Posted: Wed Dec 04, 2013 11:22 am Post subject:
keep chosen palette
I open an SHP, then select the palette.
If i open another SHP, the palette changes for this new SHP back to the default unittem.pal.
When modding you usually keep working with the same palette, so it would be very convenient if i don't have to select the palette every single time i open an SHP.
It could imo even store the last used palette in an ini and load it by default next time i open shp builder. _________________ SHP Artist of Twisted Insurrection: Nod buildings
I agree, it's a task that's unnecessarily time-consuming.
I was also thinking about transforming the label displaying the palette filename in a combobox or a mini menu
from which you can select your palette. That would remove 1 or 2 clicks. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 05, 2013 3:27 am Post subject:
The program was designed to guess what kind of SHP file you are trying to edit and, consequently, the palette to use (according to the ones set in the Preferences). Maybe I could add a quick option (under Optons) to allow it to just use the previous SHP Type and Palette. QUICK_EDIT
The "guessing" can't really work, as there are anim.pal, iso*.pal and unit*.pal very frequently used for SHPs and there is no way to tell only by looking at the SHP which palette this uses (nor the game of the SHP). So the "guessing" can be only wrong imo. And now with mods using their own palettes (with Ares even for single objects) this can't work anymore.
When the modding community was young and user usually only took the original files and changed them a bit, it might have worked, but not today.
Maybe you can even change it so it works like my TMPShop when looking for palettes.
This simply looks in the Palettes folder (if present) and adds for each Subfolder a submenu and palette files as menuitems accordingly to each submenu.
(e.g. i would remove RA1, RA2, YR folders and palettes since i never use them and instead rather see my folders TI and DTA)
I usually only mod TI and DTA, both have folders in the Palettes folder, but don't appear in the editor because it only has TD,TS,RA1,RA2,YR and User hardcoded.
And the single "User" folder isn't really useful when you have multiple mods. Last edited by Lin Kuei Ominae on Thu Dec 05, 2013 8:15 am; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Dec 05, 2013 8:14 am Post subject:
Then do it like I do, move all the TS-YR pals to RA1 or YR, put TI into RA2, and put DTA into TS.
Because I'm overusing Ares's custompals a lot, I don't really have a subfolder within that palettes menu where only the originals are there. xD TD ended up being a buildingspal container, RA1 ended up Apollo's animpals, TS got the RA1 pals next to the default, and some variations of it's own anim.pal, RA2 has YR pals and variations of it's own anim.pal and YR ended up yet another bunch of Apollo's palettes. _________________ "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)
=======================
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
That works, but i find that a rather confusing/inconvenient solution. I like it more "userfriendly" where i can adjust the program to my needs and not vice versa _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Dec 05, 2013 8:20 am Post subject:
I don't say it's the most logical solution neither but this is still more friendlier than how XCC Mixer's palettes are set up. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
XCC Mixer is ok, since it can be easyly changed to suit my needs.
e.g. since i have no games "installed" (no registry crap) but only on the hdd, the mixer can't find any palettes. Thus i created a custom mix file with all palettes inside in submixes. In the settings i set the default TD path to this mix so Mixer can find it.
now i have all palettes in a nicely sorted way available in the Mixer.
The bottom infobar now also shows in a nice short way, which game and palette i'm using, because the submixes are named according to the name of the game.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Dec 05, 2013 8:39 am Post subject:
I wouldn't call remixing every time when I decide to use a new palette better at all. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
well yeah, if you use for every new SHP a custom palette, this system doesn't works well anymore. But having custom pals for every single SHP quite contradicts the whole logic behind using palettes in the first place (you know, saving space for the colors stored in each picture and instead use only a single palette to which all pictures refer to)
In cases like TI and DTA, the pals haven't changed for months/years and i only added 2 or 3 new ones which i use for conversion (palettes which have remap red replaced with a purple gradient, glowing colors removed etc) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Dec 05, 2013 8:55 am Post subject:
I don't know, recently I started going with using a pack of SHPs sharing a palette then hue/brightness/colorshifting said palette, and with that, I can simply just use Image along with the old SHPs.
I would duplicate the pal first, that's smaller. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Dec 05, 2013 10:25 pm Post subject:
Revision 33 should include this feature, although I've only implemented it for the File -> Open. I admit I need to add it for File -> New and maybe cameo generator and few others. I'm not sure if I'll make it for cameo generator, import and other features. QUICK_EDIT
The latest SVN version is only 3.37 Beta 16. Where can i get Beta 33? (assuming that "Revision 33" is the same as 3.37 Beta 33)
Also, using the latest SHP Builder, i randomly get the attached error message when i start it.
If i click "ok", the program starts just fine anyway. Next time i start the exe, the error is sometimes gone sometimes it appears again.
got the latest version 338beta6
The palette is still always reset.
-File->Open test.shp
-Palette->Load: SHPBuilder\Palettes\TI\isotem.pal
-next loaded SHP has TS isotem.pal again _________________ SHP Artist of Twisted Insurrection: Nod buildings
on a different note:
the pasted area is 1 pixel in width/height smaller than the copied one. Just constantly ctrl+c, ctrl+v and you see how the pasted area gets smaller on each copy/paste cycle.
another thing:
i'm using a laptop with only max 768 pixel height. SHP builder starts by default with exactly that height (or a little bigger) and thus parts are behind the taskbar.
So the first steps i always have to do is to make the window smaller and move the area behind the taskbar up.
Would be nice if SHP builder takes the "working space" (in c# Screen.WorkingArea) and not the "desktop space". Not sure if Delphi has these different areas as public constants available like .NET. _________________ SHP Artist of Twisted Insurrection: Nod buildings
AutoSelect SHP Type is off, yet it now resets the palette again.
These are the steps i did, iirc
-opened file fonae07.tem (It's an SHP with .tem extension)
-loaded palette SHPBuilder\Palettes\TI\isotemConvert.pal
-created with Pal Editor new palette isotemConvert2.pal
-closed file fonae07.tem
-opened file fonae08.tem
-loaded palette SHPBuilder\Palettes\TI\isotemConvert2.pal
-did a few PNG imports from clipboard
-loaded palette SHPBuilder\Palettes\TI\isotemConvert.pal
-deleted isotemConvert2.pal
-opened file fonae02.tem and got message "isotemConvert2.pal couldn't be found"
-got that missing pal message now every time i opened an SHP
restarted SHP Builder
-now even with "AutoSelect SHP Type" off it always resets to default unittem.pal
I think it somehow got confused when i loaded and switched between different palettes and also removed one of them. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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