Desert terrain for RA by Harisson #2445

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merged 3 commits into from Dec 3, 2012

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Mailaender commented Oct 21, 2012

This adds the high quality desert terrain expansion for Red Alert. http://www.sleipnirstuff.com/forum/viewtopic.php?f=83&p=279353#279353 It's the cnc desert terrain converted to RA. Missing tiles were hand-drawn. I fixed the remaining issues mostly related to the palette rotation system. The exceptions I added do not break anything and make sense in general. However I have not backported them to the editor yet which handles palettes somehow different.

PS: Added the PlayerPalette definition to the OpenRA.Editor.exe, too.

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cjshmyr commented Oct 22, 2012

Just testing for myself, some things I've noticed:

  • VS requires adding project reference to openra.mods.ra for PlayerPaletteFromCurrentTileset.cs
  • editor, 309:wc09 and 312:wc13 are identical (these are cliff to sea tiles)
  • missing bridge pieces
  • actors and resources look funky in the editor, but good ingame
  • is this looking at temperat's actors because I can see ice?
  • some of the sea tiles are ordered interestingly (don't know if that can be helped)
  • sea transport - i'm able to load/unload on only some of the shore tiles
  • missile silo / camo pillbox have a very slight "animated" palette effect (minor imo, i don't know if Harrison got art for this yet)

this looks great!

Owner

Mailaender commented Oct 22, 2012

Yes, it falls back to temperate for resources (ore, gems), vegetation (trees and ice) and the player palette. Can you tell me which tiles do not properly work for sea unloading?

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cjshmyr commented Oct 22, 2012

I can get you those tiles tonight

On Mon, Oct 22, 2012 at 4:27 AM, Matthias Mailänder <
notifications@github.com> wrote:

Yes, it falls back to temperate for resources (ore, gems), vegetation
(trees and ice) and the player palette. Can you tell me which tiles do not
properly work for sea unloading?


Reply to this email directly or view it on GitHubhttps://github.com/OpenRA/OpenRA/pull/2445#issuecomment-9658979.

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cjshmyr commented Oct 22, 2012

If I get the chance, I'll play with the shoreline yaml

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cjshmyr commented Oct 23, 2012

I examined the shore pieces, and a lot of them have a a 50-50 split of water or terrain per tile, and these currently have a terrain type of river. Should we even have this terrain type for the shore pieces (exception with obvious shore->river)? Here: www.hamb.in/ra/desert-labeled.png

Temperate/Snow don't have this issue because their beach ends exactly where the tile ends. Desert never intended for this. On Desert, I think there are obvious tiles that are rock, but these 50-50 splits could either turn into water or clear tiles. I would wager we should still want the water transport to work here in some way.

What are your thoughts? @chrisforbes ?

I see there's more actors to add too but those can come in later (I can help).

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Mailaender commented Oct 23, 2012

No more art for the missile silo from Harisson as he is busy.

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cjshmyr commented Oct 23, 2012

I think that's fine. Did you see wc09 / wc13 being duplicate pieces? They're cliff->water pieces

Owner

Mailaender commented Oct 23, 2012

This might be due to compatibility with the RA temperat tileset.

Owner

Mailaender commented Oct 23, 2012

I don't understand how PlayerPalettes are loaded in the map editor. Can't fix this myself.

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cjshmyr commented Oct 23, 2012

I will spend some time on this tonight. Want me to take a stab at changing some of the shoreline yaml?

Owner

Mailaender commented Oct 23, 2012

Maybe just convert those river coast lines to beach.

Owner

Mailaender commented Nov 17, 2012

Rebased against latest bleed.

Owner

Mailaender commented Nov 19, 2012

OpenRA.Editor.exe now supports most of RA desert terrain.

Owner

cjshmyr commented Nov 21, 2012

Please add my patches to your pull request: https://github.com/cjshmyr/OpenRA/commits/desert

edit: Found the missing wc13 tile, it is now in my branch.

Mailaender referenced this pull request in Mailaender/OpenRA Nov 25, 2012

Merged

Add patches by Curtis #7

@Mailaender Mailaender Merge pull request #7 from cjshmyr/desert
Add patches by Curtis:
- fixes desert shorelines
- found missing wc13.des
- remove ice redundancy in sequences.yaml
f914929
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cjshmyr commented Nov 26, 2012

Added a couple more commits ~ it's looking really good now.

Mailaender added some commits Nov 26, 2012

@Mailaender Mailaender Merge pull request #8 from cjshmyr/desert
RA Desert patches by Curtis
4e0e53c
@Mailaender Mailaender fixed wrong palette remapping for neutral buildings in editor
for TEMPERAT (fields) and DESERT (buildings, trees, rocks)
aad0b3d
Owner

Mailaender commented Nov 26, 2012

I fixed the remaining issues in OpenRA.Editor. The wrong remapping bug was also present in the TEMPERAT farm fields. This is production quality now. @chrisforbes

@chrisforbes chrisforbes merged commit aad0b3d into OpenRA:bleed Dec 3, 2012

Mailaender deleted the Mailaender:desert branch May 25, 2013

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