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radar colors
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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Fri Nov 03, 2006 4:27 pm    Post subject:  radar colors Reply with quote  Mark this post and the followings unread

I've got two suggestions, it would be great if one or both of these could make it into the next release.

1) a 'set radar color' function. For start it would be enough if you can set 1 radar color to be used for all frames, but if this could later be extended to a 'set radar color for frame' option, it would be awesome. Of course this isn't needed for normal buildings and shp units, but for tiberium, walls, tiberium trees, rocks and so on it would be really helpful.

2) About this one, I'm not 100% sure if it's worth the effort, but I'd DIE to see an shp tool finally that is able to open the "mouse.shp" from RA1. Neither XCC Mixer, nor the latest SHP Builder (no matter what loading option you use) is able to read this shp.
Since the mouse.shp from TD was using the old shp format from Dune 2, I think RA's mouse might use a modified variant of that one, but that's just an idea.
Actually, for me it would be enough if you could just find a way to read that particular shp and save it as a normal TD/RA or TS shp.

Mods like RotD would benefit from both of these...*hinthint*

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 07, 2006 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

1) That should be done in the next beta. But I'll return to work on the SHP Builder by the end of december, once my uni is over. I'll only work on it before that, if I need it for any uni work.

2) Meh... unfortunatelly, no. These SHPs formats based on operations are not really simple to code.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Nov 07, 2006 10:47 am    Post subject: Re: radar colors Reply with quote  Mark this post and the followings unread

Reaperrr wrote:
About this one, I'm not 100% sure if it's worth the effort, but I'd DIE to see an shp tool finally that is able to open the "mouse.shp" from RA1. Neither XCC Mixer, nor the latest SHP Builder (no matter what loading option you use) is able to read this shp.
Since the mouse.shp from TD was using the old shp format from Dune 2, I think RA's mouse might use a modified variant of that one, but that's just an idea.
Actually, for me it would be enough if you could just find a way to read that particular shp and save it as a normal TD/RA or TS shp.

Mods like RotD would benefit from both of these...*hinthint*

I don't see how RotD would benefit from this, seeming it doesn't need the RA mouse and the TD mouse can be easily converted.
There are other means to convert the RA mouse however (the easiest way would be by recording the screen), you'll just need to put a little more effort in it.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Tue Nov 07, 2006 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Meh... unfortunatelly, no. These SHPs formats based on operations are not really simple to code.

If you want I can help you Smile

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Nov 07, 2006 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

That would be nice Smile.

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Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Tue Nov 07, 2006 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

So what you need Question

"mouse.shp" from RA1?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Nov 08, 2006 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

The format that it uses. How to encode it and how to decode it. It doesn't seems to be an easy task, dude. If I were you, I'd focus on Rock Patch and ETS instead #Tongue

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Thu Nov 09, 2006 8:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I did find and make mouse.sha into shp. I'll post it in a minute! DONE!



mouse.shp
 Description:
Mouse.shp WARNING! the first image is edited, chek before use!!!
No big deal, just a green "bourder" to chek if the game ues that one intesed:D

Download
 Filename:  mouse.shp
 Filesize:  231.11 KB
 Downloaded:  294 Time(s)


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Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Thu Nov 09, 2006 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

We talk about Red Alert Mouse.SHP Smile

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Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Nov 10, 2006 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good news!
Format is rather easy Smile
I attach small example on Delphi Very Happy
Banshee, if you have any questions, ask me.



RaCursor.PNG
 Description:
 Filesize:  10.48 KB
 Viewed:  11724 Time(s)

RaCursor.PNG



RaPlayer.zip
 Description:

Download
 Filename:  RaPlayer.zip
 Filesize:  237.36 KB
 Downloaded:  364 Time(s)


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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Nov 10, 2006 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, although the _DecodeImage function is still secretive.

I guess I'll need to do some mess on OS SHP Builder to adapt your code into it, because my data structure is completely different.

Anyway, thanks a lot Smile.

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Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Nov 11, 2006 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's only example, not more.
You should write your code as you want Smile

I think, add to SHP Builder new menu, like:
File->RA Cursor
| Load |
| Save |

Quote:
Interesting, although the _DecodeImage function is still secretive.

it's not secret Very Happy
_DecodeImage - simple decoder Format80-image, not more Very Happy

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Nov 12, 2006 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

I know its function, but the algorithm is hidden in the object. And, honestly, I couldn't be arsed to translate it with a dissassembler #Tongue.

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Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Nov 15, 2006 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have it already (TD / RA SHP loading system) Smile

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Nov 15, 2006 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then, what's the difference between these Dune SHPs and the TD ones? The header? The frame header?

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Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Nov 17, 2006 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Then, what's the difference between these Dune SHPs and the TD ones? The header? The frame header?

I don't know, but using my example program you can handle RA cursors.

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