Restart the game: the game only picks up a change to enabled mods after a restart.
[/olist] Without the pack, Tiberian Factions still plays, but its Tiberian Sun factions are locked.
If the game crashes on the splash screen, the extra art needs more video memory than it has: add NOSPLASHPRELOAD to the game's launch options. Tiberian Factions ignores this option for now, while its performance work is under way.
[h2]Using the assets in your own mod[/h2]
Every object, cameo and sound is named with the TS prefix, so nothing clashes with the base game's own assets.
Enable this pack beside your mod (the game finds its art and sounds in any enabled mod) and copy the entries you need from this pack's Data/XML files into your mod's RA_*.XML, RABUILDABLES.XML and SFXEVENTS*.XML. Each object needs a classic-mode SHP with the same frame count (a transparent stub is enough) and its ImageData set in your DLL's Init or One_Time (EA's example).
Some stock tiles are animated: they hold several s and an FPS (the Red Alert Heavy Tank and Mammoth Tank turrets have 8 frames at 5 FPS). When you point an existing tile at this pack's art, replace its whole list and remove its , or you'll see the RA frames constantly switch with yours. Copy the pack object's own tiles as well: the game opens an object's art only when a tile with the object's own name is loaded.
Most units use the stock layout: one frame per facing, then a turret block where they have one. Walkers, units with rolling treads, and buildings with doors, docks or add-ons use Tiberian Factions' own layouts and need the matching DLL code, which is in its source.
[h2]Turret seats[/h2]
TSHVR's rack and TSSONIC's turret sit off the hull's centre: draw them over the hull moved by their seat for the hull's facing, in classic pixels (x east, y south), clockwise from north as EA's turret tables run, so index it with Dir_To_32(PrimaryFacing):
GDI buildings: Construction Yard (TSFACT), Power Plant (TSPOWR) and Turbine (TSTURB), Barracks (TSPILE), Tiberium Refinery (TSPROC), Silo (TSSILO), War Factory (TSWEAP), Radar (TSRADR), Helipad (TSHPAD), Service Depot (TSDEPT), Tech Center (TSTECH), Dropship Bay (TSDROP), Upgrade Center (TSPLUG) with the Ion Cannon Uplink (TSPION), Seeker Control (TSSEEK) and Drop Pod Node (TSPODS), EMP Cannon (TSPULS), Firestorm Generator (TSFGEN), Sensor Array (TSDPSA), Limpet Mine (TSDLIMP)
GDI defences: Concrete Wall (TSWALL), Gates (TSGATEH, TSGATEV), Firestorm Wall (TSFSDF), Component Tower (TSCTWR) with its Vulcan (TSVULCT), RPG (TSROCKT) and SAM (TSCSAMT) tops
Effects: Tiberian Sun's explosions, muzzle flashes, smoke and fire, the Ion Cannon beam, the drop pods, the EMP pulse, the Firestorm and the Disruptor's wave
A sidebar cameo for each unit and building
GDI's unit voices, weapon and building sounds, and the EVA
More content to come.
[h2]Shape data[/h2]
The classic sizes and frame counts of every object, the frame layouts and every file in the pack are in the README in the pack's folder.
[h2]AI disclosure[/h2]
The HD art in this pack was made with AI assistance. The 3D models behind the sprites were built and refined with AI tools, then rendered, checked and fitted to the game by hand, and every asset was reviewed in play in Red Alert before release. The scripts and tools that build this pack, and Tiberian Factions' code, were written with AI assistance. The original designs, sounds and voices are Westwood's and Electronic Arts'.
[h2]Credits[/h2]
Original Tiberian Sun art and sounds: Electronic Arts. HD rebuilds of the Tiberian Sun designs and preparation for Remastered: gibbo101.
[h2]My other C&C projects[/h2]
Tiberian Factions adds GDI and Nod as playable factions to Red Alert Remastered: Steam Workshop, ModDB, GitHub