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custom pal
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drizzt_dourden
GDI Hacker


Joined: 21 Feb 2008
Location: Plains PA

PostPosted: Mon Apr 27, 2009 10:01 pm    Post subject:  custom pal
Subject description: where to put and how to make the game read it
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I made a custom pal for a building. I put it the RA2 folder and nothing.

line from art file

Foundation=2x3
NewTheater=no
DemandLoad=true
Height=4
Palette=DDcus.pal

I put it in a mix folder and still nothing. Where do I place it? and did i put it the art section correctly? I am using it for the urban theater.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Apr 27, 2009 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Custom pal only works currently with NPatch

2. You fail at reading documentation i.e. the MDK

The NPatch allows you to add a custom palettes for animations and buildings.
Determines what palette the animation will use.
For instance, Palette=test.pal would load test.pal for the animation.

Palette=[Filename with *.PAL extension (31 chars max)]

example:

[YATECH_A]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=32
LoopCount=-1
Rate=200
Layer=ground
Palette=MYANIM.PAL

Animation YATECH_A will be drawn with MYANIM.PAL palette.
NOTE: AltPalette tag must be turned off. Otherwise this do no effect at all.

Determines what palette the building will use.
For instance, Palette=test would load testtem.pal for TEMPERATE theater, testsno.pal for SNOW theater.

Palette=[Part of filename + (TEM | SNO | URB | UBN | DES | LUN)]

example:

[YATECH]
Palette=MY ; will load MYSNO.PAL or MYTEM.PAL or MYURB.PAL etc


3.

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drizzt_dourden
GDI Hacker


Joined: 21 Feb 2008
Location: Plains PA

PostPosted: Fri May 01, 2009 7:21 am    Post subject: palette Reply with quote  Mark this post and the followings unread

I did read that, but i was unsure of where I should put it. and yes AG i am using the NPatch. thank you. This is complete art code

;American House 29
[AmHouse29]
Foundation=2x3
NewTheater=no
Theater=urban
DemandLoad=true
Height=3
Palette=ddcust.pal
MuzzleFlash0=9,17 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=38,18
MuzzleFlash2=20,27
MuzzleFlash3=-1,37
MuzzleFlash4=20,27
DamageFireOffset0=-12,-2
DamageFireOffset1=22,29
CanHideThings=true
CanBeHidden=false
OccupyHeight=2
RemoveOccupy1=0,-1
RemoveOccupy2=-1,-1


i edited one of the "purple" spots and added a colorand saved it as ddcust.pal and placed in my ra2 folder. it did not work, the building shows up as purple (the 1 i edited), more like pink. I will do back and look at the mdk again.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri May 01, 2009 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

drizzt_dourden wrote:

[AmHouse29]
Palette=ddcust.pal


Allied General wrote:


Determines what palette the building will use.
For instance, Palette=test would load testtem.pal for TEMPERATE theater, testsno.pal for SNOW theater.

Palette=[Part of filename + (TEM | SNO | URB | UBN | DES | LUN)]

example:
[YATECH]
Palette=MY ; will load MYSNO.PAL or MYTEM.PAL or MYURB.PAL etc




Seriously can you read?

.PAL is only needed for animations

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Fri May 01, 2009 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread





...

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Lost Relic[mod]
Lost Relic[game]

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri May 01, 2009 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

vef... god. I lol'd so hard, bro. XD

Anyway. drizz, read what AG says. You don't need to define .pal for the custom palette on a building. You need to make copies for each theater. Call it something like ddtem.pal, et al for each theater.

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