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Everything posted by Nyerguds
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It would help to at LEAST say which map it was. Other useful information would be what you were doing, and how long you had been playing when it crashed.
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The first thing you need to know is that C&C/RA/TS/RA2 graphics of the SHP type don't contain colours, at all. They only contain palette indices, meaning, they just show in the colours given to them by the game. For that reason, it's vital that you use the game's colour palette when making your graphics. This means that instead of having its image information saved as "this pixel is blue", it instead has "this pixel is index 144 on the colour palette", and the pixel will show up as whatever colour is at that index on the palette you give it. This means that if you give it a colour palette it wasn't meant for, it can look totally messed up. However, it also means you can edit your graphics with adapted palettes, and it won't have any real effect on the final SHP file This is the basic way to convert and edit units and structures: (taking Red Alert as example. Obviously for C&C1 and TS/RA2 you need to use the other palettes from the purple palettes pack. Note that the purple palettes are useless for editing different things than the units and structures) Get my purple palettes set. It can be found in the downloads, here. This is a special palettes set for modding and converting graphics. The normal game palette has black as (transparent) background colour, and yellow as unit team colour, but since those tend to mix up with non-transparent black and normal real yellow, I made palettes that change them to more distinct colours. Since the final game graphics as SHP only contain the palette indices anyway, and not the actual colours, you can perfectly use custom palettes like that Put the purppals-xcc.mix file in a game folder. Any game folder XCC knows will be scanned for usable content. If XCC doesn't recognize any game folders, go to View -> directories in XCC Mixer and set them correctly. I usually cheat my way around it by setting the XCC folder itself as "TD Secondary" and dumping stuff like this in there. Note that you need to restart XCC Mixer after changing any of the folder settings, since the scan only happens on startup. Also note that on modern OSes, XCC Mixer always needs to be started in Administrator mode, or it won't be able to access its own settings. In XCC Mixer, press ctrl+p, find purppals-xcc.mix, and from it, select the Red Alert conversion palette "raprconv.pal". (rapwconv.pal is the same but with animated water colours left intact) Use "Copy As PNG" to convert the graphics to PNG using the current palette. You'll get a range of numbered frames. Edit the frames in your favourite image editor! Preferably one that allows you to view and use the internal colour palette of the image. As the example image on the purple palettes download page shows, the purple colours in the palette (range 80-95) are the ones that adapt to the player colour ingame. Save the graphics, keeping the original palette. Make sure to disable any saving options that would convert it to high colour or optimize the colour palette. In XCC Mixer, right-click on the first frame of the range, and use "Copy As SHP" (not "SHP (TS)") to convert it back to SHP file. If you don't have any editor with palette support, make sure to save/re-save all frames as high colour images, and then enable the XCC option [View] -> [Palet] -> [use for conversion]. Then, make sure you have the same raprconv.pal selected when doing the "Copy As SHP" action. This will convert the graphics you have to the palette you got selected at that moment. Note that from what I've seen, this only works for high-colour PNGs without their own palette. Hint: MS Paint can only save in high colour png, so simply opening the frames in MS Paint and saving them does that conversion for you. If you don't have any way at all to view the palette in the editor, but want to make use of the team colours system, simply open the purppals-xcc.mix file, select the raprconv.pal in it, scroll down in the colours view until you see the purple colours (index 50-5F, since XCC shows it hexadecimally), and press print screen. You can then paste this in your editor and use the colour picker to use the correct purple colours for the team colours. Other special colours you can use that way are the bordeaux-pink on index #0, which is transparent colour, and (in RA1) the pink on index #67, which is the glowing red used in RA's damaged buildings.
- 14 replies
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- Tiberian Dawn
- Red Alert
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(and 2 more)
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The other frames must include the damage frames... lar1 is a building after all.
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I know that code... shouldn't be hard to see how I can activate it with a rules.ini option or something. I'm also adding the multiplayer tiberium regrowth option as mission switch, btw, so you can make missions where the tiberium doesn't spread.
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I think you'd better start looking into PSX assembler then... I know nothing of the bytecode used on Playstation CPUs.
