Posted: Tue Nov 19, 2013 7:55 pm Post subject:
Arrakis Reborn
Subject description: A HD remake of Dune 2000
Took a while to announce this project, so as you can see it's quite much related to Dune universe. The plan is to recreate Dune 2000 as HD with some enhanced gameplay and stuff. I'm open for suggestions since it's not a 'game' project for myself, it's for the community and enthusiasts.
Main features:
-High resolution buildings, units and FXs
-OpenRA engine
-2xTS tile scale.
-Pseudo cliffs -> flat ground
-Open source -> all assets (including source files) will be available under CC BY-NC 4.0 license
Currently there's only me doing this, so if you want to help you can do following:
-Coding
-Concept art
-3d modelling/animating
arrakis_main_menu_04_720p.png
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Last edited by DonutArnold on Tue Sep 06, 2016 4:22 pm; edited 1 time in total QUICK_EDIT
I really want to play Dune2000 since I have never looked into the series, but after finally researching the gameplay, it looks like something I would definitely enjoy. The only problem is that it doesn't work for Windows 8 and I can't seem to find any patches or 'fixed' versions. Fu. QUICK_EDIT
Right now I'm too busy to start anything new. Maybe later in the year when I have my personal stuff sorted (my computer is still in a different time zone to me) & next version of D-day is finished. Then I'll have time to start a Dune mod or contribute to a preexisting one.
BTW I actually started a Dune mod, I think about 5 years ago now. I'd just started giving D-day a big overhaul tho & it didn't get past a rough alpha with public assets. _________________
It's a no go really.
The Dune game patent holders(wannabe patent trolls) are threatening to sue people unless you can get their permission to make the game/mod,that's the whole reason why no Dune idle games and mods have seen the light of day, latest example being Dune Evolution.
http://www.moddb.com/mods/dune-evolution/news/evolution-is-dead-long-live-nodu _________________ Tiberian Dawn, Red Alert, Tiberian Sun ,Red Alert 2,Renegade, Command & Conquer 3,Tiberium and Tiberium Wars and Westwood related image & video archive
https://picasaweb.google.com/113361105083292812413?noredirect=1
Skype live:tomsons26
Don't forget to state who are you otherwise i'll ignore the invite QUICK_EDIT
I would offer my help aswell. I am no pro but i have a little bit experience with the YAML code and i am good at mapping and balancing. I am also able to create some low poly models, i suck at texturing though. QUICK_EDIT
I have the feeling EA does not hold rights for the Dune franchise anymore, because you currently can't buy Dune 2000 or Emperor: Battle for Dune anywhere. QUICK_EDIT
not that it matters _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I have the feeling EA does not hold rights for the Dune franchise anymore, because you currently can't buy Dune 2000 or Emperor: Battle for Dune anywhere.
Yes they do not hold them anymore. As far as i know its Frank Herberts son (Brian Herbert) has the rights. QUICK_EDIT
Hello people, are you still interested about this project?
sure, but please update the image and remove the "stars" (pixel) that are in front of the right planets side _________________ SHP Artist of Twisted Insurrection: Nod buildings
Back then when I started to work this project I didn't manage to do much because another game project came and I pretty much spent my time to work with that.
I always wanted to make a HD remake of Dune 2000 because I haven't seen anyone else doing that (and I don't mean 3d remakes). It'll use OpenRA and have 2xTS cell size because it's HD, of course.
After some time and now being free from any IRL projects here I am trying this once again. I just started working with this today and I hope I'll keep working with this.
Attached a WIP image of cliffs and currently I'm thinking of sticking with pseudo cliffs unless someone has a good opinion against that.
currently I'm thinking of sticking with pseudo cliffs
you mean they are still flat terrain wise? (like the cliffs in TD and RA1)
Since you follow the isometric view and have them already match pretty well the size and height of real isometric cliffs, why not make them isometric?
It's always nice to see objects hide behind them ingame, giving the game a lot more visual depth than just a flat map.
Anyway, shape and texture look really good, matching well the Dune style. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 04, 2016 10:28 pm Post subject:
Depth sprites/isometric Z-buffer does not require true cliffs or height logic. You can have flat maps with depth logic and it stioll gives benefits at fixing building overlapping and stuff like that.
However indeed, the OpenRA depth system uses arbitrary values, undocumented and probably will end up broken on that tilesize (since it's limited to 255 values due to being a sprite). _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 26 Apr 2003 Location: Somewhere in Germany
Posted: Sun Sep 04, 2016 11:41 pm Post subject:
The primary advantage I see in pseudo-cliffs would be that you can use rendered sprites rather than voxels for vehicles (though tbf, OpenRA doesn't yet support voxel tilting anyway). QUICK_EDIT
Visually it looks good, I'd reserve judgment until I see how the game works... one of the reasons Dune and the early C&C's could get away with flat maps is the perspective, height is less visually obvious than in TS/RA2 engines. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I'd keep it 2D, I rather like it for gameplay clarity (despite lacking height bonuses but a system could be coded for that in 2D), mostly because I hate the hidden cells behind far cliffs. It feels far cleaner when the cliffs are exactly the same width visually at any angle. That said, you've not done that here. The originals manipulated the angle for back cliffs to make them the same size, which I would suggest too.
It also makes mapping far more fun and quick too IMO, something worth considering since you'll need all original maps. QUICK_EDIT
However indeed, the OpenRA depth system uses arbitrary values, undocumented and probably will end up broken on that tilesize (since it's limited to 255 values due to being a sprite).
