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  1. Hello people I recently found my physical copy of "Command & Conquer the first decade" in the blue box and i would replay all the campaigns and possibly some multiplayer again for Tiberiun sun and up since i already own the C&C remaster on steam Last time i played it must have been 5 years ago and i had to install an unofficial patch to get it to work on Windows 7 So my question is: Is there 1 patch that makes it all work flawlessly (Im on windows 10) or do i have to manually install a patch for each game ? https://cncnet.org/command-and-conquer#download https://cncnet.org/red-alert-2#download And so forth And do theese patches work for singleplayer / skirmish aswell or is it stritcly multiplayer ?? Im kinda confused And seeing as im mostly here for the Red Alert 2 games are there any good mods you guys would recommend before i start playing the campaigns again ? I play alot of Brood War custom campaigns aswell, is there somewhere where i can find a list of all avaivable campaigns I was thinking something in the line of this Brood War spreadsheet https://docs.google.com/spreadsheets/d/1l_ink-CKwo92syCxJmivfh7zeMZu4U0p_q5Ra7HTF4U/edit#gid=0 Ty for you time Cheers
  2. Added some new features such as saving position of the window and alt+enter to switch between window/full screen. https://github.com/CnCNet/cnc-ddraw/releases Red Alert Config: http://downloads.cncnet.org/addons/ra-config.7z C&C95 Config: http://downloads.cncnet.org/addons/td-config.7z Download and extract the files into your game folder. (You may not want to extract ddraw.ini, otherwise you may override your settings)
  3. EDIT: The new mod profile is live! So long time no chat. lol 😀 Since finally completing the story campaigns for Tiberian Dawn Redux a couple years ago I have been repeatedly approached about carrying the mod over into the RA universe with a spinoff. I haven't decided if it will be a mini-mod type add-on built into TDR (think GDI/Nod vs. Allies/Soviets in skirmish) or a standalone project built off of the renovated C&C Generals SAGE engine TDR is now using. I know a lot of the assets and coding between the original TD and RA games is nearly the same so it would streamline development quite a bit. (looking into the original game files I noticed a lot of the art and audio assets are using the same filenames to confirm this) The biggest hurdles I have will be making a decent naval system, designing, coding, and animating attack dogs and then the Chronosphere stuff. I may also (as I did with TDR) consolidate the unit and structure tech tree and add unit upgrades and special abilities. (e.g. Engineers doubled as Mechanics and APC's doubled as Medics) So who wants Red Alert Redux? And I will say it will not be a 1:1 remake. As I did with TDR I aim to keep as much of the original wacky tech and atmosphere Westwood developed for TD and RA but also have a more realistic spin on it in both appearance and gameplay. I have been considering consulting with the former Cold War Crisis Mod Team and the guys behind Red Alert: A Path Beyond.
  4. Hello, First time using cncnet, I keep getting kicked whenever I join a game in the lobby but don't understand why. Sometimes I get a message saying no connection or problem with connection from one of the players. Or ping will come up with my name as NA. When I join a game in the lobby there's usually no green "I'm ready" button in the bottom left, it's only there if I try host a game (but then when I click it says waiting to connect, please try again in a few seconds or something). Can anyone advise, or help troubleshoot? I'm guessing there's a connection issue my end but dont know how to diagnose. (I have managed somehow to play two online games, no idea why it worked then but not most of the time).