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doesn't start? Well that's odd. Did you add it using XCC Mixer, or XCC Mix Editor? I've seen XCC Mixer spontaneously switch a mixfile to TS type when saving before... I tested it on my machine, and it worked just fine, besides the obvious fact my sidebar looks slightly messed up now. As for the bottom thingy, well, I dunno, it's just, finishing touches, you know? If you can load and draw SHP files, it shouldn't be too hard to do. I can always do it myself after you're done with it.
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Hm. Then that's indeed the problem I heard of before. No idea why it happens, mind you, but that's apparently what causes it.
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Right, here are the graphics. Specific instructions: -hside2: tile under the current location of hside1. Is exactly the height of 2 icons (so, 160x96). I kept the transparent piece at the left for the power bar, so the X coordinate to draw it shouldn't be different. -hstrip: Blank icons, in 8 frames instead of 2. Frames 0-3 are the left side blanks, 4-7 are the right-side blanks. So whenever you need to draw a blank icon, use [sidebar ID (0 or 1) * 4 + vertical icon index] as frame number. -hpwrbar: The game uses some odd system to draw only part of this to indicate the power level. I made it a repeatable 120 pixel high bar; the rest is yours to figure out. The even frames are the top, the uneven frames are the tileable part, the 4 states are Unused, Green, Orange, and Red. -hbottom: new shp file, 160x28. Contains the shadow behind the up/down icons, and the bottom of the power bar: -frame 1: draw on the same X as the hside2, and as Y one pixel less than where the buttons below the icons will be drawn. -frame 2: The bottom of the power bar. Should be drawn over the power bar, on the same X as the hside2, and on the Y location [(screen height)-(SHP file height)]. If there's no easy way to get the shp file height, just hardcode on 28. sidebar_shp.zip
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Awesome, man. I'll get you the graphics this evening [edit] Hmm. The buttons seem to have some kind of shadow drop on the background. Could you make it draw a specific shape under the icons there at the end? Same for the power bar, actually. That mission is, by popular request, indeed in Snow theater in C&C95 v1.06.
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You mean passworded games? Seems hard to implement into the actual game... Unless the private session thing can be set on the cncnet config, of course.
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Did you build an airfield after capturing the enemy CY?
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Wow, 3 posts in a row, I'm on a roll. Anyway, I fixed it all up, and here's the final result. Changes I made: -Converted the strings and briefings files to DOS 437 text encoding, and replaced a' e' i' etc. by the actual characters á é í etc. -Added the multiplayer map names to the briefings file -Cleaned up colours in the icons -Fixed transparent areas and incorrect special colours in the pips and sidebar button SHP files -Added black shadows to the "Ready" and "On Hold" sidebar text -Removed some errors from the text_ita.ini file, like an empty line with just the number 282, and the number 112 pasted onto "Eliporto" -Replaced the country area info in Square Miles by the KM2 versions from the French strings -Converted text_ita.ini to conquer.ita, and added the ini line "StringsExt=ita" to make it work on v1.06c r3 -Expanded "Barra Later." to "Barra Laterale" (I hope that's correct), since the longer string fits perfectly on the button. Another small hint: C&C can't read the last line of an ini file if there's no line break behind it, so always make sure there is an empty line at the end of your ini files. Preview: Another question: could you give me the full strings for EVERYTHING you shortened? There's no need to shorten these things: -unit names -anything that's only shown on tooltip labels -Message box messages -most of the user interface strings in the options menu (they are right-aligned against the thing they label) These should generally be short to fit the screen: -score screen text -map selection animation text (please do give me the full strings of everything though, so I can maximize it) Notes on the translations: -Music Factory is a bit of a joke. It's not a musical instruments factory -Why isn't "Chemical Trooper" translated? -what is the Italian word for 1.000.000.000? It's needed for the country info. In french and spanish it's "milliards" -You translated all music track names... was that intentional? -"RICERCA COORDINATE"/"DELLA PROSSIMA MISSIONE" is too long; the "ONE" remains. Could the "della" be left off? [edit] Added a version with expanded versions for all abbreviated strings I could translate addon_italian.rar addon_italian_expanded.rar
