bvandenbogaard / oramod-ra2

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We have migrated to Phrohdoh/OpenRA, please look for updates there. 🎉

Original content below:

screenshot

Directory tree:

ra2/    => the RA2 mod files

openra/ => the OpenRA engine

##Build/Play instructions:

  1. git clone --recursive https://github.com/Phrohdoh/oramod-ra2.git
  2. Build OpenRA (in the openra directory)
  3. Copy the ra2 directory into openra/mods/ (as openra/mods/ra2/)
  4. Copy all required .mix files into your content directory. See Content installation.
  5. Launch OpenRA and select the ra2 mod

Reference links:

##Development Notes:

  • mk anims are in isotemp.mix (or isosno.. etc)
  • gg/ng anims are in generic.mix
  • icons are in cameo.mix
  • infantry are in conquer.mix

Sequence 'Tick' properties are the number of milliseconds per frame.

Tile type indices:

  • 00 = Clear
  • 01 = Ice
  • 02 = Unknown
  • 03 = Unknown
  • 04 = Unknown
  • 05 = Tunnel
  • 06 = Railroad
  • 07 = Rock
  • 08 = Unknown
  • 09 = Water
  • 10 = Beach
  • 11 = Road
  • 12 = Some LAT Transitions
  • 13 = Mostly Slopes
  • 14 = Rough
  • 15 = Cliff

Wall, Tiberium, and Weeds are somewhere in this list, even though they are overlays and not tiletypes, because they affect actor movement speed.

Tutorial: Converting Westwood maps (TS/RA2) to OpenRA (outdated).

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