  5. Current version: 1.13.3 (2019/03/21 16:28) The project is built on the .Net framework v3.5 Its code is licensed under the WTFPL. Download: Downloads folder Full readme Source code: (C#) Sources folder Full list of supported types / games: WWFont v1: Wargame Construction Set A Nightmare On Elm Street DragonStrike Circuit's Edge WWFont v2: (Note: the save routine for this type is currently set to optimise the size by removing duplicate image data, but I'm not sure if the games support this) BattleTech: The Crescent Hawk's Revenge Eye of the Beholder Eye of the Beholder II: The Legend of Darkmoon WWFont v3: The Legend of Kyrandia Dune II Lands of Lore The Throne of Chaos The Legend of Kyrandia Hand of Fate The Legend of Kyrandia Malcolm's Revenge The Legend of Kyrandia Malcolm's Revenge Installer Command & Conquer Command & Conquer Installer Command & Conquer Red Alert Command & Conquer Red Alert Installer Lands of Lore Guardians of Destiny Lands of Lore Guardians of Destiny Installer Command & Conquer Sole Survivor Lands of Lore III WWFont v4: Tiberian Sun Tiberian Sun Installer Tiberian Sun Firestorm Tiberian Sun Firestorm Installer Lands of Lore III Installer IGFont (Dune 2000 was made by Intelligent Games, not by Westwood) Dune 2000 BitFont: Red Alert 2 (internal developed use only) Unicode BitFont: Red Alert 2 Original first post: As I sort of mentioned a while back, I got tired of the lack of font editor for C&C1, and even more tired of Siberian_GRemlin sitting on his (working) version for about 10 years now. So I've decided to make my own in c#. With the help of the RA++ team (Omniblade, CCHyper & Tomsons26, anyway) I figured out the font format itself, and managed to make code to read it and show it as image. Apparently this format is used for quite a bit more than C&C1 and RA1; we used fonts from Legend of Kyrandia as test material as well, and apparently this should support Dune II too. Fonts have no colour palette of their own. They are 4-bit (meaning, 16 colour) images that, much like SHP files, receive colours from the game at the moment they're drawn. So I started off by generating a simple black-to-white fade for the palette, with black as the background color. This version also already moved the character down according to the extra Y-offset in the file. Next step: making an actual editor. I already had a zooming pixel image viewer from a little C&C-N64 project I worked on in the past few weeks, so that part was no problem (as already seen in the previous image). So the next step: drawing an editing grid on it. Well, I say "on it", but actually I needed three extra image layers positioned both behind and in front of the original image to pull it off, lol. Transparency is a strange thing in .Net controls. Next was getting a pixel drawn on that to indicate your editing position. That was easier than expected, really, and now I had a nifty giant pixel following my mouse around. Also note the fancy program icon; Tomsons26 made that I decided, around this time, to switch to a more colourful palette that would let you easily distinguish the different indices when editing. I just basically went over all hue values and made a nice little rainbow. I also coded in some extra behaviour to allow disabling the grid, and the red frame that shows you which part of it is actually editable. Of course, an editor is utterly useless if it can't actually save files, a little detail Siberian_GRemlin seemed to forget when he released a "demo" of his editor... eight years ago now. So after editing worked, I went into the mess of trying to save the image data back to palette. It took a few tries to get it right. But, finally, I managed to get a saved file! No, wait, crap, that's one of the failed ones. Ahem. Anyway. The pic I linked before shows the final successful attempt. There's a little pixel I made transparent, in the middle, to prove it was actually edited. Trust me, it was orange originally Now, there's just one thing still missing from the editor... and that's, well, the actual editing, more or less. I could only change the colour to one specific one with the left mouse button, and to background (transparency) with the right mouse button. So I dug up another nice control I had lying around for one of my older projects, namely a palette-loading colour selector. Took some time to adapt it, since the original was meant for 256 colours, but, I'm happy with the final result! It's starting to look good, no? At this moment, it's still missing some vital features, though; you can't change the size of the images or their Y-offset, and you can't add new character images to a font. These will come later, but at this moment, I do actually have a working editor. It's obviously still beta at the moment, but to anyone who wants to mess around with it, here it is: Westwood Font Editor v0.4 The source code is in the folder too, for those who are interested.
