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Custom Palettes (Ares)?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 3:15 am    Post subject:  Custom Palettes (Ares)? Reply with quote  Mark this post and the followings unread

has anyone used custom palettes on building types with Ares yet? The Manual says it's possible, but I cant seem to get them working. I added it several different ways, and nothing.
I tried using these settings.
Palette=liberty
Palette=liberty.pal
CustomPalette=liberty
CustomPalette=liberty.pal

none of these worked, and my .shp was made with and saved with liberty.pal and yes it's in c&c format and in an expandmd.mix file as well as in the directory itself.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 20, 2011 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi Cranium,
correct format should be Palette=liberty.
Which Ares revision are you using? Are the Palette= tags in artmd.ini? Are all filenames in lower case?

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 4:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi Alex,
I was using my new Ares.dll I compiled myself. But I removed it thinking maybe it was that. I replaced it with 0.1P1 but didnt work with it either. As of now I have it coded with Palette=liberty and still not working even with 0.1P1. XCC and shp builder display it correctly as it should be, but ingame its a mess.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Art code.

[LIBERTY]
Height=25
NewTheater=no
DemandLoad=true
Palette=liberty
CanBeHidden=false
Foundation = Custom
Foundation.X = 5
Foundation.Y = 5



Liberty.png
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Liberty.png



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Holy_Master
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Joined: 21 Jul 2004
Location: Thailand

PostPosted: Thu Jan 20, 2011 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

i use it and it work normal for me. all tag i use is just

Palette=palname [dont need to put .pal ] at all

for the unit i want to use in artmd.ini .

maybe your pal name is too long. you should try to rename by use only 4 character for name. and use capital letter in artmd.ini like

Palette=FEDU ; for example

however i'm not 100 % sure this will work.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 5:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks HolyMaster, but those didnt work either.

Man, This damn mod has givin me one to many damn headaches. Mother bleepin, son of a bleep,bleep, and bleepin bleep.

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 20, 2011 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is my code:


[NARADR]
Remapable=yes
Normalized=yes
Height=3
Cameo=NRADICON
Foundation=2x2
Buildup=NARADRMK
DemandLoadBuildup=true
FreeBuildup=true
;NewTheater=yes
ActiveAnim=NARADR_A
ActiveAnimDamaged=NARADR_AD
ActiveAnimZAdjust=-60
ActiveAnimYSort=100
Palette=nodunit

Cant see much difference with yours but it
works for any revision. :\
Tested for temperate terrain only.

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jan 20, 2011 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

It was probably fixed in a revision.

You should use the latest test version.

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Thu Jan 20, 2011 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this will fix your problem, copy your pal 5 times and rename them to this:

libertytem.pal
libertylun.pal
libertyurb.pal
libertysno.pal
libertydes.pal

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jan 20, 2011 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

¥R_M0dd€r wrote:
I think this will fix your problem, copy your pal 5 times and rename them to this:

libertytem.pal
libertylun.pal
libertyurb.pal
libertysno.pal
libertydes.pal

Lolno.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, yes that did make it work 4StarGeneral. Why I have no clue. But now I have a seperate set of issues. Seems the bottom half of the first row of colors in the palette automatically get read as remap even if said structure uses no remap colors. So now the game is displaying the Liberty in it's proper palette by using YR Modders method, however if you look at pics the ingame game image, the whitish areas displayed are the colors that fall in the bottom half of the first row of palette colors. Is there a way to fix this?



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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Jan 20, 2011 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Manually editing the palette to make those slots red again is what I do. Hell, you could set them all pink, that will still avoid their use by the converters. It works no problem. A good palette editor is on the front page of this site in the tools, thank Banshee.

Cranium wrote:
Actually, yes that did make it work 4StarGeneral. Why I have no clue.

It's normal to have a separate palette for each theatre. This is because snow theatres would usually need more snow colours on their ship, and such. Think of it as a feature which you could use, if you ever wanted to make more theatre specific versions of things.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know how to edit a palette,"I already use banshee's great palette editor" Smile the question I was trying to get at is, can the game read a palette without thinking the bottom half of the first row is remap?

other thing is, if I make the building NewTheater=no it shoulnt need all theater palettes should it?

Last edited by Cranium on Thu Jan 20, 2011 8:28 pm; edited 1 time in total

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m7
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Joined: 17 Apr 2009

PostPosted: Thu Jan 20, 2011 8:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

You've set Remapable= to no in your artmd.ini codes?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well game defaults to remapable=no if tag isnt present, but yes, I have remapable=no set. Didnt stop it from recognizing it as reamap though.

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Thu Jan 20, 2011 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Remappable=no just makes it gray like Civilian afaik. Hence your screenshot.

I don't think you can get around these, although in both cases (pal + names) thankfully the work around isn't really more than 5 minutes of minor edits.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jan 20, 2011 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

REMAPABLE DOES NOT WORK IN RA2!

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 20, 2011 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

MT wrote:
I don't think you can get around these, although in both cases (pal + names)


But if you take a look at the stock CANEWY04 "StatueOfLiberty" it uses the libtem,libsno,liburb palettes. Niether of them have remap in those slots either yet it displays the liberty fine. Confused

anyway, I was under the assumption that if I created an image with it's own palette that all I would have to do is make the shp with it's palette and then insert the new palette under Palette=. But I guess I'll just have top do some palette editing.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Thu Jan 20, 2011 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

In this case, on your building, dont use these color on the palette



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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jan 22, 2011 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

dosent the palette require the first two slots 0,1 for background and shadow?

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Nyerguds
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Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Sun Jan 23, 2011 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

First is background yes, but the shadow is put on separate frames in TS/RA2 SHP anyway so I don't know if the game will have a problem with using that colour.

I still think it's really odd how SHP Editor displays the palette vertically Confused

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Jan 23, 2011 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

And the nounlight (last row, bottom 16) are fine on buildings, just not on voxels Wink

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