Jump to content


Banshee

Member Since 16 Jun 2003
Offline Last Active Apr 07 2024 05:05 AM

#948639 New W3D animations - some progress!

Posted by Banshee on 16 February 2014 - 09:55 PM

.w3x file is an XML file. It doesn't have anything to decompile.

 

However, these xml files are eventually encoded in order to be read by the game. In this case, the source code of the program that decodes it is located at:

http://www.cncmods.net/extras.php


  • NDC likes this


#945350 I have been here for Ten Years

Posted by Banshee on 18 January 2014 - 03:35 AM

How bout eleven? (me, including the days of Editing Source & Origin Network from one side and CnC Guild from the other side)




#943778 OS SHP Builder 3.37 has been released.

Posted by Banshee on 06 January 2014 - 09:42 PM

Almost six years after the last official release, Open Source SHP Builder 3.37 is now available for download at Project Perfect Mod. This version adds features such as Mirror, Flip, a new Resize method, an auto-installer/update/uninstaller to make the distribution of the beta versions easier and fixes several bugs reported by the community. OS SHP Builder has became a reliable tool to edit graphics from Tiberian Dawn, Red Alert 1, Tiberian Sun, Red Alert 2 and also OpenRA.

shpbuilder_337_small.jpg


It's important to mention that the installer has changed in this version and it may require internet connection in the first run (although there are means to avoid it). The installer was not tested with Windows 8, but it fails, don't worry: it can be installed without installer. Information on how to do that is available at the OS SHP Builder section at Project Perfect Mod. Here's the changelog:


- 3.37
  - revisions by Banshee, contributions from Zaaz
    - Added: Mirror and Flip: You can mirror and flip frames at Tools -> Image Rotation.
    - Added: You may now enable or disable the preview of brush operations at View -> Preview Brush. It is enabled by default.
    - Added: You may now enable or disable the ability of the program of auto-detecting SHP type, game and palette at Options -> AutoSelect SHP Type. It is enabled by default.
    - Added: MS Paint resize mode at Edit -> Resize. It resizes the image using windows API, like what MS Paint does.
    - Added: A new option at Preferences that lets you save shadow frames using compression 1 to prevent issues with big sized units and animations.
    - Added: Installer is now inside the program. This means that any beta version of OS SHP Builder will come with an installer that will always download you the latest version of the program. You must be connected to the internet to use it.
    - Added: Auto Update at the Help menu. It will always download you the latest version of the program straight from the SVN. You must be connected to the internet to use it.
    - Added: Uninstaller is also inside the program and in a separate link.
    - Updated: Community links were updated.
    - Updated: The default settings now forces different palettes for each situation instead of unittem.pal for everyone.
    - Updated: The program will use your theme now.
    - Bug Fix: Fixes issues when saving SHP (TD) files. They are now 100% reliable and read by XCC Mixer and other programs. (Thanks Zaaz)
    - Bug Fix: Fixes issues when saving the radar color from SHP (TS) files. FinalSun will now display SHP (TS) overlays saved with OS SHP Builder. (Thanks ApolloTD and Zaaz)
    - Bug Fix: Images with dimensions bigger than 500 pixel may now be resized.
    - Bug Fix: Zoom will no longer go out of bounds. It will always be between 1 and 32.
    - Bug Fix: Palette Conversion no longer mess up with colours at the remappable range if it is not an unit.    


I recommend everyone to update your OS SHP Builder for this version. You can download it HERE. Support for this tool is available at HERE.

OS SHP Builder has a SVN Browser HERE. You can also download the latest content of the SVN, by using a an SVN client, such as Tortoise SVN, right clicking a directory, clicking in Checkout and setting URL to svn://svn.ppmsite.com/shp_builder


If you have a site, feel free to mirror it without asking for permision. You can also play with its source code and add your own features on the program. Just credit myself and Stucuk for the program. Enjoy it!




#929310 CommandCOM 2013 Coverage at CnC Guild

Posted by Banshee on 21 August 2013 - 04:50 AM

commandcom2013.png

 

GamesCOM 2013 is just starting and this time we'll have a special coverage of the new Command & Conquer game and the CommandCOM event at CnCGuild. Check it out and discuss it with us.




#929309 Revora and Gamescom 2013

Posted by Banshee on 21 August 2013 - 04:31 AM

Hey everyone! I'm going to fly to Germany tomorrow to get myself into Gamescom 2013 and the CommandCOM 2013 event. While Gamescom is the biggest gaming expo in the world, CommandCOM is an event inside Gamescom that will gather a couple of C&C community members to check the latest Command & Conquer and interact with the developpers. And I'll be there representing both Project Perfect Mod and CnC Guild (Revora).

 

The star of the show is the new Command & Conquer live service, which should be free to play, although you may optionally pay to progress faster. This Command & Conquer service should host several Command & Conquer modules inside and the first one is set 10 years after the events of Generals: Zero Hour. I'll let this video explain it to you:

 

 

 

 

According to data collected from many websites, we can say that the new Command & Conquer game will start with:

 

- 3 Factions: European Union (EU), Asian Pacific Alliance (APA) and Global Liberation Army (GLA).

- Dr. Thrax is back and there will be many Generals, where most of them will be unlocked by using command points (or by paying for some kind of special points).

- EU will inherit USA (Generals: Zero Hour) build style, except that buildings should be built around power plants and power is unmettered.

- APA inherits China (Generals: Zero Hour) build style.

- GLA will have two different types of war factories that will affect build order.

- There is a second resource called Oil, which is extracted from Oil Derricks (which you'll have to build). This resource should be used in advanced units.

- There will be no campaign at the start, but it should become available later.

- EA will not charge for additional maps. They want everyone to have the same maps.

- There will be no map editor and the game engine won't be moddable, at least for the next years to come.

- There is a new version of the alpha version of the game coming in the next days.

 

Unfortunately, as I have access to the beta version, I cannot reveal anything else of the game yet, but I believe that NDA should be lifted very soon, since there will be no NDA for CommandCOM, so, technically, they'd allow us to create a video from the game and reveal absolutely everything that we see there, although I am not completely sure about it. I'll ask them before doing that,

 

By the way, there is a video that show the game in action:

 

 

 

 

 

Do you have questions, suggestions for the game, wanna be heard by the devs? Post it here. Discuss it with us. While this game is not moddable, it will be undoubtfully a source of inspiration for many upcoming C&C mods. So, we are certainly covering it here and at PPM. I'll post more information as soon as I can.

 




#878460 Who started it all?

Posted by Banshee on 05 March 2012 - 12:49 PM

Who started Revora? i never could find out who... Posted Image


Actually, Revora is the merge of two older networks: Origin Network, which was led by Detail and CnC Guild, from Hybrid. Detail was the one who offered the merger. Mastermind, who was originally at Origin, came up with the server. But the answer to your question is Detail and not Mastermind.