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Open-Source reimplementation of Westwood’s Command & Conquer: Red Alert game engine, updated to use the hardware acceleration of modern video cards using OpenGL and OpenAL for sound playback. It runs natively on Windows, Linux and Mac OS X. The game was designed with modifiability in mind, but is not identical to the original. Campaigns and mods made for the legacy game won't work out of the box.

RSS Feed OpenRA 2.0?

Currently OpenRA supports early sprite based Command & Conquer classics by Westwood Studios, but what about the next generation with Voxels, 3D terrain and isometry?

Posted by Milanium on Feb 24th, 2013

A frequently asked question is why there is no Tiberian Sun or Red Alert 2 mod. The short answer: the engine does not support it yet. The long answer: you can already try and convert the file formats to add infantry and buildings. So what is needed for native support without conversions:

3D terrain and Isometry

This is currently not supported, but not as far fetched as one might think. We recently stumpled upon CnCMaps.Net which turned out to be re-factored OpenRA code to render high-quality map previews.


SHP Format changes

The file formats for infantry/buildings changed since Tiberian Sun, but it is already reverse engineered. In fact the SHP Viewer is built upon OpenRA and supports them.


Voxel support

The biggest addition to the engine by Westwood since Tiberian Sun is Voxel support. All vehicles are in fact 3D models although the games still had a static camera and the look and feel was still very much like that of sprite-only era. Paul started hacking on OpenRA again and presented some experimental voxel support a few days ago.

Tiberian Sun

Tiberian Sun ships a bunch of partly broken C&C/RA1 units in voxel form. Westwood probably used them for early engine tests as well.

Red Alert 2

"Kirov reporting!"

Will there be a Tiberian Sun and Red Alert 2 mod?

Time will tell. Sooner or later, time will tell...

Comments
Nuttah
Nuttah Feb 24 2013, 4:07am said:

...And given the look of things, there will be much rejoicing when it does.

+11 votes     reply to
ApornasPlanet
ApornasPlanet Feb 24 2013, 4:22am said:

That would be fantastic!

+3 votes     reply to
medve
medve Feb 24 2013, 7:25am said:

is the dune mod ready?

+3 votes     reply to
ApornasPlanet
ApornasPlanet Feb 24 2013, 8:24am replied:

I just downloaded the realease from october 2012 and the Dune mod was in there.

+2 votes     reply to
Petrenko
Petrenko Feb 24 2013, 8:00am said:

Voxels got no palette-limitations, am i right?

+3 votes     reply to
Milanium
Milanium Oct 20 2013, 2:47pm replied:

Think of Voxels as 3D sprites and they also have a palette and are remapped just as SHP files. OpenRA has no palette limitation by the way. You can theoretically define 256 individual ones and assign them to each unit.

+1 vote     reply to
Igncom1
Igncom1 Feb 24 2013, 8:40am said:

Well isn't TS free now?

Why not just promote the use of the real thing?

Unless there are other considerations.

+1 vote     reply to
Petrenko
Petrenko Feb 24 2013, 9:15am replied:

OpenRa engine is way more free. Just look into it and it's possibilities. Been modding myself a bit. Also TS lagged always a lot. Atleast for me.

+3 votes     reply to
Hijacker
Hijacker Feb 27 2013, 12:14am said:

I don't care how long it will take, I just hope you guys can do it.

+1 vote     reply to
Holy_Terra
Holy_Terra Mar 2 2013, 10:44pm said:

look really promise let see how it done, i still consider to port my mod [or even create whole new game] into this.

any chance to improve UI to support unit special ability like C&C3 and Ra3?

+1 vote     reply to
Milanium
Milanium Mar 3 2013, 7:47am replied:

Yes that is planned and work-in-progress: Imgur.com

+1 vote     reply to
alghifari
alghifari Jun 1 2013, 12:11am said:

Wow!
Realy wanna making OpenRA 2.0 ?
thanks for that

Red Alert 2 best game ever for me :D

+1 vote     reply to
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