  6. This is a little topic to point you to some C&C modding tools. Feel free to add more tools to this topic. The XCC Utilities: Essential for any modder. Download HERE. Made by Olaf Van Der Spek. Contains: XCC AV Player, XCC Editor, XCC Mixer (V 1.45), XCC MIX Editor and XCC TMP Editor. XCC TFD Shortcut installer - Handy for TFD users. XCC Radar Color editor XCC AUD writer - This is a plug-in for WinAmp that allows you to create .aud files from .mp3 files. For WinAmp, and MP3 editing, see Sound related tools below. XCC .dll pack - You might need these DLL files to run the XCC utilities. Put them in the same directory as the program you are having trouble running. XCC Utils 1.45 U - with Visual Styles support http://www.vk.cncguild.net/TOOLS/DATA/XCC_Utils_U.zip Mix Protector. Locks your mix files, this program helps to prevent asset theft. http://www.vk.cncguild.net/TOOLS/DATA/MIXProtector.exe INI (.ini) related tools: DCoders AI Editor - A program to help you edit the AI.ini file. If the above link doesn't work, click HERE. Most use notepad for editing the ini files, but some use other notepad-based programs. These are some good programs to edit the .ini files. NoteTab NotePad++ Voxel (.vxl) and HVA (.hva) related tools: Voxel Section Editor III (VXLSE) 1.37 - Another tool created by Banshee and other people from PPM, for creating voxels. Voxels are used mostly as tanks in TS and RA2. Cube Normalizer 1.5 - A program for normalizing voxels. WILL'S Voxel Editor. An alternate voxel editor (as used by Mig Eater). 3DS2VXL - A program for converting .3ds files to.vxl files. Some 3DS2vxl patches OS HVA Builder 2.1 - A program for editing .hva files. OS HVA Builder Quick Patch - Updates OS HVA Builder from V2.0 or above to 2.12. OS Voxel Viewer - A program for viewing .vxl files. OS Voxel Viewer Quick Patch - Updates OSVV from V1.5 or above to V1.75. SHP (.shp) related tools OS SHP Builder - This tool created by Banshee and other people from PPM, is a tool used to create shp files, these files are used as units and buildings in all C&C games from C&C1 to RA2. Download is here. Engie File Converter is a conversion suite created by Nyerguds that supports most of the Westwood image formats (D2 SHP, TD SHP, TS SHP, CPS, WSA). Downloads folder is here. Radar Color Editor Is a program put together by Nyerguds (GUI by IcySon55) which you use to modify the colors of your SHP's on the radar screen, a very handy tool. Music (.aud/.mp3/.wav) related tools For the XCC AUD writer, see the XCC Utilities Section at the top. WinAmp - This program, combined with The XCC AUD writer, can create usable, ready to be inserted into TS, .aud files. Audacity - A program for editing .mp3 and .wav files, which can then be converted to .aud files. Not required, but handy for making many new sounds. 2D Image editing software Not a requirement of TS editing, but many modders use these programs such as PhotoShop, Paint Shop Pro and Gimp. 3D Image software Commonly used for creating renders and buildings. Again, not required, but very handy to have. Blender - A free, open source, easy to use 3D modeling program. 3DS MAX - An incredible 3D program. It comes at a price though. For a free trial, follow the link on the main page. See also: 3DS to VXL above. GMAX- A cut down, but free version of 3DS MAX. That site also has tutorials here and there, so make sure you check them out too. Anim8or is a free 3D modeling program which is a favorite out of the free programs. Hex Editing related tools (for editing GAME.exe) Note: These programs are NOT Decompilers/disassemblers. HHD hex editor - A tool for edting the TS game.exe. Note that this is an older version, but it is MUCH better than the new one. Hex Workshop - A more complicated, but more useful Hex editor. PE Explorer - A hex editor and resource viewer in one, with several other useful features. Only recommended for those with experience in exe editing though. Link leads to a download page for a 30 day trial. Language.dll related tools Resource Hacker - A tool for editing the TS Language.dll. Can also be used to edit the GAME.exe to a certain extent. XN Resource Editor - A more powerful, but slightly more complicated resource editor. Can also be used for modifying certain parts of GAME.exe Misc tools TMP Studio - A tool for editing and creating TS and RA2 terrain files. Explosion Generator - Found by Triforce a while ago, this is a nice program that generates random explosions, which can be used in TS.
  7. Below you can find a tutorial about adding support for any mod to CnCNet. No matter if you created the mod or if it's a random mod you found somewhere on the internet. Make sure you check the README.txt. http://downloads.cncnet.org/ExampleMod.zip Works for Tiberian Sun, Red Alert and Tiberian Dawn.
  8. Hi everyone, I know there several posts out there on Virtual Machine LAN networking, but I haven't come across any referencing VMware ESXi. Was hoping I could start one. Here's what I'm trying to do... I have a ESXi host running vSphere 6.5. On it are several VM guests running Windows 10 (build 1903). All VMs are using VMNET3 virtual NICS, w/8GB RAM, and quad core vprocs. I'm having a heckuva time getting LAN networking to run for any CNC game (Dune 2000, TD, TS, RA - doesn't matter, symptoms are the same). On the VM, all games install successfully using the latest builds. All will run without error too. On the example below, I'm running Dune 2000. As you can see in 'screenshot 1', it does not allow me to join or create a new game. What's interesting is that the IRC client does not appear to load despite being previously installed. The Windows firewall is turned off. Now, by contrast, on a regular laptop - the same game installer will allow me to create a new game or join an existing one. I welcome your thoughts.
