Maybe it is just because there are some issues in the underlying logic.:lunar2019scowlingpig:
DontCryJustDie  [tekijä] 7.12.2024 klo 10.26 
If you use this mod with Veterancy & more then look at the example mod which I linked in the mods description. If you don't see the graphic then you probably haven't restarted the game when you were told to or you have entered wrong values, e.g. if you want to add the BIKE from TD then the name of the unit must be TDBIKE or if you chose a different name then you must add the Image=TDBIKE setting.
XiaoBB~逗比 7.12.2024 klo 5.30 
Thank you for this mod.

I added some C&C vehicles in RA, but some of them have been covered by semi-transparent white squares, like recon bike and stealth tank.
I have adjusted the ShapeFrames values of these units according to your "thread" file to remove the square and only some of them work, like Orca.
Would I need to adjust the ART files of these units?
Gazurtoid 4.5.2024 klo 15.30 
Thank you so much for the very speedy reply. This was exactly what I was missing - I'd actually managed to get part of it right, but was missing a key line. It now works perfectly, and testing the other structures with the data from the thread you've created also works - thank you again!
DontCryJustDie  [tekijä] 4.5.2024 klo 0.30 
I created a thread with TD shape size informations, but you could also use XCC Mixer to get those informations from TD's mix files.
DontCryJustDie  [tekijä] 4.5.2024 klo 0.20 
Hello Gazurtoid, if you can't see the object, you probably don't have the shape set up correctly.
There is no matching shape in RA for Nod's Hand so you must set the dimensions (width, height) manually. You also must set the buildup animation, the foundation and in this case also a shape offset for the damaged state. The following works for me.

; nod hand
[TDHAND]
ExitCoord=36,63
ExitList=ExitPyle
Regulated=yes
Remap=2
ShapeSize=48,72 ; Pixel size of the graphic (width, heigth).
ShapeFrames=3
Foundation=2x3 ; Size of the foundation in cells (this often is ShapeSize * 24).
FoundationRow1=o,o ; If the building doesn't occupy all of its foundation cells
FoundationRow2=x,x ; we need to set the rows manually.
FoundationRow3=x,x ; o = Overlap, x = Occupy
Buildup=0,20,3 ; Construction animation (StartFrame,FrameCount,Rate).
DamageShapeOffset=1 ; Tells the game which shape to display when damaged.