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Red alert online wall for red alert2/yr look weird
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri May 08, 2020 6:27 am    Post subject:  Red alert online wall for red alert2/yr look weird Reply with quote  Mark this post and the followings unread

It look nice in photoshop but when I am import to SHP builder. Not so much. Also can anyone help me to make the building remappable? I don't know how please. It's my first time try so I am listening to any good advices.



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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Fri May 08, 2020 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

More photos. I think I am figured out some problem but still don't know how to make a custom palette for the art and remappable I think.



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 08, 2020 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

if you want to make it a real wall, then it has to be an overlay. for an overlay it needs a lot more frames. (open one of the existing walls and see how they are made)
as overlay you can't give them remap colors

if you want to make them as lots of separate 1x1 buildings, you can give them remap (color #16-#31), but that would suck to use/place them.

Tutorial (**) The Palette

a custom palette isn't necessary imo, you only end up with an asset that stands out against all other assets and visually doesn't fit in. except you plan to remake all buildings and assets ingame.
there are also way enough greys and grey-blues for your wall in the original unittem.pal


see, looks perfectly fine in unittem.pal. no need to hassle with a custom palette

you of course have to change several things to get the conversion done right
a) a different background. otherwise black/shadow pixel turn into transparent pixel and create holes
b) don't anti-aliase against the background, or you get a dark outline
c) random single pixel floating disconnected next to the building
d) changing the remappable areas into red, so they actually get converted into the remap range
e) center the images correct, so they fit in the 1x1 foundation
f) those pixelated rubble mess needs to go into iso*.pal (see how the original rubble frames use the terrain palette and not unittem.pal). so you have to separate these and do a different SHP conversion for them.

i would also suggest editing the original RA2 unittem.pal and change color #0 the blue into a pink or something else (then also render against that background color). Or you get later trouble with shadow pixel (also blue #1) changed into transparent and vice versa. This palette would be used for conversion only, to prevent color mixup.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri May 08, 2020 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
as overlay you can't give them remap colors

Minor nitpick: this isn't quite right.
Remap is accepted, but TS and RA2 don't do anything with it. You'd need Ares for that.

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Sir Prize
Medic


Joined: 27 Mar 2020
Location: AKA WoRmINaToR

PostPosted: Sun May 10, 2020 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also incorrect. RA2 does re-color the remap parts of walls, but it's bugged. Without Ares, remap colors on walls will always display the house color of the player looking at it (So if I'm green, on my screen the walls are green. If my enemy is blue, the same wall looks blue on their screen), instead of who actually owns/built the wall.

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