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Utility
e The utility contains a set of console-run tools and is included inside every release.
Navigate to your OpenRA directory, press โง and right-click: choose Open PowerShell window here. Type in .\OpenRA.Utility.exe
to see a help screen.
The Utility
launcher is located in /Applications/[MOD].app/Contents/MacOS/Utility
. To launch it you will need to use the Terminal
command line application. Once open, you will need to set the working directory to the Utility's location. It is achieved via the cd [FOLDER]
command. To avoid manually writing the folder path, in Terminal
type cd
, in Finder
navigate to in-game files and drag and drop the folder named MacOS
onto the Terminal
window. Then to launch the Utility
just type ./Utility
, you'll see the help output showing all available arguments.
On a distribution installation, navigate to /usr/lib/openra
and run ./OpenRA.Utility
in a terminal window to see a set of instructions.
When downloading an AppImage run ./OpenRA-Red-Alert-x86_64.AppImage --utility
in a terminal, but note that you don't have to specify the mod as a first parameter then.
Run `OpenRA.Utility.exe [MOD]` to see a list of available commands.
The available mods are: all, cnc, d2k, modcontent, ra, ts
--argb2hex
Convert a,r,g,b legacy colors into hex colors
--check-conditional-trait-interface-overrides
Check for incorrect interface overrides in conditional traits defined in all assemblies referenced by the specified mod.
--check-explicit-interfaces
Check for explicit interface implementation violations in all assemblies referenced by the specified mod.
--check-missing-sprites
Check tileset and sequence definitions for missing sprite files.
--check-yaml [MAPFILE]
Check a mod or map for certain yaml errors.
--clear-invalid-mod-registrations (system|user|both)
Removes invalid metadata entries for the in-game mod switcher.
--debug-chrome-regions IMAGE ZOOM
Write a html page showing mapped chrome images.
--docs [VERSION]
Generate trait documentation in JSON format.
--dump-sequence-sheets PALETTE TILESET-OR-MAP
Exports sequence texture atlas as a set of png images.
--emmy-lua-api
Generate EmmyLua API annotations for use in IDEs.
--extract
Extract files from mod packages to the current directory
--import-ra-map FILENAME
Convert a legacy Red Alert INI/MPR map to the OpenRA format.
--import-td-map FILENAME
Convert a legacy Tiberian Dawn INI/MPR map to the OpenRA format.
--import-ts-map FILENAME
Convert a Tiberian Sun map to the OpenRA format.
--list-installshield ARCHIVE.Z
Lists the content ranges for a InstallShield V3 file
--list-installshield-cab DATA.HDR
Lists the filenames contained within an Installshield CAB volume set
--list-mix ARCHIVE.MIX MIXDATABASE.DAT
Lists the content ranges for a mix file
--list-mscab ARCHIVE.CAB
Lists the filenames contained within a MSCAB file
--lua-docs
Generate Lua API documentation in MarkDown format.
--man-page
Create a man page in troff format.
--map-hash MAPFILE
Generate hash of specified oramap file.
--map-rules MAPFILE
Merge custom map rules into a form suitable for including in map.yaml.
--png SPRITEFILE PALETTE [--noshadow] [--nopadding]
Convert a shp/tmp/R8 to a series of PNGs, optionally removing shadow
--png-sheet-export PNGFILE
Export png metadata to yaml
--png-sheet-import PNGFILE
Import yaml metadata to png
--refresh-map MAP
Opens and resaves a map to reformat map.yaml and regenerate the preview.
--register-mod LAUNCHPATH (system|user|both)
Generates a mod metadata entry for the in-game mod switcher.
--remap SRCMOD:PAL DESTMOD:PAL SRCSHP DESTSHP
Remap SHPs to another palette
--replay-metadata REPLAYFILE
Print the game metadata from a replay file.
--resize-map MAPFILE WIDTH HEIGHT
Resize the map at the bottom corners.
--resolved-rules ACTOR [PATH/TO/MAP]
Display the finalized, merged MiniYaml rules for the given actor. Input values are case-sensitive.
--resolved-sequences IMAGE-NAME [PATH/TO/MAP]
Display the finalized, merged MiniYaml sequence tree for the given image. Input values are case-sensitive.
--resolved-weapons WEAPON [PATH/TO/MAP]
Display the finalized, merged MiniYaml tree for the given weapon. Input values are case-sensitive.
--rgba2hex
Convert r,g,b[,a] triples/quads into hex colors
--rules-import RULES.INI ART.INI
Convert ART.INI and RULES.INI to the OpenRA rules definition format.
--sequence-import FILENAME
Convert ART.INI to the OpenRA sequence definition format.
--settings-docs [VERSION]
Generate settings documentation in markdown format.
--shp PNGFILE [PNGFILE ...]
Combine a list of PNG images into a SHP
--sprite-sequence-docs [VERSION]
Generate sprite sequence documentation in JSON format.
--tileset-import FILENAME TEMPLATEEXTENSION [TILESETNAME]
Convert a legacy tileset to the OpenRA format.
--unregister-mod (system|user|both)
Removes the mod metadata entry for the in-game mod switcher.
--update-map MAP SOURCE [--detailed] [--apply]
Updates a map to the latest engine version. SOURCE is either a known tag or the name of an update rule.
--update-mod SOURCE [--detailed] [--apply] [--skip-maps]
Updates a mod to the latest version. SOURCE is either a known tag or the name of an update rule.
--weapon-docs [VERSION]
Generate weaponry documentation in JSON format.
--zbstudio-lua-api
Generate ZeroBrane Studio Lua API and auto-complete descriptions.
The procedure is not very complicated, though there are quirks due to the nature of the SHP format.
- Get the palette of the game, e.g. Red Alert:
OpenRA.Utility ra --extract temperat.pal
- Extract the SHP file you want to edit or use as a template from the .MIX archives:
OpenRA.Utility ra --extract ttnkicon.shp
with ttnkicon.shp beeing the cameo for the tesla tank. - Get a PNG file with the right palette settings by extracting it using the right palette setting:
OpenRA.Utility ra --png ttnkicon.shp temperat.pal
- Use Photoshop, Paint.NET, GIMP (or any other program that uses the palette formats) to open the newly created ttnkicon.png and save the color table of the picture or edit the PNG file right here. If you want to start from scratch be sure convert your PNG format to 8bit/channel, using the custom palette saved before otherwise the in-game result will be pixel garbage.
OpenRA.Utility ra --shp YourImage0000.png
Players ๐ฒ
- FAQ โ
- Installation ๐ฆ
- Game Content ๐ฟ
- Hotkeys and Stances ๐ฎ
- Strategies ๐
- Settings ๐ง
- Dedicated Server โพ
- RaspberryPi ๐
- Badges & Icons ๐ฅ
- Changelog ๐
Modders โ๏ธ
- Audio guide ๐
- Traits ๐
- Palettes and Remaps ๐จ
- World Coordinate System ๐
- Map scripting
- Lua-API ๐
- Conditions ๐
- Mapping ๐ง
- Pixelart ๐
Developers ๐ง
- Contributing โค๏ธ
- Compiling
- Hacking
- Coding Standard ๐
- Branches and Releases ๐
- Release Checklist โ
- Sequences
- Glossary
- Reverse engineering ๐
- License ยฉ๏ธ