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WWWHAT's the problem here?
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cxtian39
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Joined: 11 Feb 2016

PostPosted: Tue Jun 18, 2019 9:31 pm    Post subject:  WWWHAT's the problem here?
Subject description: Palette problem
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One unit gets darkened the other does not.
They have almost identical art settings.
Code:
[TNGD] ; duel RPG launcher mech, the one with problem
CameoPCX=tngd.pcx
AltCameoPCX=tngd2.pcx
Sequence=TNGDSequence
Crawls=no
Remapable=yes
FireUp=3
PrimaryFireFLH=120,70,150
Palette=tngd

[CRYS] ; the winged guy, no problem
CameoPCX=crys.pcx
AltCameoPCX=crys2.pcx
Sequence=CrystalSequence
Crawls=no
Remapable=yes
FireUp=18
PrimaryFireFLH=150,0,200
SecondaryFire=10
Palette=crys

I tried to switch image but still the dual rpg mech didn't get darkened so I think it's art. I tried to change compression type and no luck.



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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jun 18, 2019 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I change the palette name to start with an "a," i.e. atngdxxx.pal and problem "solves."
This is not a good sign it seems like the game store a list of pal in alphabetical order and only first n palettes will work properly and what number is n?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Jun 18, 2019 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

That might be a question for the Ares guys, maybe a fix is needed too.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 14, 2019 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Some names work, some names don't.
"atngd" and "ztngd" work, "tngd" doesn't.
It's not the alphabetical order.
The reason behind is unknown.
All I can do is to try a random string and see if it works.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Sep 14, 2019 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

There's another similar problem I've encountered, where only objects remapped to colors from the first half of the [Colors] list in rules appear to be tinted properly by SW lighting, map tint actions etc if they are using custom palette. The thing is that as far as I've seen, it does not discriminate on per-palette or object basis, everything that uses a custom palette and the non-working team colors do not tint, unlike what is going on your case. Then again, I've never really played around with SHP vehicles and custom palettes so maybe that's a factor.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 14, 2019 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
There's another similar problem I've encountered, where only objects remapped to colors from the first half of the [Colors] list in rules appear to be tinted properly by SW lighting, map tint actions etc if they are using custom palette.
That's another problem may or may not related and somehow I already found a solution to it. Just move all the player selectable colors ahead in [Colors]. Only the first 10 on the list would cause custom palette unit to tint.
Corrected list:
Code:
[Colors]
Gold=43,239,255
LightGrey=0,0,240
Grey=0,0,131
DarkRed=0,230,255
Orange=25,230,255
Magenta=221,102,255
Purple=201,201,189
DarkBlue=153,214,212
DarkSky=131,200,230
DarkGreen=81,200,210
Red=20,255,184
LightBlue=119,143,255
LightGold=25,255,255
NeonBlue=185,156,238
Green=104,241,195
NeonGreen=0,0,0
Yellow=38,159,255
Purple2=211,201,189
Purple3=191,201,189
AlliedLoad=164,255,255
SovietLoad=0,235,255

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