-
Posts
6190 -
Joined
-
Last visited
Everything posted by Nyerguds
-
Yeah, that's just the "view all my posts" thing. It gives you all your posts, and with it, links to the topics they're in. It's not as if any of us wrote this forum software, you know
-
They might be a bit too hi-tech to be put in cold war era.
-
I believe they made it a configuration option or something.
-
I assume you're talking about that expansion music missing in TFD / TUC? Seems hard to detect without actual mix reader... FunkyFr3sh: my main.mix patch for TFD contains all of those, though. Being a patch, it requires the TFD main.mix to patch, though. And if you honestly just can't find the tracks, you should've asked me ages ago. You KNOW I got everything
-
http://nyerguds.arsaneus-design.com/cncimg/img_archive/air6.html Last 3 renders there
-
Not really. But, I can do it right here, if you want The .mrf files are basically just remap tables; 256 bytes with each byte giving a replacement colour index for that original index, thus creating a filter's effect. It's the same system the game uses to change house colours on units and structures, only the house colour filters will map all colours back onto themselves, with the exception of the yellow range at C0-CF; the actual house colours. Unlike my tool, which remaps the palette (because it's easier to show ), the game actually remaps the graphics, since 256-colour graphics only contain colour indices anyway. All it needs to do for the remapping process is going over these graphics pixel by pixel, and replacing the palette index value on that pixel by the new value at that index on the remap table. The files containing multiple filters are a bit of a special case, though, in that they have a kind of index-to-filter mapping table at the start. Such a mapping table is, again, 256 bytes, but mostly filled with colour 255. Besides the bytes set to 255, though, it has specific indices set to 0, 1, 2 etc, to map these indices on the palette to the filters 0,1,2 etc contained further in the file. For example, ?units.mrf maps colour 4 to the shadow effect (which is filter #0 in the file), that way. The shroud, in ?shadow.mrf, also uses this, to link its four filters (0, 1, 2, 3) to the indices 16, 15, 14 and 13 respectively. If you look at the shroud SHP file, you see it indeed uses these indices as its different shroud gradations in the fade to black. But, that's it, really. That's the format. You can see the index-table thing pretty easily by using the tool to view one of the larger-than-256-byte .mrf files in the right-side pane, and clicking "View remap". The palette viewer I made shows mouseover labels showing which index each color is remapped to. The format itself was never really an issue anyway; reproducing the existing filters on it was.
-
I don't think anyone ever mistook that heli for an Apache. Oh, and I got renders of all those planes you mentioned
-
I think that stuff in there working or not working is more related to what they changed in the mix reading in the exe, tbh...
-
ORA-boy... I'm fairly sure people from this site MADE www.redalert1.com
-
Meh. It's just a cutscene from the game anyway. The title is there, "C&C Tiberian Dawn - Tiberium info 1". That's TBRINFO1.VQA. So look it up on YT again or extract it from the game? There's a VQA player decoder plugin in the downloads. [edit] Edited Hugo2607's post with a working link. Happy now?
-
Heh. If RA had Mobile HQs, this would be peanuts. -Reinforce MHQ of player that needs to die -Make MHQ die with trigger. -Watch the fireworks
-
XTF... how did you miss the THIRD line in these three links at the top, then?
-
You didn't know that? That's how they did, um... all of the Counterstrike missions. Mobile Radar Jammers that shoot lightning, MIGs that drop nukes, all of that.
-
Allen262 / Tschokky: dunno if you saw, but the .mrf generator is finished, so converting theaters with palette tweaks to C&C1 is no longer a problem. Since I made .mrp recreations of all the filters C&C theaters need, you can generate the needed .mrf files with just a few clicks. General note for C&C1 palette editing, though: Only the entries at the indices indicated as full dark blue boxes with a red line through them can be changed between theaters. Of these indices, the last line (minus the very last index) will be used to generate the shadow and stealth effects. (Tschokky: this is probably the same in RA; you used these for your water, which explains why subs were invisible on it; the shadow/stealth filters do not change these colours at all, to prevent overlapping shadows from darkening multiple times. According to the game's logics, these colours should be used exclusively for shadow, and should not be used in any terrain tiles. You'll also notice air planes will not cast shadows on your water.) Download and info on the tool can be found here: https://forums.cncnet.org/topic/2253-mrf-creation-tool-finished/ To create the required .mrf files for a palette, just go to [File] -> [Write multiple .MRF files...] and select the palette, the folder of finished .mrp projects that comes with the tool, and the output folder.
-
Or just the new "Show all unread posts". Much handier since otherwise, visiting and leaving and then visiting again makes you miss a bunch. (which is why I requested that link )
-
Well, where do you think I got it? I didn't exactly need a hi-res version for making an icon
-
Allen, he wanted the main menu pic WITHOUT the TS logo on it. Why do you think it would help him to link to the one thing he didn't need?
-
Right. Batch file was a dumb idea. v1.6 adds a UI for the bulk-create This means that using the included finished projects, creating the necessary filters for a new theater becomes a very simple operation. In a few clicks, you got all the required .mrf files generated. You can start MrfCreator in this export mode directly with the with the command line parameter "-mrfui".
-
v1.5 released: Added the ability to use the program as command line tool to generate a .mrf file out of a .mrp project and a palette file. Syntax: FilterCreator.exe projfile.mrp -mrf palfile.pal mrffile.mrf I also included a .bat file that allows bulk-producing all the .mrf files needed for a C&C1 theater from the included completed filters
-
Filters in action: the edge shroud on the old TDX "pirates" terrain experiment fixed. (don't mind the trees and tiberium; they're obviously messed up because they were never adapted to the new palette ) Unfixed (using Temperate .mrf files) Fixed, with .mrf files regenerated with my tool: (ignore the trees. The shroud edge is the thing that's important here)
-
You can get it from the animation that builds up the main menu image. For reference: https://www.youtube.com/watch?v=ZLcsGcBNofo (pause around 0:12) Just convert the VQA and take the frame just before the game logo appears on it.
-
Goatmessiah: Actually, from experience I know that putting a large field of nothing but TI01 will give you a whole field of barely grown pods at mission start, whereas a field of TI12 will give you a field of fully grown crystals, with less grown tiberium at the edges. So it seems that tiberium in C&C1 uses a combination of RA proximity-to-other-resource-cells logic, and a resource weight for each of the 12 types, which is a pity since placing a field of only TI12 makes it very monotonous since all of the placed cells will use the same tiberium graphics. So it's best to randomize a little between the higher values in the middle of a field. This is wrong, by the way. TI01 to TI12 are simply 12 different graphics sets for tiberium. Yes, as I said, it applies this as growth density at mission start, but besides that, all of the 12 types have 12 stages of growth, and all of them are perfectly equivalent and will grow to full density.
-
I finished all filters. They're included in the new v1.04. Making new theaters for C&C1 should be peanuts now Mind you, I haven't actually tested the effects of my versions ingame. After all, they're only reconstructions of the original effects
-
Livestreams by Hecthor Doomhammer of several C&C mods
Nyerguds replied to Hecthor Doomhammer's topic in General Discussion
Any plans on doing Twisted Insurrection for TS?