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TD Team Color Schemes
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burton6747
Soldier


Joined: 27 Jun 2008

PostPosted: Sat Jan 17, 2009 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

-

Last edited by burton6747 on Sun Jan 25, 2009 10:01 am; edited 4 times in total

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jan 17, 2009 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

WTF? This is TD game code, not Stuff about SHPs, where do you get this stuff?

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Jan 17, 2009 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you gay by any chance? Because acting like a woman and deleting all your posts and having a gay avatar shure makes me suspicious.

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burton6747
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Joined: 27 Jun 2008

PostPosted: Mon Feb 02, 2009 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the preferences, Add default option for Zoom Factor and default Palette.
(unittem.Pal is sufficient when there is no image, insufficient else)(Needs to detect correct palette of Image)
(unittem doesn't show up as a palette choice for TD (Under Pallete Menu), but for TS, yet when creating a NEW TD image, it uses it.)

Last edited by burton6747 on Mon Feb 02, 2009 2:32 pm; edited 3 times in total

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Feb 02, 2009 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

WTF? WHAT ARE YOU ON ABOUT?????
Come on... Own up.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Feb 02, 2009 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

A comic is on its way...

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PostPosted: Tue Feb 03, 2009 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

White Color Scheme (Values were determined by Light)
-Covers 8 of the extended yellow values
-The other 8 uncovered
-Creates a "Glass" effect when applied to Nuk2.Shp
-202, 203, 204, 205, 198 Matched Game Values
-204, 153 Used Twice <--Might Change so they are used Once
Ignore anything in the file...it will change.



White.cscheme
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 Filename:  White.cscheme
 Filesize:  2.67 KB
 Downloaded:  348 Time(s)


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PostPosted: Fri Feb 06, 2009 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

HAHAHA, I'm finished with you...ALL OF YOU!!!

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burton6747
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Joined: 27 Jun 2008

PostPosted: Thu Feb 12, 2009 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated version of the previous White Scheme. I call it Dark Matter. (Looks kinda cool, while also looking trashy)
Kill Lime-Green Shadows (TD)

Work in progress....
Updated Game Schemes (all 6 Colors...Few numbers are going to change even if not game compatible)
Tiberium Color Schemes Either these will have their own or will be included in the other 6 to conserve space) (Blue, Red, Yellow, Orange, White)
Tiberium Manifest (Manifests tiberium (Extended to 24 frames))



Kill Shadows.cscheme
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 Filename:  Kill Shadows.cscheme
 Filesize:  2.18 KB
 Downloaded:  399 Time(s)


White.cscheme
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 Filename:  White.cscheme
 Filesize:  3.23 KB
 Downloaded:  379 Time(s)


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burton6747
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Joined: 27 Jun 2008

PostPosted: Thu Feb 12, 2009 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Offset: 00000000 01 00 00 00 00 00 40 00 30 00 24 08 00 00 26 00 00

If you open WOODICNH.TEM in Hex Workshop or MixMan, this is the first line of its Hex Code Values.

My question is...how does this info relate to the Woodicnh.tem file...all it is is an image consisting of color values...although if you convert them to dec..they don't equal any values on the .tem palette nor do they match any RGB values...so what do these hex values stand for. (if I change the first 2 digits (01) to something else (say 00)...what does that do?

If I understood what each hex value in every file (including the C&C95.exe...) represented...then I could get somewhere other than nowhere.

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PostPosted: Sun Feb 15, 2009 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Here is a screenshot taken with FRAPS to show the graphic bleeds in C&C95 1.06b patch.



rocket launcher bleeds.jpg
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rocket launcher bleeds.jpg



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burton6747
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Joined: 27 Jun 2008

PostPosted: Sun Feb 15, 2009 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Whatever it is that causes this error to occur (refresh rate not keeping up with rate of movement?) I hope its fixed in the new release.

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Nyerguds
General


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

PostPosted: Sun Feb 15, 2009 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Refresh area too small. It's controlled by one boolean in the unit options, which makes it refresh an area of more than 24x24 pixels. This option seems to be disabled in that game. Are you sure you didn't somehow restore the normal 1.04 exe after patching?

But um, 1.06b isn't out yet, and I fixed that in 1.06a already. In fact, that option is now activated on ALL units.

As for your bizarre study of the woodicnh.tem... SHP is compressed. It's not a bitmap. That first row of bytes can only tell you the dimensions and the amount of frames.


[edit]

Oh, and Banshee, why can GUESTS attach stuff on this board? Isn't that asking for trouble?

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burton6747
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Joined: 27 Jun 2008

PostPosted: Sun Feb 15, 2009 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks!



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Nyerguds
General


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

PostPosted: Mon Feb 16, 2009 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

So, um, why the heck did you post that?

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PostPosted: Sat Feb 21, 2009 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I place before you the Tree of Knowledge, the Tree of Life, and the Tree of Knowledge of Good and Evil, which would you choose?

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Feb 21, 2009 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'm doubting between the Tree of Knowledge and the Tree of IP ban.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Feb 21, 2009 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
Oh, and Banshee, why can GUESTS attach stuff on this board? Isn't that asking for trouble?


You are right. Problem sorted.

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burton6747
Soldier


Joined: 27 Jun 2008

PostPosted: Sat Mar 07, 2009 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

The Tiberium Tiles aren't accurate in CCMAP 3.1.

Tiberium #, TI(#).TEM, Frame #
---------------------------------------
12-9-11 ---Change To--->12-12-12
11-8-12 ---Change To--->11-11-11
10-7-11 ---Change To--->10-10-10
9-6-10 ---Change To--->9-9-9
8-5-9 ---Change To--->8-8-8
7-4-10 ---Change To--->7-7-7
6-3-8 ---Change To--->6-6-6
5-2-8 ---Change To--->5-5-5
4-1-5 ---Change To--->4-4-4
3-12-4 ---Change To--->3-3-3
2-11-4 ---Change To--->2-2-2
1-11-2 ---Change To--->1-1-1

Anyone have the Formula for the Credit Data to all Tiberium Frames?
Harvesters Hold 100 Credits per bar, Max 7 Bars (700 Credits)
At first I wanted to do Frame #/100 = Credit Amount but that's not it, Or Each Frame = 700/12 = 58 1/3 credits, Neither are it.

Credit Values of Tiberium #1-12
----------------------------------------
1 = 25
2 = 100 +75
3 = 150 +50
4 = 175 +25
5 = 100 -75
6 = 200 +100
7 = 275 +75
8 = 175 -100
9 = 150 -25
10 = 150 0
11 = 100 -50
12 = 125 +25

Total Credits = 1725



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burton6747
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Joined: 27 Jun 2008

PostPosted: Tue Mar 10, 2009 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Orange Scheme (Both TD and RA) (not finished, only orange part is)



RAOrange.cscheme
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 Filename:  RAOrange.cscheme
 Filesize:  2.39 KB
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Nyerguds
General


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

PostPosted: Tue Mar 10, 2009 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I've seen, the tiberium growth state is related to the density, just like in RA1.

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D1Hazel
GDI Hacker


Joined: 08 Feb 2009
Location: The United States of America

PostPosted: Thu Apr 01, 2010 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry, I got here late. What is this thread about? How do you use these .cscheme files? What's with the dashes, the icons, and the trees of life, knowledge, and evil? I'm getting really confused here.

P.S. 30 days before it's considered a bump on PPM, right?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Apr 02, 2010 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

This was mainly an exchange of TD ideas between Burton (who deleted a couple of his old posts) and Nyerguds, mainly related to colour schemes.

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