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Nyerguds

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Everything posted by Nyerguds

  1. No, no, RA1 was fully made and released to be the prequel to C&C1. It's only when they made RA2 and such that they changed this decision. Try just playing through the Soviet side of the game. You'll see Kane and the Brotherhood mentioned in the end video.
  2. Bonjour Bibi!
  3. ...if you're making colours ingame purple, you're doing something really wrong. The purple should only be used on conversion palettes for SHP files, which by themselves don't store colours. Yellow, as shown before, means the change of remap worked. Now you just need to convert the unit and structure SHPs to actually use that new remap. On that note, I'm not sure if you fully realize this... but it's rather insane to do this just to change the order of the colours in the dropdown. Changing the remap source means EVERY SINGLE REMAPPABLE SHP IN THE GAME needs to be converted to change its yellow to the new remap colour.
  4. I kinda posted all info I got on it. To actually convert units to the new remap you need to make a conversion palette, of course, just like my purple ones. Here you see the RA palette with the orange range replaced by purple colours, allowing me to use it in combination with my other purple palettes: it's really that simple. Take RA palette, replace the colours you want to use as new remap by the exact colours already used on my purple palettes, and you can use it to convert units just like you'd do with the C&C-RA purple palettes.
  5. Nyerguds

    C&C 95 techtree

    "Sandbox mode", in any game or situation, means you are free to do what you want without any resistance. I didn't create the mode specifically, I just found out it was possible to have one using MHQ mode. It leaves you free to do whatever you want, as long as you don't destroy the MHQs. You still get visceroids attacking stuff, though
  6. Hai hai. Now stop putting your weeaboo spam in this topic, baka!
  7. Well it's a CPS, so you first need to use XCC to convert it to PCX or PNG. Then you edit that top left corner of it with some editor which A. can show you the image's colour palette, so you can choose colours from it, and B. keeps the palette intact when resaving it. Then you just use XCC to convert it back to CPS, and put the resulting palette.cps file in your game folder. btw, I added a preview pic of the army green in my first reply ^ Well, seeing as the RA palette kinda doesn't CONTAIN that, that's simply impossible. For any new colour range you want, you need to find 16 colours on the palette to make a good fade. Mind you, you can duplicate some if needed (see my C&C1 green and dark teal ranges on the orange-remap pic), but that inevitably reduces the colour quality of the units.
  8. Nyerguds

    C&C 95 techtree

    You can always try out the tech trees in Sandbox Mode in the game
  9. Oh, no, that thing was newly rendered by Suricata, not part of any SW game. Just like this one: We're getting kinda off topic here, actually... don't wanna hijack White's thread. SPLIT.
  10. btw, I believe the two colours at the end are both the radar colours for units and buildings respectively, and one of them is probably used for the lobby preview colour. The lobby's palette is actually specifically adapted to have the correct colours on these indexes. On the remap source thing... I once changed the remap source to orange as experiment. Then I converted the C&C1 jeep to use that orange colour range. The result was this: As you see, only the unit I converted to the correct orange colour range still got remapped. The rest just remained yellow, since that yellow was no longer the remapping colour
  11. As I said, the mod was never finished. I have no idea what exactly the Rebels used. I do remember some tank like thing though.
  12. You mean, the team colours? In C&C, it can be done, but only through hacking of the exe, I may implement an ini system for this later, though. In RA, you need to look for palette.cps. It lists all multiplayer colours in its top left corner: You can change these by putting new combinations of colours there. Of course, you have to make the image keep its existing palette, and only choose colours from it to make the new ranges. The actual game palette can't be modified without reconverting ALL game graphics to work on it. A word of warning though: As you see there, the first line determines WHICH colour gets changed, so NEVER change it, or all remapping on the normal yellow will stop working. Also, the actual place where you SELECT the colours (the lobby) uses a different colour palette than the game, meaning the colours you select may be messed up there. Here you can find a fully working remap replacement for RA1, giving it the C&C1 colours: http://nyerguds.arsaneus-design.com/mods/cc1mod-mainmenu.rar (it's the start of a small RA to C&C mod project I started. It has the fully modded main menu, and the C&C1 colours) Another palette.cps replacement with interesting colours (including army green) can be found here: http://nyerguds.arsaneus-design.com/mods/palette.cps Preview:
  13. Nani? You shall always remain the Honourable (and Divine) Cheese-San to me! XD
  14. OS SHP Builder ALWAYS saves as TS SHP. you need to convert it to C&C1 type SHP.
  15. I know. I'm just saying the idea's been done before, and given RA's map-modding capabilities, it's not such a far stretch. After all, Westwood already did similar things with their crazy civilian map and their lunar gravity map.
  16. Really? Warcraft 3 has done that for ages, with things like DOTA and Tower Defense maps.
  17. Instruction address 004386b1; yeah, I know that one. It happens when a unit picks up a crate that explodes and makes the unit die with that explosion. The error itself is that it can't find the unit object to make it die. I have no idea what causes it, and it doesn't seem to happen when I test it in Skirmish mode. Your screenshot is an interesting one though. It shows the unit is executing a chess-horse move (2 cells in one direction, one in the other; the game makes that move in a special way); otherwise it wouldn't be that far away from the crate at the moment it triggers it. That could be a clue... There is a listing of all reported and fixed crashes here, in my crash research thread in the C&C95 v1.06 forum: http://forums.cncnz.com/topic/15009-crash-research/
  18. lol. Is C&C2SW for "C&C2" then? "RA2SW" means "RA to SW", nothing else. It was for RA1 We did use some Galactic Battlegrounds graphics, mind you. I still remember converting those walkers.
  19. The patch adds a few. I got all console versions of C&C, (and all MP3s off Frank's site) and those contain some more remixes than the original PC game did
  20. We made an RA2SW, but it was never finished. Still got most of the files on my HD.
  21. Hmm. Repeat status 1 acts differently on each trigger, I guess. Nice idea, pity it won't work.
  22. tbh I don't use layers. I make my text in a new image, select the text with select-by-colour, by clicking on the background with invert-select (holding shift, in Gimp), so it selects all text I pasted together. Then I copy that onto my cameo.
  23. The harvester, power plants and hover bike were the original units pack the mod started from. I know it looks weird, but I didn't make it.
  24. That Overseer isn't from Dune II at all though. It's a really really old SHP originally based on the Apache's cockpit.
  25. Ahh, that's great. Looks better than my 5-minute botch-job, too
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