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change the remap color?
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Aug 22, 2011 11:13 am    Post subject:  change the remap color? Reply with quote  Mark this post and the followings unread

I was poking around and was wondering if it is possible to change the remap color.

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raminator
Commander


Joined: 04 Oct 2005
Location: Bierkasten

PostPosted: Mon Aug 22, 2011 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

changig like what?
change the colors in the palettte or actally changing the indices (position) for the remap-colors?

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Aug 22, 2011 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

changing the color so its not red. I got a nod symbol that when I apply it as a texture then make it a shp and test in game the red of the symbol is house color

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 22, 2011 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

create a custom unittem.pal with the remap colors changed to blue, green, pink or whatever color you want (usually a color that isn't used that often).
Then render your unit/building with the remap in this color, so you can clearly discern red from remap.
Then convert the frames using the custom palette into an shp and the conversion can't mix up red with remap.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Aug 22, 2011 1:41 pm    Post subject: color Reply with quote  Mark this post and the followings unread

now which reds are the remap, Cranium told me that the last half of the reds. thanks LKO

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 22, 2011 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

The bottom left reds are all remap. The colors with index 16 to 32.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Aug 22, 2011 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, i just found that out, i should have checked the modenc....Thanks LKO

such a noob mistake, lol

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Aug 22, 2011 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

LKO, since you were kind enough to mention the remap colors...whats the deal with 204 -239 (the pink). are those used pixels? and can we overwrite them?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Aug 22, 2011 4:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
LKO, since you were kind enough to mention the remap colors...whats the deal with 204 -239 (the pink). are those used pixels? and can we overwrite them?


204-239 are not used in Red Alert 2 / Yuri's Revenge. 240-255 are used in some specific instances. 240-255 also have special properties that prevent them from being affected by lighting settings ingame.

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Nikademis Von Hisson
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PostPosted: Mon Aug 22, 2011 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

So if i were to create new colors and placed them in the spots I mentioned for YR then it would be fine?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Aug 22, 2011 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
So if i were to create new colors and placed them in the spots I mentioned for YR then it would be fine?


Yeah just fine if you use 204-239. No need to alter any existing game graphic files, atleast not any of them which are used in retail version of the game.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Mon Aug 22, 2011 5:23 pm    Post subject: remap Reply with quote  Mark this post and the followings unread

Thank you for the info

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 22, 2011 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

208-239 are used in TS for the theater specific colors. Brown for unittem and white/blue for unitsno.
SHPs are able to use them fine, but VXL can only use a few of them, the others appear pink ingame.
Here is a topic with detailed infos about the palette.

However this is true for TS and i don't know if RA2 handles them different.

Last edited by Lin Kuei Ominae on Mon Aug 22, 2011 5:36 pm; edited 1 time in total

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Aug 22, 2011 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

However this is true for TS and i don't know if RA2 handles them different.


They aren't used in RA2, just as I stated above. The old TS colors still exist in snow palette, but not in any others (all pink instead). They aren't used for any structures. You can't use them at all for voxels without tweaking voxels.vpl though but that's pretty easy to do nowadays.

Lin Kuei Ominae wrote:
I was refering more to the hardcoded special restrictions, that some colors, even if they are set in the palette, turn green on turreted SHP units or pink on voxel.


Ah. Well from what I can tell from my own experience those aren't present either considering I am using colors 204-239 on voxels and few SHP's just fine.

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Last edited by Starkku on Mon Aug 22, 2011 5:48 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 22, 2011 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was refering more to the hardcoded special restrictions, that some colors, even if they are set in the palette, turn green on turreted SHP units or pink on voxel.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Aug 22, 2011 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The pink voxel issue is caused of the unfinished VPL, LKO. That stuff I think applies for TS, too. read http://ppmsite.com/forum/viewtopic.php?t=30026 for details.

And am sure it is caused by that, because I added two gradient into the range of 204-239 and they appear lovely and fine ingame after my VPL was set up to accept them.

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