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One more question... is that [si'] meant as substitute for [sí]? Because that can be done in the game All of these characters are supported by the game without any edits to the font (except for the Mission accomplished/failed text)... and if needed, I CAN do font edits There also seems to be a line with just "282" in your text_ita ini that shouldn't be there. [edit] Hmm... I experimented a bit with automatic conversion to a custom colour palette with XCC, but it doesn't seem to work as it should. It keeps including the #0 color, which should never be used in C&C1 icons. [edit] Dumb thing only does it correctly from high colour PNGs -_-
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It seems that for lang_ita.mix, you forgot to switch the mix file type in XCC Mix Editor to Tiberian Dawn before saving it. This is one of the reasons you should use XCC Mix Editor rather than XCC Mixer; XCC Mixer doesn't seem to have support for creating new C&C1 type mix files. The game WILL crash when trying to read a TS type mix file. It also seems you didn't use the correct Desert palette for the Desert icons, by the way. Some other things: -"hrepairita" is longer than 8 characters. It's advised to keep filenames (not counting the extension) below 8 characters, since I don't think C&C's filename encoding system can handle longer strings. -The multiplayer names should be added to the end of miss_ita.ini -the icons contain animated and illegal colours. I should probably release some conversion palettes to make correct icons more easily. -There were some oddities in your line breaks. Please edit with either Notepad, or an application that can actually give you the correct text encoding, like Editpad Pro I'll see if I can launch it after some quick fixes on those issues Oh, and I think the ini based translation system (text_ita.ini) doesn't work yet on 1.06c revision 3. I'll do a quick conversion of the strings file for you to fix it, though. The system that actually works now is adding a "StringsExt=ita" line in the language ini file, and including the strings file in C&C strings file format, as "conquer.ita". I'll do it for now though, since the conversion takes some work. But for your information, the converter/editor for the format can be found here. It should be put in the font "Terminal" to see the special characters correctly. ...I REALLY need to release revision 4 -_-
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I heard it was related to building multiple airfields, or having multiple CYs when building the airfield, or building it after capturing an enemy CY or something...
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The C&C95 engine CAN, in fact, handle remapping icons, but the logic is never enabled due to the choice for C&C95 to switch to higher resolution renders of the units rather than the more simple remappable schematic versions.
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I know for a fact it's not related to anything I've done, and I really doubt graphical options would have any impact on ingame behaviour. But I heard of a similar error somewhere before, though I'm not sure what the exact circumstances were. My guess though, is that somehow a plane got stuck before executing its delivery, and that is somehow preventing all deliveries from that point forward.
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Hee, awesome It'd be cool to only use it for Counterstrike though... after al, that IS the 'early development' of the Tesla Tank
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I only uploaded the C&C95 ones, after fixing their installer.
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Huh? What do you mean? I just made sure the program now alerts you if the input file wasn't actually an RA TMP file. The old version just crashed on that. You can now also start the program with just one file as argument, and get that file's terrain type info.
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Jk originally converted the Snow tileset to C&C1... please credit him properly. All I did was make some minor fixes to it, and add the Desert tiberium SHP files into it, which, due to the wrong palette, looks snowy on it [edit] Well, it seems he is credited properly on the 20101013 update in the full credits file, at least.
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Actually, I think in that case, units are just put on top of each other, just like with the GDI factory...
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Tool updated with much-needed file validation. It will now actually give errors instead of crashing when you give a file that doesn't contain a valid RA TMP header and footer. http://nyerguds.arsaneus-design.com/cncstuff/rtmtype.zip Source code: (Lazarus Freepascal project) http://nyerguds.arsaneus-design.com/cncstuff/source/rtmtype_src.zip
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That's the trigger. To make something special happen AFTER civilian evac. You can't actually set which units trigger the helicopter's evac behaviour.
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Well, in Dune II, production speeds went down quite a bit for damaged buildings. But in C&C that behaviour was switched exclusively to the power balance on low power status, as far as I know. I doubt damage has any effect on production.