The TGA files dont use pals & yes they use an alpha channel for the transparency. Remap colour is done with bright green instead of red.
How does that work when you want a non-remap green unit? e.g. Tiberian Fiend with green tiberium crystals on its back?
G-E wrote:
After all this time people still haven't realized the units are basically all remap?
you mean the obvious how they were like that in classic TD/RA1,
or that now in the Remaster really everything is remap and every slightly green tint is changed into the respective house color tint?
And in case of other colors like grey, it would still apply the color shift, but since grey has no rgb difference, it stays grey.
Does remap now work like a Hue color shift in a HSL color space and simply applied to the entire image? (like shown in attached gif)
hmm, i wonder how i can persuade 3dsmax to restrict a texture to produce only colors in a certain Hue value when rendered.
A green texture under a yellow light or antialiased against a different adjacent color would change the Hue value.
I see this becoming a real nuisance in future. Too bad they didn't use something like purple for remap. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Jun 09, 2020 11:03 am Post subject:
LKO, you can still use multiple passes for rendering and then merge the layers if that's easier for you. The same way you're doing 8bpp SHPs atm.
Considering the acknowledged bug of texture bleaking causing lags and spikes, I guess duplicating most of the textures once more for the masks would have meant way too much texture space getting wasted and was an optimization. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Seems i may have to revisit my old Image Combine tool again, since that was able to merge/combine 2 alpha channel images into one.
That would be right now the only way for me to combine different render passes in a convenient way, without already fitting the images into a color palette (as Image Shaper is doing).
It may need to be enhanced, to offer options like "make sure every pixel has a Hue value of 100" for all images in a certain column, so there is no color mixup in the remap render pass. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I do not think the conclusion of limiting it to one hue value is entirely correct. It's a chroma key that does hover around a specific range of green that allows for shading and antialiasing. I'm sure it broke on some of the sprites where they then had to be corrected manually, as all chroma keys do. I'm certain we will find evidence of this as we go through the files more thoroughly QUICK_EDIT
I wonder if it is fine (legal) to share modified and ripped CnCR assets downgraded and compressed for RA2 and TS here or having them included in mods for different CnC games. QUICK_EDIT
Technically it's illegal as its against the EULA, but its the same for Generals, C&C3, RA3 & C&C4. EA didn't care when assets were converted from any of those games & used in TS/RA2 mods in the past.
Maybe if say next week an OpenRA Remastered mod was released, which was basically C&CR you can download for free. Then maybe the EA lawyers might appear...
I can imagine that in a few years time someone might make a OpenRA Remastered mod though, by which point EA would have moved on & wouldn't care enough to do anything about it. _________________
I can imagine that in a few years time someone might make a OpenRA Remastered mod though, by which point EA would have moved on & wouldn't care enough to do anything about it.
I would love to see the modding community getting together and finishing ReWire before the official TS Remaster (if there is one ever made)
The current content is certainly qualitative high enough to be a serious competition for any "professional" made TS Remaster. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Maybe if say next week an OpenRA Remastered mod was released, which was basically C&CR you can download for free. Then maybe the EA lawyers might appear...
I can imagine that in a few years time someone might make a OpenRA Remastered mod though, by which point EA would have moved on & wouldn't care enough to do anything about it.
One way around these type of legal conflicts is to force a user to use the actual data files from the game. In ORA's case that would mean loading the C&CR data natively, but forcing a player to provide the "pirated" game data themselves. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
I do not think the conclusion of limiting it to one hue value is entirely correct. It's a chroma key that does hover around a specific range of green that allows for shading and antialiasing. I'm sure it broke on some of the sprites where they then had to be corrected manually, as all chroma keys do. I'm certain we will find evidence of this as we go through the files more thoroughly
You could be right. Comparing color tone of silo and power plant, red is tint is a lot different.
Isn't chroma keying like this a bit expensive for performance? Or does the game precache all remapped sprites?
if it's really Chroma keying, how could objects then still have green parts?
Is the silo fill state a separate cut out animation which has Remapable=no? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Silo stages frames contains whole image. 4 stages + 4 damaged +1 standalone frame as 3rd damage stage.
Along with each standalone TGA frame is META disctionary that holds image size and crop coordinates.
Code:
{"size":[384,384],"crop":[0,0,384,375]}
I have just realized that all buildings have nicely crafted 3rd damage stage, these could fit well into TS.
Out of curiosity, is there some program where you can attach 3D mesh to 2D image to change isometric camera angle from 45deg to 30deg so it could fit better in TS?
Out of curiosity, is there some program where you can attach 3D mesh to 2D image to change isometric camera angle from 45deg to 30deg so it could fit better in TS?
You can do it in Photoshop, but it won't come out nearly as nice as having the 3D model. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Picking a hue and replacing it is chroma keying. I wasn't necessarily disagreeing with the fact that it's hue. I am just pointing out that it must be more than just one hue value.
Considering the size of the textures here and that the shading overhead is low, tt's likely they picked that over a separate mask layer for performance reasons. You cankey in the shader and you have one less texture to load.
I don't know why they specifically picked green. seems like a risky choice for a tiberium based game. That being said the only object that has non remapable green in it is the TD silo, and even that green is sufficiently different from the remapable range.
The issue to get around is usually solving anti-aliasing when it's against another saturated color, and that's where I think we are likely to find the clearest evidence for post processing to stay within the keyed range. QUICK_EDIT
I have just realized that all buildings have nicely crafted 3rd damage stage, these could fit well into TS.
