Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Fri Jan 03, 2020 11:54 pm Post subject:
XTX to release on CnCNet!
Greetings, community!
I've been working with Holland this past year after seeing his efforts to bring our assets to the public sphere of CnCnet.
CnCnet has shown itself to be the most expeditious and practical way to get XTX into the hands of eager Tiberian Sun mappers worldwide, thanks largely in part to Holland's efforts to bridge the gap between the online community and modding community.
The original TX was made and released by Gangster as a beta all the way back in 2005, and though incomplete, was a huge milestone for Tiberian Sun mapping, and inspired a great deal of mods, maps, and campaigns.
XTX continued through the efforts of DaTS, and a few others. He had some difficulties due to a hard drive crash, and some other life events, but in this time the XTX terrain was able to benefit the kickstart of Tiberian Odyssey.
I joined the project in 2008 right after Creagor's TS: Callisto terrain was absorbed into XTX. Also joined were Lin Kuei Ominae and Harv, to extend XTX from being terrain-only into a "Civilain and terrain expansion", beginning with my voxel truck pack, and various LKO structures like the multi-sectioned train station.
As I was heavily involved with both Odyssey and Twisted Insurrection at the time, I used the opportunity to completely reorganize and synchronize the XTX terrain pack into Internal Build 1.1, and then redistributed it to TI and TO. This was the only time these mods generally shared the same terrain, but have since diverged heavily into their own flavors.
in 2010 I started a new career path IRL and my priorities shifted a bit, and had to prioritize my free time more decisively. My ambitions of releasing XTX seemed out of reach, and I released Build 1.2M "Messy" out of frustration, which included all the assets, but no functionality. Thankfully though, godofgamers took the mantle and pounded out a new internal Build 2.0 with full featuring full sets of Temperate, Snow, and Marble Madness.
In 2019 I noticed CnCnet had begun to feature TX and some other community assets, without requiring additional modding, and learned Holland was one of the guys to help make it happen. XTX has always been for the community, and what better way to give it to the community than through the world's primary source of TS online play? I'd already seen quite a few maps to feature the new assets as well as some creative Co-Op play that has never been seen before.
Today I write this post now with my ten-day-old son in my lap, and a highly demanding and respectable career to eat up my time. There's nothing more I can give to XTX that people like Holland and godofgamers haven't already done, so I'll leave it into their capable hands, and continue to cheer on from the sidelines.
i've been working on a lot of it this whole year, me and BK57 are also adding some cool stuff.
I wonder if there are any assets we're missing. Like the big vertical concrete cliffs like in TI, if theres anyone who has more stuff (with original ts terrain) id love to include it for everyone. Ill post a pic in a little bit on what else we have QUICK_EDIT
u can tell we obviously had some fun the last 2 weeks making this lol.
Anyway there was still a big chunk of files i missed, that didnt get uploaded yet. see the ones that are missed in pic.
So as u can tell about those big concrete vertical cliffs, we only have some front facing ones, hopefully someone can add some to it. It just be great to be able to convert most ra2 maps too with map tool, since there are so many of those straight concrete cliffs.
Anyway this is not all i can find atm, there is way more, and we keep getting more donations too. We don't really have a finish date, but i do wanna keep the pack small in size cuz every cncnet player has to download it ofcourse.
and we are kinda skipping snow stuff atm.
i also have a bunch of questions, like why snow stuff don't work, (we using sno extension and edit snow.ini), and also why some of SHP files don't work after i make one in shp editor, they just don't appear at all in game, so i wanna know what im doing wrong.
nice work and good to see some more work done on this.
Only the very big ground logos should be done again. Their perspective looks completely wrong imo.
You could try to analyze/load the problematic SHPs in ImageShaper before you changed them and then compare them after you've edited them.
IIRC there are 2 possibilities why they don't work
a) you have the wrong compression set in SHP Builder. ImageShaper shows exactly what is set and uses the same compression when saving, while SHP Builder just writes what is set in its options, which sometimes doesn't fit to the way how the SHP was compressed before.
b) IIRC the RadarColor can also mess up things, which SHP Builder simply resets to black when saving
c) ini or mix coding error, where you set in the ini to load from a specific mix, in which you haven't placed the SHP. (e.g. DemandLoad to force loading from iso*.mix)
d) bad filenaming (prefix GA, NA, CA)
Anyway, since ImageShaper shows you all settings, it should be easy to figure out what went wrong in the SHP. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yes the angle is indeed off and the tiny shadow needs to go too, lol. shld be easy enough. Theyre all from different fonts thihi, so just need to simple skew 1 layer. ( keeping it easy for myself) QUICK_EDIT
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