  9. When i click full game (for windows) I then click download but, nothing happens. HELP!
  10. Command & Conquer: Dawn of Tomorrow for Command & Conquer: Tiberian Dawn Releasing on 30/5/20 C&C: Dawn of Tomorrow is a project for Tiberian Dawn. It has two complete 7 mission campaigns, featuring the main two factions of the project: The Company of Answers and the Forces of Tomorrow. There are also bonus missions for the other factions encountered during the campaigns: Russia, USA, Japan, Chris Brutal's forces and Civilians. The project is not designed for multiplayer at this time--due to the multiple changes I've made to the game, it'd be a little weird (and imbalanced, haha). It's not impossible however if there's interest Who will you lead to victory? Will you attempt to conquer the world single handedly or seek to outwit the competition with corporate espionage? Will you take hold of one of the countries who are under threat from a dangerous terrorist regime? The choice will be yours... it was always meant to be yours... The purpose of this thread is to show off some of the content that's being developed as it happens, so everybody's in the know! I welcome feedback and input on anything, and if you have any questions, I'll be more than happy to answer them. A typical day in the life of a Forces of Tomorrow base. Attacks on all sides. Nothing's getting through. Japanese forces entrench a small settlement against American aggression Private security has taken over as the de-facto policing forces in this area. Note the dual tone structures The Company of Answers lays siege to Tomorrow controlled shores A forward Tomorrow Redoubt stands in defiance against Russian and US forces These terrorists seem ripe for the taking... look, they even have Oil Refineries waiting for us... (thanks to White for the graphic I used as a base for mine) Let's get into it and show off some of the factions' tech trees! Company of Answers Structures Units Forces of Tomorrow Structures Units Russia Structures Units USA Structures Units Japan Structures Units Keep watching this space! I'll be posting at least once a week with how the project is moving along. The next milestone will be a release for people who are interested in my upcoming mission making contest to use! And once again, comments and criticism is most welcome
  11. CnCNet Client The map browser (left click the map preview) supports now mousewheel scrolling and category selection via mouse button 4/5 Tiberian Sun A bug was fixed that could give players an unfair advantage 2 New hotkeys were added, ChatToAllies (default: Backspace) and global chat is now available via Return (same as F8) Red Alert The limits have been raised, Infantry:500->550, Buildings: 600->650, Aircrafts: 100->150, Units: 500->650, Vessels: 100->150 A bug was fixed that caused the game to glitch (Crash/OOS/Disconnect) when the unit limit was reached, sidebar icons will not gray out anymore when the limit was reached and you don't need to right click to be able to build again 2 New hotkeys were added, ChatToAllies via Backspace and global chat is now available via Return (same as F8)
  12. Hi all I'm now knee-deep in TD SP mapping and am starting to run into questions that I can't answer via Nyerguds guide, opening the default maps or a lot of googling. Is there anyway to improve the AI on gunboats? They seem to find one target and fixate on it until it's dead. If it moves out of range they won't change target to anything else. This is on the "Hunt" AI used by gunboats in all the campaign maps. I've tried putting gunboats in a difference House (Multi3) and using "All to Hunt" on them to refresh their AI state and hopefully get them to re-target, but "All to Hunt" kicks in for every AI unit in every House. I've also tried creating them as a teamtype and giving them MOVE-HUNT-MOVE-HUNT instructions to try to refresh their AI (I had hoped they would ignore the move instructions), but that just results in them swanning around in the water in a really weird manner. I'm unsure where newly built Orca's will arrive from? I have a House (located SE map corner) where the reinforcement edge is set to South, but Orca's seem to come in from the right side of the map, or from the top-right corner? Do player A-10's always come from the top-left corner of the map? Is there anyway to control this? If Chinooks are buildlevel 98 and so are Wooden Fences, is there anyway to give the player the ability to built Chinooks without Fences, or is that just how it is?
