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Pink Dots Of Death x.x
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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Mon Feb 01, 2010 7:10 am    Post subject:  Pink Dots Of Death x.x Reply with quote  Mark this post and the followings unread

I'm having a little trouble with the VXLs, when resizing the TS ones to fit the RA2/YR scale. Now, I have the size right, but when it comes to the colors, the colors distort. This for me was easily fixable. However, even after I fix the colors, I still see pink dots on the VXL in-game when in the VXL Editor it doesn't show it at all.

Basically, I'm using the TS unittem.pal in my RA2 folder which it is reading, I even have it in an ecachemd.MIX as well just to be safe about that. So usually, the VXL should appear perfectly with no pink dots.

The thing I'm not understanding apparently, is how to get rid of the pink dots that come up in-game, when they don't appear in the VXL Editor using the same pallet.

Below is the TS Harvester, directly taken from the mix files. Using the TS unittem.pal after I fixed the colors from the PNG resizes thanks to XCC Mixer, these pink dots have shown up in-game when they don't show up in the VXL Editor. Can anyone help me figure this problem out?

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Feb 01, 2010 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

The harvester shouldn't have any, but all colours from 0 to 15 and 204 to 255 turn out pink when used in voxels.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Feb 01, 2010 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

even though you may have the TS unittem.pal in yuor RA2 folder and such, the game is still going to read the RA2 unittem.pal unless you remove it or use an expandmd.mix for the TS one and not ecachemd.mix.

Most times you can find the pink dots with the VxlViewer program.

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The enemy shall be injected with toxic poison - Venom

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Mon Feb 01, 2010 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried what you said, Cranium, and it didn't help. I will keep one in the expandmd mix though just to be sure. And now I'm gonna go into the VXL Viewer to find those dots and replace them, since they seem to be using the browns on the far side, but might be using the ones above the remap colors. So I'm going to go try to fix those.

Edit\

Actually, it isn't the browns causing the dots. It's a few of the gray shades. Apparently when I converted the images back to the VXL, a few of the grays went to the ones on the sides instead of sticking to the ones to the left of the remap. Going to fix these now and give you guys in-game results.

Edit End\

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Feb 01, 2010 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually it should read the unittem from the RA2 files, so try putting it into just a normal expand*.mix and not expandmd.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Feb 01, 2010 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind the palette, the game is hardcoded to pinkify (lol?) all colours from 0 to 15 and 204 to 255 for voxels.

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