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Everything posted by Nyerguds
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Well, that was the whole point of the filter creator tool... to recreate these mrf files for new theaters
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Not having it random should be enough; there is no difference between having it disabled and having it not set to random; as long as the playlist doesn't use up any random values that should be used by the game, it can't cause desyncs. Of course, everyone in the game will need to disable random music then.
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@DummyMike You seem to be simplifying things. There's no such thing as a global mapping for shadow; it depends on the theater and palette, and is saved in the ?units.mrf file for its theater. I'm not sure why you would feel the need to recreate it, let alone try to reconstruct it manually from screenshots. You can just load the files, no? They're simple remapping tables; for all pixels covered by the shadow filter area of the SHP file, replace the found colour index X by the value at RemapTable[X], and you're done. http://www.shikadi.net/moddingwiki/Westwood_Fading_Table And if you don't want to use the mrf files, you could use the data from the mrp files in my tool to generate the remap table it on the fly when loading the game theater, the way Red Alert handles it. You can check the source code of the FilterCreator tool to see exactly how the included filters are applied. The game palettes indeed seem to reserve the last 16 colours on the palette, minus the very last one, for the shadow filter, though, yes. After applying the darkening filters, all colours are mapped to only use that set of 15 colours. Also of note (and specified in the mrp file) is that the shadow colours themselves are never darkened by the shadow filter; they are excluded from it and just map to themselves. This avoids double shadows applying double darkening. It also means the shadow colours are most likely not used by any of the other playing field graphics in the game, because if they were, these graphics would become "immune" to having shadow cast over them, which would look very odd.
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EA Q1 - Is there anything "sacred" you would advise NOT to change in Remaster?
Nyerguds replied to Grant's topic in C&C Remasters
It's interesting how everyone is offering feature suggestions in a thread specifically asking what should not be changed... ? -
Non/slow depleting tiberium patches? Any hack possible?
Nyerguds replied to chem's topic in C&C Multiplayer Maps
There is a logic like that in the game, but it's completely broken and prevents spread of tiberium altogether, and I have no idea what to do to fix it. -
EA Q1 - Is there anything "sacred" you would advise NOT to change in Remaster?
Nyerguds replied to Grant's topic in C&C Remasters
The bugs. Keep them in. Keep them ALL in. (damn, I'm turning into Myg ) -
It depends largely on what "remastering the classic PC games" means... as far as I know they don't have the sources nor the original 3D resources of the classics anymore, so, what, would it be like a remake or something?
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I'm honestly not sure. I know it's determined by the following mission's ini file, and that the system is disabled when CarryOverMoney is set to 0, but I don't think anyone ever researched the specifics of how much can carry over. As far as I know it's unlimited, meaning the value in it would be a percentage of the previous mission's money or something like that. MattAttack did figure out that only "cash" money is carried over, and not tiberium: https://forums.cncnet.org/topic/4074-campc95tiberian-dawn-carry-over-money-amp-credits-vs-tiberium/ Note that the musings of CarryOverCap in there are most likely incorrect; it's probably a cap on the amount that can be carried over. It's always disabled in the campaign though, and no one ever really tested it. But, feel free to do some testing of your own.
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Haa, brilliant.
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I added my new Engie File Converter to this. It supports reading and writing all types of SHP files, including the Dune II type, and also has full writing support for both CPS and WSA
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- Tiberian Dawn
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Ah. I generally use it to remove stuff for modding purposes. Specifically, removing a building's build-up animation makes the building unsellable; something I used in my patch to 'remove' the build-up of the hospital so I could make it unsellable (as it should be) without removing the official buildup graphics from the game files. Apparently DOS C&C had some kind of exception code for that, but that's missing from C&C95, and 'sellable' is not among the structure type variables that can be modded.
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Because the game includes four languages. I could put the game and the videos of all four languages in one pack too, but then you'd probably be wondering why on earth C&C1 was 5 gigabytes.
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True, the end is different... canonically GDI wins. But according to the briefing of the Covert Ops mission "Nod Death Squad", both the European defeat and the African expansion definitely happened.
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No. They run more or less parallel, but since they play on different continents they don't really influence each other.
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Westwood Font Editor [Development thread]
Nyerguds replied to Nyerguds's topic in Modding Discussion
Just a note for you all... I created edited Dune 2000 fonts that can be expanded for language support: http://nyerguds.arsaneus-design.com/project_stuff/2016/WWFontEditor/resources/Dune2000FontsFixed.zip These fonts have their order fixed to normal Windows text encoding.- 44 replies
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- Tiberian Dawn
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You sure? I made several, back in the day.
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Positive crates only is dumb. I don't know why they even added that in later games.
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Airstrike is scary. The only superweapon that can one-shot a CY. Giving it to GDI only would ridiculously unbalance the game, especially since Nod's AA is so terrible against it. Ironically, GDI's AA is excellent against it - AGTs, Mammoths and MLRSes eat A10s for breakfast. Also, I believe it may have some wonky logic that makes the amount of planes depend on the map number set in the game. You'd be surprised how many mission-number dependent logics they just forgot to remove from multiplayer.
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Tiberian Dawn Terrain tricks: northern island corners
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
There's this little detail called "reading the original theater data to actually show the map"... otherwise you may as well use CC-SCEN It would be kind of a bother if the first line in the manual of such a tool was "extract all files from temperat.mix, desert.mix, winter.mix and snow.mix into a new folder, because this tool can read TMP files but can't read them from mix files" -
Tiberian Dawn Terrain tricks: northern island corners
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
I doubt it, but I could probably write my own if I feel up to it... already got code to read (and write) the tileset format, and the maps are peanuts; all that remains is the mix format, and I doubt that's hard. -
Tiberian Dawn Terrain tricks: northern island corners
Nyerguds replied to Nyerguds's topic in Mapping Tutorials
It should... the RA map data is converted to base64 (and compressed I think) but the data is saved the same way, only with 3 bytes per cell IIRC, allowing IDs that span 2 bytes. In fact I think RAED even has features for copying and pasting single template cells. But the point is rather moot; RA actually has all those tiles we're faking into existence here -
I never claimed it was a user friendly or even a good system. I just showed you that you were wrong on the multi-quote thing.