Jump to content
DerelictStudios Forums

IcySon55

Volcano Officer
  • Content count

    43
  • Joined

  • Last visited

Everything posted by IcySon55

  1. IcySon55

    Command & Conquer 4 Out Today

    Been playing some of this and it's basically a mixture of C&C and Counter Strike. I got it for free legitimately however so I can't complain on the money front but C&C isn't going out with a bang, more like, going out with a fizzle.
  2. IcySon55

    All Hail The Dark Lord!

    'grats Phoib.
  3. IcySon55

    Taktics Is Back!

    The Awakened Kingdom: The Initial Chaotic Strike or TAKTICS for short, formally a Red Alert 2: Yuri's Revenge total conversion, returns in Red Alert 3. This total conversion introduces a brand new story, three new and completely different factions, new infantry and vehicles to crush your enemies with, new buildings to create your methods of destruction and, of course, new terrain to play in. Have we mentioned that this TC takes place in the Mario universe? Shy Troopers in Technicolour: Autobombs: So come visit our forums for a bit more info on how we will be conducting things for this mod.
  4. IcySon55

    Grassland - Terrain

    So here we go. I've concluded that using terrain texture smoothing doesn't do our art style justice and using the terrain textures as transition tiles isn't practical since they're huge. The result is to use terrain objects instead. The mod will feature several tiles for use in creating transitions between textures on the ground. Like this:
  5. IcySon55

    Grassland - Terrain

    Complete!
  6. IcySon55

    Grassland - Terrain

    So mappers will be able to use three different sizes when constructing their borders, ala this: An almost completed patch of dirt: I have yet to create the corners. There might also be diagonal versions of the borders tiles, but those will have to wait as they're not easy to create by any means.
  7. IcySon55

    Ebn - Autobomb

    OLD
  8. IcySon55

    Ebn - Autobomb

    Collapse models are now working perfectly thanks to Tsumetai from The Red Alert mod team.
  9. That's what I thought. If you want to, you can use my BIG Manager to create a RefPack compressed BIG4 instead. Smaller download and/or taking up less space when installed would be the only benefit really. Up to you.
  10. What did you use to create the big file in this pack? It doesn't seem to follow any of the format specs for a C&C3, RA3 BIG4 file.
  11. IcySon55

    Taktics Is Back!

    What?
  12. IcySon55

    Ebn - Hawkshot Jet

    As a result of a few hundred failures involving Albatoss being both Anti-Ground and Anti-Air, we had to come up with a new Anti-Air aircraft. Hawkshot Jet is that result:
  13. Found them in the XSDs. They are an enumerated type, so we can't create our own. They control unit movement and targeting behaviour.
  14. IcySon55

    Ebn - Hawkshot Jet

    You were waiting... :D
  15. IcySon55

    Ebn - Dream Rift

    After a few headaches, this thing is nearing completion.
  16. IcySon55

    Grassland - Cliffs

    I doubt there's much else I can do with the transition. The colours are meant to be solid and carved with black lines. On another note, I've completed a set to connect straight cliffs to diagonal tiles. Like so:
  17. IcySon55

    Grassland - Cliffs

    So I begin the headache-full process of creating the cliffs for Grassland. After a few weeks of mucking around with the texture, the models, and the shaders I finally located the proper way to create seamless cliff "tiles". So here is screenshot #1:
  18. IcySon55

    Ebn - Hawkshot Jet

    Yes.
  19. IcySon55

    Allies, Soviets And Empire?

    Not only will they not be playable, we're going to remove as many things RA3 as the engine will allow. There is to be no reference to the original game at all.
  20. IcySon55

    Muzzle Flash Not Following The Unit

    Yeah, I made it public to try to stir up some activity and interest here at DS, and of course to actually get some help which I ended up not needing in the end. Anyways, I hope this place starts to wake up during the summer!
  21. So we've been trying to code Albatoss, but we're running into a bunch of odd glitches that I have now corrected... 1. The muzzle flashes don't keep up with the aircraft while it moves. Fixed (Visually moved the custom (2 frame) muzzle animation forward in the max scene to put it in place.) 2. The unit randomly loses its house colour. Changing to neutral. Fixed (If you are using a separate <scriptedModelDraw> for the damage FX, don't use the SKIN (SKN) as the file to rig the FX to the bones. This house colour bug will show up.) 3. The outline doesn't show up when selecting or hovering over the unit even though we're using the objectsallied.fx shader. Fixed Suggestions? Looks like I suggested a few things to myself and got the job done.
  22. EDIT: See below (3rd post) for the solution to this problem! I was able to use Font Substitution to replace the Red Alert Extended font in some menus of the game using that xml file, but I can't seem to replace the font on the main menu. Any suggestions, insights, etc? <FontSubstitution Name="Red Alert Extended" id="RedAlertExtended"> <Substitute Size="2"> <Font Name="Pipe Dream" Size="2" /> </Substitute> <Substitute Size="1000"> <Font Name="Pipe Dream" Size="750" /> </Substitute> </FontSubstitution>
  23. I've already tried that. It fails so nicely. The font basically stops working and defaults to Arial. Very big, ugly, Arial. That's why replacing the ttf is not an option. EDIT: Success! (and mini tut) With a bit of work, I have fonts working all over the game. Problem: The problem is that Red Alert 3 cares about the internal font name within the ttf files. Steps to resolve: 1. Open the font in a font editor (Font Creator 5.6 recommended) 2. Change the name to the exact same name of the font you want to override. In the main menu's case "Red Alert Extended" was the name. 3. Then rename the ttf to match the font you want to override. 4. Use your favorite BIG file editor to create a new .big containing your edited font in a virtual directory: "data\fonts\red alert extended.tff". 5. Finally, include the new big in your mod's SkuDef and voila, your font is now working in-game.
×