Open the map in the File Converter again, and generate the height map, using the terrain levels image you created.Ĭonvert the final image to 65圆5 height map, and save it as paletteless N64 IMG format.ġ. There are 4 elevation levels that can be used. If multiple levels are needed, use the brighter colors in the image's palette. Save the terrain levels image and edit it in an image editor, and fill areas surrounded by cliffs with the colour for that level. This image will contain only the cliffs of the map. Open a map file, and convert it to a basic terrain levels image. The basic steps to make an image using the CnC64 File Converter: However, the converter takes care of that automatically, so we'll just focus on making a 64圆4 height map. Because of this, the height map images have a size of 65圆5, whereas C&C maps are only 64圆4 cells. So if you want to import maps into an N64 ROM and have them actually look good, they are going to need a height map too.Įlevation is not done per cell, but on the four corners of each cell. To remedy this problem, they added greyscale images to the missions in N64 that indicate the elevation of the terrain (brighter = higher). However, this illusion falls flat (literally) in a real 3D environment. (v1.0.3 or higher)Ĭ&C terrain is not three-dimensional, but gives an illusion of 3D with the images on the cliffs.
All of these are contained inside the CnC64 File Converter. It took me a couple of tries, but finally I managed to create a set of tools to convert maps to height maps. With Kamuix writing a guide on inserting maps into the N64 version, I got busy looking into how it would be possible to more-or-less automatically generate height maps of C&C maps, so inserted maps actually look good in N64.
I have been considering consulting with the former Cold War Crisis Mod Team and the guys behind Red Alert: A Path Beyond. As I did with TDR I aim to keep as much of the original wacky tech and atmosphere Westwood developed for TD and RA but also have a more realistic spin on it in both appearance and gameplay. Engineers doubled as Mechanics and APC's doubled as Medics) So who wants Red Alert Redux? And I will say it will not be a 1:1 remake. I may also (as I did with TDR) consolidate the unit and structure tech tree and add unit upgrades and special abilities. (looking into the original game files I noticed a lot of the art and audio assets are using the same filenames to confirm this) The biggest hurdles I have will be making a decent naval system, designing, coding, and animating attack dogs and then the Chronosphere stuff. I know a lot of the assets and coding between the original TD and RA games is nearly the same so it would streamline development quite a bit. Allies/Soviets in skirmish) or a standalone project built off of the renovated C&C Generals SAGE engine TDR is now using.
I haven't decided if it will be a mini-mod type add-on built into TDR (think GDI/Nod vs. lol ? Since finally completing the story campaigns for Tiberian Dawn Redux a couple years ago I have been repeatedly approached about carrying the mod over into the RA universe with a spinoff.