29.01.2005, 23:13:31
I have a couple of ideas, they might come useful for some mods, they are much more graphical oriented than any others mentioned till now, but that's onyl because that's what I'm familiar with
.
That being said, if you need any graphical help (buildings are my speciality), I would gladly assist.
Now on to my ideas,
Building death/destruction anims:
This actualy works in RA2/YR, only remaps don't work on the "death" anim, I don't think this would actually be hard to do, probably much easier than others, but still, I would set it as an extremly low priority nice feature.
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The "TerrainPalette=yes/no" tag,
This is probably even better than the former, and easier.
This tag is already fully functional in RA2, except for a few glitches.
First of all, if you don't already know what this tag does, it makes buildings use the "iso***.pal" where"***" is "tem" or "sno" etc, depending on the map.
The advantage by this tag is HUGE, I'm surprised nobody mentioned this before, what it does, is that it lets your buildings be affected by the light on the map. this makes the game look at the very least 10X better, on any map not with the default lighting.
The disadvantage of this tag is that you'll have to use one pal for your terrain and buildings. Although that can be overcomed.
However, there are somethings that make this tag obsolete,
1. You can't have remaps with the iso***.pal
This is the least troublsome, remaps aren't really necessary for buildings.
2. The tag doesn't work with active animations.
Although it does work with buildups, meaning it has no problem with "animated shps" the tag does not work with active animations.
3. The tag doesn't work with shp turrets
This may not seem as a problem, but if you have a "body" that is affected by lighting you'll want the turret do so to, or it will look rather odd. and voxels don't work with this.
So in short, my idea would be to make this tag affect shp turrets and active animations, remaps as I said, aren't a much needed fix I would imagine (since it's probably going to be the hardest to fix too).
Either that, or you could simply make the unit***.pal be affected by map light, whichever is easier to you.
I know this doesn't sound like a much needed thing, but I've put a pic to demonstrate.
This pic is from tiberian sun, and this particular test was NOT made by me

That being said, if you need any graphical help (buildings are my speciality), I would gladly assist.
Now on to my ideas,
Building death/destruction anims:
This actualy works in RA2/YR, only remaps don't work on the "death" anim, I don't think this would actually be hard to do, probably much easier than others, but still, I would set it as an extremly low priority nice feature.
-----------------------------------------------------------------
The "TerrainPalette=yes/no" tag,
This is probably even better than the former, and easier.
This tag is already fully functional in RA2, except for a few glitches.
First of all, if you don't already know what this tag does, it makes buildings use the "iso***.pal" where"***" is "tem" or "sno" etc, depending on the map.
The advantage by this tag is HUGE, I'm surprised nobody mentioned this before, what it does, is that it lets your buildings be affected by the light on the map. this makes the game look at the very least 10X better, on any map not with the default lighting.
The disadvantage of this tag is that you'll have to use one pal for your terrain and buildings. Although that can be overcomed.
However, there are somethings that make this tag obsolete,
1. You can't have remaps with the iso***.pal
This is the least troublsome, remaps aren't really necessary for buildings.
2. The tag doesn't work with active animations.
Although it does work with buildups, meaning it has no problem with "animated shps" the tag does not work with active animations.
3. The tag doesn't work with shp turrets
This may not seem as a problem, but if you have a "body" that is affected by lighting you'll want the turret do so to, or it will look rather odd. and voxels don't work with this.
So in short, my idea would be to make this tag affect shp turrets and active animations, remaps as I said, aren't a much needed fix I would imagine (since it's probably going to be the hardest to fix too).
Either that, or you could simply make the unit***.pal be affected by map light, whichever is easier to you.
I know this doesn't sound like a much needed thing, but I've put a pic to demonstrate.
This pic is from tiberian sun, and this particular test was NOT made by me
![[Image: red.jpg]](http://www.tiberiumsun.com/forum/files/red.jpg)
RAPD
Red Alert Police Department
Red Alert Police Department