[ X ]
Custom unit in map (RA)
Post new topic   Reply to topic Page 1 of 1
View previous topic :: View next topic  
Author Message
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Tue Jul 19, 2011 8:31 pm    Post subject: Custom unit in map (RA) Reply with quote

Got the idea to put a custom unit in a map.yaml rules section. Everything works great, just wondering if it is possible to embed the unit icon in the oramap file somehow.

For now I copied and renamed a shp from another unit and put it in 'mods/ra/bits', but would be nice to be able to embed it.

Is this possible?
Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
Harisson
Level: 68



Position: Registered User
Joined: 13 Jan 2008
Posts: 145
Kel: 126  [ Donate ]

Online Status: Offline
PostPosted: Fri Jul 22, 2011 10:06 am  Reply with quote

Good idea Smile
Thats can be fine, if OpenRa first loads units (.shp, .tmp, .aud, ) from oramap files....
Back to top
View user's profile Find all posts by Harisson Send private message ICQ Number
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Fri Jul 22, 2011 1:28 pm  Reply with quote

Harisson wrote (View Post):
Good idea Smile
Thats can be fine, if OpenRa first loads units (.shp, .tmp, .aud, ) from oramap files....

ok, but there is no support right now?
Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
Harisson
Level: 68



Position: Registered User
Joined: 13 Jan 2008
Posts: 145
Kel: 126  [ Donate ]

Online Status: Offline
PostPosted: Fri Jul 22, 2011 2:21 pm  Reply with quote

I don't know, you must ask developers.... try IRC
Back to top
View user's profile Find all posts by Harisson Send private message ICQ Number
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Wed Nov 09, 2011 7:07 pm  Reply with quote

Topic is a bit old, but just found out this actually works (at least for SHPs) and thought I'd document it here in this thread. See also ticket 1095.
Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
zypres1
Level: 43



Position: Registered User
Joined: 24 Oct 2011
Posts: 214
Kel: 27  [ Donate ]

Online Status: Offline
PostPosted: Wed Nov 09, 2011 8:09 pm    Post subject: can we get tutorial? Reply with quote

Hi, I want a tutorial / code on this, so other can use it.Please share here or on the mapping-wiki.
Back to top
View user's profile Find all posts by zypres1 Send private message Send e-mail ICQ Number
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Wed Nov 09, 2011 8:13 pm    Post subject: Re: can we get tutorial? Reply with quote

zypres1 wrote (View Post):
Hi, I want a tutorial / code on this, so other can use it.Please share here or on the mapping-wiki.

What's to explain? Just place any custom SHPs inside your .oramap archive and reference them in your map.yaml, that should work.
Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
zypres1
Level: 43



Position: Registered User
Joined: 24 Oct 2011
Posts: 214
Kel: 27  [ Donate ]

Online Status: Offline
PostPosted: Thu Nov 10, 2011 1:43 pm    Post subject: nice Reply with quote

Nice..

Can you post your oramap-file?

I want to put that in the mapping wiki so that's easier for others to do that.
Back to top
View user's profile Find all posts by zypres1 Send private message Send e-mail ICQ Number
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Thu Nov 10, 2011 6:24 pm    Post subject: Re: nice Reply with quote

zypres1 wrote (View Post):
Nice..

Can you post your oramap-file?

I want to put that in the mapping wiki so that's easier for others to do that.

Put a small example together.

Took the SHPs and AUDs from ticket #1273 and combined them with an empty temperat map. Yaml overrides E1 voice, icon, name and some other properties. Build a barracks and you should see the changes to E1.

Tested with playtest-20111108.


Attachment:
 Filename:  Resource_Embed_Example.oramap
163.71 KB :: Downloaded 159 Time(s) :: [ Download ]

Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
zypres1
Level: 43



Position: Registered User
Joined: 24 Oct 2011
Posts: 214
Kel: 27  [ Donate ]

Online Status: Offline
PostPosted: Mon Nov 14, 2011 2:31 am    Post subject: Thank you... Reply with quote

wiki.. Will soon try to put it in the wiki if no one else will. Can you explane more what programs, and where to find files etc.. (how can new modders do this, what do you need?)
Back to top
View user's profile Find all posts by zypres1 Send private message Send e-mail ICQ Number
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Mon Nov 14, 2011 11:30 am    Post subject: Re: Thank you... Reply with quote

zypres1 wrote (View Post):
wiki.. Will soon try to put it in the wiki if no one else will. Can you explane more what programs, and where to find files etc.. (how can new modders do this, what do you need?)

Well I assume that if you are thinking about including custom assets into your maps, you'll have at least a basic understanding of the whole SHP / AUD / etc system. It's probably best to refer to other (existing) documentation on this.

As to what programs: OpenRA map editor for the map and any (un)zip program will do.

Then it's just a matter of decompressing the oramap archive, adding your assets, modifying the map.yaml to make use of them (which is no different than any other OpenRA yaml editing, infantry.yaml for instance) and zipping everything back up again into an oramap.

During editing / testing it is probably easiest to skip the recompression step: oramaps can also be loaded from directories, which are obviously easier to manage than tedious unzip/zip cycles.
Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
zypres1
Level: 43



Position: Registered User
Joined: 24 Oct 2011
Posts: 214
Kel: 27  [ Donate ]

Online Status: Offline
PostPosted: Mon Dec 19, 2011 2:08 am  Reply with quote

at the moment it's not working without a
Die: tandeth1,dedman1,dedman2,dogw6 something line.

But Chrisf fixed that for next I think...

Thanks for the idea, unit and help... Hope to see more units from you...
Back to top
View user's profile Find all posts by zypres1 Send private message Send e-mail ICQ Number
twarpie
Level: 42


Position: Registered User
Joined: 26 Jun 2011
Posts: 60
Kel: 65  [ Donate ]

Online Status: Offline
PostPosted: Mon Dec 19, 2011 8:06 am  Reply with quote

zypres1 wrote (View Post):
at the moment it's not working without a
Die: tandeth1,dedman1,dedman2,dogw6 something line.

Makes sense. I never tested this specific unit 'in battle', so there was no need for the engine to make use of those sounds / voices.

zypres1 wrote (View Post):
But Chrisf fixed that for next I think...

Thanks for the idea, unit and help... Hope to see more units from you...

Just to make it clear: the Volkov unit is not mine, I just grabbed the assets from ticket #1273 and put them together in a map.

Also, I believe the voices are actually from the TS or RA2 version of Volkov, as the RA95 Volkov has no special voice (and I must admit I don't particularly like the RA2 version).
Back to top
View user's profile Find all posts by twarpie Send private message ICQ Number
bobjerry
Level: 30


Position: Registered User
Joined: 23 Apr 2012
Posts: 4
Kel: 4  [ Donate ]

Online Status: Offline
PostPosted: Mon Apr 23, 2012 1:13 am  Reply with quote

I don't know, you must ask developers...


________________________________________________________________________
rc parts|cheap rc parts|Mini Rc Helicopters
Back to top
View user's profile Find all posts by bobjerry Send private message Send e-mail ICQ Number
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1