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FinalSun Reading Edited Palettes
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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 18, 2009 7:12 pm    Post subject:  FinalSun Reading Edited Palettes Reply with quote  Mark this post and the followings unread

Hey.
I've edited the IsoTem palette for Tiberian Sun to add extra green colors (replacing the unused useless pink colors) so I can add extra detail in my new custom terrain. FinalSun doesn't seem to read the new palettes and all the extra green colors that are used in my terrain / buildings are appearing pink in FinalSun. I've overlooked this problem for a while but now it's begging to get on my nerves. Is there a way I can get FinalSun to read my new custom palettes? I have a feeling that It'll just take something simple to get this to work, but I've tried plenty of things and nothing seems to work. Does anyone know how I can get my FinalSun to read my edited palette?

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Feb 18, 2009 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you replace it in Tibsun.mix > Cache.mix? thats what i did and it works.

To do it:
1. Open Tibsun.mix in mixer.
2. Extract tibsun.mix and cache.mix to whatever folder/directory you want
3. Open mix editor open cache.mix, and then delete isotem.pal(you might want to extract the original, so if you need it it wont be gone.) Insert the new isotem.pal save.
4. Close cache.mix open Tibsun.mix, then delete the old cache.mix then insert the new one, save.
5. Replace the old Tibsun.mix, then load up finalsun.

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Last edited by Roadwarrior on Wed Feb 18, 2009 8:12 pm; edited 1 time in total

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 18, 2009 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm an experienced modder, I don't need an explanation on how to edit mix files. Wink
Yeah, that worked, I can't believe I didn't think of editing the original TibSun > Cache.mix before.
Nice one dude, I appreciate it.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Feb 18, 2009 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know you know, but what about the people who don't? Wink

Edit: Wait a second, your not being sarcastic are you?

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 18, 2009 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ehh, no I wasn't being sarcastic. Razz

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Wed Feb 18, 2009 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Theoretically, couldn't you just replace cache.mix with your own in the directory? I've never been keen on overwriting the original game files...

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Feb 18, 2009 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neither have I, that's why I didn't do it in the first place.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Feb 18, 2009 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Aro: oh, ok my bad. It was "I can't believe I didn't think of editing the original TibSun > Cache.mix before" that threw me for some reason.

@Orion X: Thats why you copy the original files, so if it messes up you can use the non messed up files. Besides, Finalsun reads from Tibsun.mix for pallets and stuff like that, i believe. So you kinda have to edit it.

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Wed Feb 18, 2009 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you read Aro's post, he overwrote the file with cache.mix being placed inside the directory. I'm pretty FinalSun follows the same mix loading as TS does.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Feb 18, 2009 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well it shouldnt matter for TI considering its standalone.

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Roadwarrior
Energy Commando


Joined: 15 Jan 2007
Location: Oklahoma

PostPosted: Wed Feb 18, 2009 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

@orion X:where did you see that? Its in your post but i don't see it in any of his.
Well what really matters is that he got it to work.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Feb 19, 2009 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Aro wrote:
Yeah, that worked, I can't believe I didn't think of editing the original TibSun > Cache.mix before.
Rolling Eyes

Anyway, for DTA I personally just modified FinalSun's executable with a HEX editor and replaced tibsun.mix with Expand01_DTA.mix and Ecache.mix with DCache.mix; this way I didn't need to modify any of TS' original .mix files (and the mod can still be made stand-alone if I feel like it, since TS doesn't really need tibsun.mix if all necessary files are present in the expand mix).

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Feb 19, 2009 1:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Aro wrote:
Yeah, that worked, I can't believe I didn't think of editing the original TibSun > Cache.mix before.
Rolling Eyes


Yeah, I know...

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