All the documentation from the system in the original game can be applied to OpenRA
Why do you think this would break? 2 x TS is still far below the 255x255 px limit.
Reaperrr wrote:
The primary advantage I see in pseudo-cliffs would be that you can use rendered sprites rather than voxels for vehicles
He could use rendered sprites with heightmap/depth-enabled terrain too. The two aren't really related. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 05, 2016 5:30 pm Post subject:
You can't fit bigger footprints than 5x5 on an 510x510 canvas with the 2*TS tilesize. That's quite small.
And I'm applying the knowledge of the original system here. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
5x5 is quite small? The largest building footprint in d2k is 3x3.
If there are special show-piece buildings that need extra-large footprints then they could be constructed from multiple sprites on the one actor. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 05, 2016 7:22 pm Post subject:
And the largest building in TS is 6x4 which doesn't fit to the canvas already. And i didn't even thought of Ares CustomFoundation. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
will this mod contain any extra units not found in the original dune 2000, perhaps taking concepts from the books? i love dune 2000, especially after the patch that gave harkonnen Sankara troops, was like a free mini expansion, but overall the unit composition is pretty stale in dune 2000. battle for dune fixes the unit composition issue but made it 3d which i personally didnt like.
either way it will be great to see infantry only terrain. QUICK_EDIT
If there are special show-piece buildings that need extra-large footprints then they could be constructed from multiple sprites on the one actor.
couldn't OpenRA do this automatically?
e.g. if i create a 6x6 building as a single big SHP, OpenRA is then splitting the SHP up into 4 3x3 parts. Since it's one big building, even small depth issues along the seams should stay unnoticed, since they are completely inside the building.
Me as an SHP creator wouldn't do anything else than splitting it up into 4 3x3 parts and then put them together again, so i think this could be also done automatically by the engine.
The only problem could be activeanims for one big building. Having them automatically split up and then still played perfectly synchronized might be a problem. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Sep 06, 2016 4:31 pm Post subject:
Lin Kuei Ominae wrote:
[...]
The issue isn't with actual art, but only with the depth sprite. Come to think of it, I doubt many will go and create custom depth sprites, so tiling the depthsprite could be an option - with each tile having it's own base z-offset and center being 0.
This ofcourse is only possible if the center of the depthsprite can be unlinked from the actual sprite art, notsure if there are tags for that. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
To state more clearly what I meant with concrete slab. It's current function is to prevent damage caused by ground. Is it necessary gameplay wise to have that evil ground to cause damage and concrete slabs to prevent it?
@Merophage: Thanks!
Currently I haven't seen any mods using higher than TSx2 tiles and Rewire is the only another one using that tile scale. I think that making the scale go up by x2 makes it enough big to look enough good for monitors with FullHD resolution (1920x1080) and bigger would make them look too big (like C&C in MS-DOS scale) and that way causes to decrease the gameplay experience, but that's just my opinion.
The things look nice regardless. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I don't mean to derail the topic, but my thinking is the standard resolution back in the day when RA2/YR was released was 1024x768, so 2x YR size is still less that what you would get if you simply divide today's standard of 1920x1080 by that. I worry that 2X TS might still be too small. The driving factor behind all of this being unit size, since you can't have units that are larger than 1x1 without overlapping issues. All of that is moot of course if OpenRA has some kind of zoom function that I'm not aware of.
I think that's an interesting discussion to have. It would be good to establish a kind of standard/guideline for people who want mod OpenRA and make "HD" mods. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 14, 2016 2:07 pm Post subject:
Merophage wrote:
the standard resolution back in the day when RA2/YR was released was 1024x768
The YR menu got hardcoded to 800x600, so I'd say that was the intended resolution of the gen2 games.
Merophage wrote:
2x YR size is still less that what you would get if you simply divide today's standard of 1920x1080 by that.
Wouldn't call 1920x1080 the standard, because laptop gaming also gained ground and those usually don't have bigger screens than 1600x900.
Merophage wrote:
I worry that 2X TS might still be too small. The driving factor behind all of this being unit size, since you can't have units that are larger than 1x1 without overlapping issues.
This is actually a valid issue, albeit I'd say TS infantry is the size where it still is a borderline problem, and going above that will be fine. I carried over RA2 sizes to OpenRA (this includes infantry as well, not relying on the common "to-75(which would be TS size)/87% downscaling" and while I do play windowed mode in my 1920x1080 (previously 1680x1050) screen, it's moreso due to my playstyle and not because the sizes (I rely on edge scrolling and playing on fullscreen would mean a lot of mouse movement to scroll).
Merophage wrote:
All of that is moot of course if OpenRA has some kind of zoom function that I'm not aware of.
There's Pixel Doubling, which is literally a 2x zoom and quite handy at TD/RA IMO.
Merophage wrote:
establish a kind of standard/guideline for people who want mod OpenRA and make "HD" mods.
Doubt there should be a standard on sizes. OpenRA can use SHPs besides the old TMP format (where all of our tools are basically hacked for >RA2 cellsizes) for terrain and IMO that's what should be encouraged alone (since nothing from the TMP besides actual artwork is used). All of the TMP specific properties (ramptype, terrain, dimension, etc) are exported to the yaml even during gen2 terrain import. In SHP, each frame image is a cell image. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
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