I think you mean 2nd damage state, excluding the "normal"/"intact" state. Semantics aside, isn't this last frame still used in the Remasters like in the originals? As in, when the building has 1 HP left or is about to collapse. _________________
could someone replace a frame of one unit with an image like this
I had the same idea, I'm busy for the next few days tho so it will have to wait until next week. Unless someone else wants to try it sooner. _________________
I'm asking that because I've recently fixed the preview of 32 bits TGA files there.
Yes I have latest version, when I replaced one of files, editor viewed it fine, but after I looked on file after restarting the editor, imported image didn't had any preview and meta file showed corrupted symbols.
Looking on remapped palette, the presence of purple and orange tint for red remap area indicates that remapping shifts hue in specific green range. QUICK_EDIT
thank you
Could you upload as reference the unchanged original image as well?
Concerning the remap result, it looks pretty bad imo. I see lots of false remap conversions and color issues in future, especially when trying to get green tiberium on a unit/building.
Especially problematic when someone somehow creates the object with those border line greens, which turn into a completely different color than the intended remap. A purple or orange unit among soviet red units would stick out.
The Zoom factor seems to ruin pixel precise analysis on those remap images. They are a bit stretched/shrinked and make it hard to tell if orange and red house color indeed use a different range of green (as shown on the images), or if the slight difference is a result of the rescaled zoomed image.
I assume the white circle was once a single pixel line, and not 2 pixel thick at some places as now visible in those images.
How are glowing colors done now?
RA1 had glowing (red palette scrolling) pixel on top of the mammoth and submarine antennae iirc. How are the remastered graphics doing this? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jun 11, 2020 11:00 pm Post subject:
Tuc0 wrote:
Banshee wrote:
I'm asking that because I've recently fixed the preview of 32 bits TGA files there.
Yes I have latest version, when I replaced one of files, editor viewed it fine, but after I looked on file after restarting the editor, imported image didn't had any preview and meta file showed corrupted symbols.
Looking on remapped palette, the presence of purple and orange tint for red remap area indicates that remapping shifts hue in specific green range.
By replacing, you mean you have saved the .MEG file or created a new .MEG file out of it.
Because if this is the case, it is possible that some headers of this .MEG file might either be corrupted or we have some sort of CRC problem. Could you send me the file for analysis? QUICK_EDIT
BTW, The C&C Remasters can not load Mega archives from the mod folders. If it does load them, then it is unexpected behavior and could result in core files not loading correctly. QUICK_EDIT
Looking on antennas, I don't see any benefit from remastering flawed wobbling frames where it is now more noticeable that they don't stay on same position when turret is rotating:
Spoiler (click here to read it):
Banshee wrote:
By replacing, you mean you have saved the .MEG file or created a new .MEG file out of it.
Because if this is the case, it is possible that some headers of this .MEG file might either be corrupted or we have some sort of CRC problem. Could you send me the file for analysis?
I have tried deleting one existing frame and copying new one and saving afterward.
I also tried making completely new one, where some of the files got corrupted, some not.
Here is small test with few images, almost half of these are corrupted. (meg inside, extension can't be used as attachment)
This was almost certainly done in the original to keep the lines distinct, so they don't create a blob when overlapping and such. It is rather hilarious they kept this though _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Attached few more samples with the same input. Irrespective of changes in resolution or graphics settings or meta file settings, in-game dimensions are different than the original image so scaling comes with it.
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jun 12, 2020 5:10 am Post subject:
Tuc0 wrote:
Banshee wrote:
By replacing, you mean you have saved the .MEG file or created a new .MEG file out of it.
Because if this is the case, it is possible that some headers of this .MEG file might either be corrupted or we have some sort of CRC problem. Could you send me the file for analysis?
I have tried deleting one existing frame and copying new one and saving afterward.
I also tried making completely new one, where some of the files got corrupted, some not.
Here is small test with few images, almost half of these are corrupted. (meg inside, extension can't be used as attachment)
Thanks for the sample, buddy.
I've managed to track down the problem with .meg file saving on OS BIG Editor. The problematic files in your .meg file had a wrong offset (the program did not sum the offset of the headers into these problematic files due to a stupid line of code). If you fix the offset by hand, you can recover these files (sorry).
Anyway, I will upload a version with a fix in the next minutes . QUICK_EDIT
Attached few more samples with the same input. Irrespective of changes in resolution or graphics settings or meta file settings, in-game dimensions are different than the original image so scaling comes with it.
Thanks again.
I assume that's why several people were demanding a much finer zoom control, so they can set ingame scale to match 1:1 screen resolution.
It sucks that it seems to be impossible to get 100% 1:1 pixel precise rendering of pixel assets.
When assets are horizontally shrinked as in your example files (compared to the original tga), proportions will be off and fine pixel details lost. _________________ SHP Artist of Twisted Insurrection: Nod buildings
The ZoomFactor under CNCZoomFactors in gameconstants.xml should be about 1.9744 to get closest to the original file width. (Gold/yellow looks more of grey).
Edit: Game isn't allowing to change the existing TGA file's Meta file in the mod, the refinery (PROC) graphics I tried to replace has 384x366 dimension.
I have tried Sketchup for the first time, to change camera angle for refinery to fit into TS. It still needs some touch and polishing, but I am quite satisfied with the result.
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