Posted: Mon Feb 17, 2025 2:27 pm Post subject:
Questions About OpenRA, CnC Remastered and Tiberian Sun.
I know little about OpenRA at all but would want to know some details...
I tried several games on it, and some testing related to CnC1 using the Remastered assets...
I guess the engine uses in general SHPs. not sure if it already got Voxel support, yet im not really that interested on the last part.... the CnC Remastered what uses Bmps or similar? I cannot remember it properly.
The thing is mostly, could you see tiberian Sun could be working fine with SHPs? I know there would be some problems that would require aditional work, like the slopes when units tranverse terrain, but I believe there should be a way to fake those with aditional animation frames? I have no idea what kind of limits would be the engine having related to this...
*by the way I also would love to know what could be the limits on Zoom in/out features and the maximum resolution dedicated per building/unit (lets say per cell/tile)
Some may already know some stuff I did previous years...
....I would like to experiment with a couple of units, to see if I could prerender some to get added and used into Open RA...
This involves the palete and format compatible (but I liked how Remastered moved on this point) and also the question of the tilting of the units (wondering to what point could be developed aditional sprites for units and turrets to fake it)...
*Also some dream-like feature, but not really digging into it would be to what point could it get/use some kind of normal/map or "occlusion" to fake 3d compatibility... Best game I know moved this way was Project Zomboid... Seems like Unity also have features related. QUICK_EDIT
OpenRA supports voxels and TS/RA2 terrain with slopes.
There are several mods available that recreate TS and RA2 but OpenRA doesn't support all features from those games yet so they are incomplete. _________________
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