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Everything posted by Nyerguds
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I was kinda talking about the math/programming behind it... a lot of the methods I found rely on looking at which colours are actually used in an image, and go from there to determine how to change the colours. I obviously can't do anything like that since I need it to work on any image
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[moved the development of the mrf file generator to its own topic] On a related note, doing stuff like contrast changes with purely palette modification is horribly annoying O_o
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Progress... I made the second (or rather, first) pane, which generates the actual remapping filter, using colour modifiers. I will probably need Red/Green/Blue balance there too to get there. I'm probably going to work with a system of a list of filters, so you can choose in which order the HSV / contrast / brightness / RGB balance etc filters are applied to the image. The actual generation of the remap tables for the original palette already works, but there is no option to save them yet, and it also still needs options for excluding / forcing / exclusively using certain palette indices when generating the table (for example, it's known that the shadows in C&C palettes only use the first 15 of the last 16 colours on the palette)
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I know what it's based on. I just don't see the point in making such maps
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First version of the tool. The only thing this can do is preview .mrf files by applying the remap filter to a given screenshot. http://nyerguds.arsaneus-design.com/project_stuff/2014/FilterCreator/filterviewer.rar (needs .Net 3.5) (Includes a screenshot + all .mrf files for the desert and temperate theaters) This is the desert shadow ("shade") filter: It seems a lot of the mrf files (like the one used for the shroud edges) have multiple tables inside them. I think this is the shroud edges table (for Temperate): The final tool will basically have 2 panes, one to view an existing MRF file on a pic like this already does, while the other will have a previewer for the new theater's screenshot, with a set of hue/brightness/saturation/etc tools to make the image on the other preview pane match the loaded mrf filter view. Then once it matches, it can generate a table out of that. I'll probably allow saving these filter values as presets so stuff like for example the shadow under units can easily be generated once the filter values have been figured out.
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Olaf, like a lot of people, just seems to have somewhat drifted away from the whole community. The high days of C&C are over, and that's simply a sad fact.
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Colourful!
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Tiberian Dawn - The Huge Collection (single player)
Nyerguds replied to Chimas's topic in C&C Singleplayer Maps
On The CABAL Computer: the mission isn't REALLY made by me... it's an existing mission (Rambos In The Jungle) which was somewhat bland and simple and I just... spiced it up a little, especially by adding the bazooka soldiers (and the insane rush at the end, lol) On Doomed Desert: Looks like the APC made the mission far too easy, lol. As "hard mode", try leaving it behind and doing it all with just the chem warriors Though I fully admit that Doomed Desert was made mostly just to mess around with the beach tile theater I designed. These two are probably the least interesting missions in my pack, lol. -
I'll look into making the theaters ini-based, just like the rest. Will probably be peanuts, since theaters are completely independent from any other data. As for when I'll actually manage to release that, though, ugh, no clue. I'll look into the .mrf files issue first, okay?
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...I never got why people made maps with fricking huge text on them. It looks ridiculous.
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Weren't these hosted by cncworld? That whole site seems to have gone kablooie
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When I'm home I'll seriously look into making a tool for these .mrf tiles. It's basically just a remap table like the remapping of units, only for the whole colour palette. I know all the theoretical aspects. Any tool I make will need to come with a system to load mrf files and show their effect on a loaded image, though, so you can determine the color/brightness/saturation change that created the original filter. Only then can you reliably make it for a new palette.
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CCMap is a pretty annoying editor anyway; it can't even show the full 64x64 map.
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Ah yes. And stealth. The only real solution besides endlessly tweaking the palette is to edit the .mrf files responsible for the filtering... but there are no tools for making those. I should really make that, actually. But it means digging into graphics filters, like adjusting hue, saturation, luminance, contrast, and all that stuff.
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As if disconnecting has any meaning whatsoever on unranked games... it's just an extremely lame way of losing
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If You Make YouTube Videos Make Sure You Use These Settings
Nyerguds replied to Retired's topic in General Discussion
It's hard to make 720p videos of a 640x480 game -
The problems are filters. Shadows, movement flashes, map shroud edges. You better test these out to see how they look on the modified water. They WILL act odd.
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Ooh. Might be the "-1 == infinite" logic really simply checks "< 0" instead of "== -1". So, infinite damage, lol. As for the production, from the way the APC and MCV logics are done, I'm afraid that unit spawning code will be full of specific exceptions per-building for handling stuff like that, so I'd actually need to locate that spawning handling code, and add a new piece of code for the new building's exit logic. So yeah, not really comparable to adding new units, which is mostly just expanding the existing list with one item and make sure all related logics know the list has a new size.
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How to let the AI replace Orcas/Apaches?
Nyerguds replied to Angel-Oh-No's topic in Mapping Discussion
Yeah, I already translated Kohlrus's missions. Probably fixed 'em up too, but not sure there. My translated versions of them can also be found here: http://nyerguds.arsaneus-design.com/cncstuff/missions/kohlrus.zip They're translated using the C&C95 v1.06 language system, meaning that switching the game to German will give you the original German briefings. -
You're a Dutchie though, not Norwegian, right?
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Water colour cycling can never work unless you change the colour palettes... and that's a giant mess with far-reaching consequences.
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You can do that, by putting its ammo to -1.
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You people make it sound as if making custom palettes is hard