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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
06-30-2004, 10:12 AM
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#1 (permalink)
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Junior Member
Join Date: Jun 2004
Posts: 3
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New unit palette
hello.. well people.. something i have trouble with is.. the palettes.. i edit one add 3 more colors to it.. for my new unit.. but somehow it doesn't work and my unit has a really bad color looking.. lol.. does anyone know how is that possible? and what is the right way to add one palette for only one unit? :/
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06-30-2004, 10:26 AM
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#2 (permalink)
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Member
Join Date: Jan 2003
Location: Netherlands
Posts: 55
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You can't add new colours, for a new pallete, check the statue of liberty code.
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06-30-2004, 03:29 PM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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You can't add new colors to a palette, you can only replace existing ones.
Turalyon is referring to this:
Code:
;STATUE OF LIBERTY
[CANEWY04]
Foundation=3x3
Height=15
NewTheater=yes
DemandLoad=true
Palette=lib
CanBeHidden=false
P.S. Someone should ask XGamer to add this to his art.ini guide.
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06-30-2004, 05:23 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Does this mean I can have a unique pal for every building, or is this hardcoded to only work for Westwood's palettes? (As it'd be normal)
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06-30-2004, 07:02 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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And does that work for shp-units as well as buildings?
I need to add a horde of colours for my mod and the unit palette has only 36 unused colour spaces 
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06-30-2004, 07:51 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Well you could try making palettes called modsno.pal, modtem.pal, modurb.pal, etc.
And then give Palette=mod to everything's art entry.
Is anyone willing to try this and report their findings?
Martyr, I see you moved your site to Cannis.net.
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07-01-2004, 04:27 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Kravvitz, yes. Yes I did. 
I might give it a go but havn't got the time just yet.
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07-01-2004, 11:03 AM
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#8 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by Kravvitz
Well you could try making palettes called modsno.pal, modtem.pal, modurb.pal, etc.
And then give Palette=mod to everything's art entry.
Is anyone willing to try this and report their findings?
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I'll give it a try...just give me an hour or two...
EDIT: Does "crash to desktop" count as success?
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07-01-2004, 02:16 PM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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wow, I didn't expect that it would crash the game.
Would anyone else care to try?
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07-01-2004, 03:20 PM
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#10 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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I didn't even get into the real game...it crashed at the loading-screen, after one third was loaded.
Plus, as hinted before, it's actually quite logical. It has always been Westwood's policy to code stuff only for their specific use...think about spawned missiles, countries, MCVs...so why would they allow us to work around their palettes?
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