OpenRA mods have their art code separated into multiple yamls but you can define what yamls are read and could organise it however you want. I just added the Ore Purifier (there is no purification logic yet though as far as I know), and as you can see the graphics offsets are off because OpenRA centres SHPs from the centre pixel while TS/RA2 start the top of the first cell there.īut you can edit the offset very easily in the structures sequence yaml. The tile size is completely adjustable with a TileSize tag in mod.yaml, allowing it to support TS, RA2 or an original game of your own. So far I've just been adding Allied buildings. It seems pretty simple, with help from their IRC on what traits do etc if they don't make sense to me from existing documentation, and maybe this will give you the inclination to start modding it too. I mainly started a few days ago adding RA2 structures. I decided to make this topic on my progress modding OpenRA. Attach signature (signatures can be changed in profile)
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