  13. Hello admins, My Problem is Centered Around Networking... I have one computer that is "split" into two separate computers by using Softxpand, a multiseat gaming software: Softxpand link: http://miniframe.com Youtube "demonstration" video: https://youtu.be/Z1OFJtXSWHU I am trying to play by LAN server. Using station #1, CnCnet starts the lan server using the internal ip address 127.0.0.1 and hosts a game... On station #2 CnCnet starts up the LAN lobby but doesn't startup the lanserver program because it is already running elsewhere on the computer (station #1). Station #2 can see and join station #1's game in the lobbie, but gets kicked due to connection error... Somehow cncnet must be able to host and join on a multiseat computer setup...Perhaps: .Fix cncnet and using ip address 127.0.0.1 .edit the values in the cncnetlanserver.exe config file .make an update for cncnet in make it compatible with multiseat software Thank you Sirs, Noddynod443
  14. Hi, I've been trying to play Tiberian Dawn in DOSBox and have some questions about it. I'll start with the playlist: Is the game supposed to play Act on Instinct at the start of every mission? At the fourth GDI mission this seems strange. I was more expecting the game to play predetermined tracks at the start of new missions. Also, I think I noticed the game skipping tracks in the playlist and I saw no reason for that to be happening. Thanks in advance
  15. I got the complete whatchawhatever from Origin and I'm trying to relive the wonderful days of my introduction to RTS, but it seems as if none of the games are functioning. For Tiberian Sun, clicking anything in the menu freezes the whole program. For C&C RA2/YR, the mouse is invisible. And so on. Is it really necessary to download third party patches for games that Origin (Electronic Assholes) are charging money for? You have my thanks and best wishes, Me
  16. Hi, I was being nostalgic and decided to reimplement cursor graphics from the PS1 version. Note that some of the changed stuff is not a 1:1 rip from PS1 but a recreation, due to PS1 version lacking some of the sprites. Scroll icons were moved a bit for the smoother transition to the "stop sign" versions. They don't touch screen edge anymore, but still look fine. mouse.zip
  17. I wanna download C&C95 but the link on your website is dead. You guys still got access to that file?
  18. CnCNET is great, and since RA source code has been released this is a huge step in improving the game and adding nice juicy features that allow us to enjoy the game we love. Add a replay system, maybe as an option as saving a replay could add more lag to games. Fix bug where you can ally someone who is trying to Engi your building which prevents it from being captured New .ini keywords, this would allow for more control over making maps of all types from nurple to Defense maps I'll list a few keyword suggestions Ability to remove darkness crate as random chance Chrono (superweapon) Crate Size of Nukes/Demo Trucks explosions Force Ore Regrowth on (ignores lobby setting "Ore Regenerates") Crusher Flag for vehicles Helicopter Firing Delay Auto Attack Flag (Tanya for example) Build Speed Multiplier (per unit/building) New Triggers New blank units if modders want to add them to maps. (Like Ferrets Tiberian Alert mod)
  19. Si0r

    C&C 95 sidebar issue

    Hi All I have followed what is needed regarding the new config and shaders, but when i go to play a mission the base sidebar is still smaller compared to what others i have seen getting. I have attached a screenshot to try and show what I mean. I have run out of things to test :( any help would be great :) Cheers si
  20. I installed C&C: Dawn of Tomorrow but it doesn't work. I can get it to work by replacing its executable with the one from CnCNet Tiberian Dawn but it will use Tiberian Dawn rules. Any way to get the mod to work without messing it up? Also, here's the error:
  21. Hi. It is 2020 and CnCNet gave us so much improvement when comparing to 2006, when XWIS was the only thing we had. Back there I remember we basically had 3 Map Editiors for TD: CCMap: A Map editor for MS-DOS. Very unstable and ran in Fullscreen on a poor resolution to the day standards. Even poorly now, and we require emulators to run it. CCWMap: A port of the previous map editor to Windows 95. Unstable as hell, but missions created by it worked flawlessly. XCC Map Editor: A new map editor which was great for making multiplayer maps, lot more stable, but bugs prevented single player maps from working. Since 15 years have passed from there, how is the state of art of map editors in TD? Do we still have these issues in XCC? I see that CCWMap still unstable, even on Wine. Do we have new map editors on the road? Thank you.
  22. Custom map previews are enabled again! This gives a great advantage to specialty maps, you can actually make it stand out so players will actually stay and try it out, and also list the required map options in the image Funky even made a little tool that creates the code, to put in map. A simple drag image on top of the tool and voila, Create custom image (256x256 pixels max) Drag image on top of CnCNetPreviewGen.exe Download copy code of created file into your map save map, restart cncnet, pick map, click on blue WARNING button, give me your checksum+map name Reply with checksum and map name here, or pm me whatever u want Then i'll whitelist it!! Give it to me like this example: 5e5af5ae6491ad645de88ca03e8f636bbf78557b=TowerDefense Rally RACE! Jungle [V2] @Agrathore @A3H-Hitman @PTapioK @eliteGi @bk57 @Humble plz let other map makers know too, can't think of them all atm, ty.
  23. 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.
  24. 1. Download and install the game https://www.moddb.com/mods/command-conquer-unofficial-patch-106/downloads/cc95-v106c-revision-3-full-game-installer 2. Download the videos pack to have cutscenes available. https://www.moddb.com/mods/command-conquer-unofficial-patch-106/downloads/command-conquer-english-videos-base-pack
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