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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sat Dec 01, 2012 4:42 pm    Post subject: Reply with quote

You're talking about the LowRadarColor and HighRadarColor values in temperat.ini and snow.ini? TS indeed ignores those and gets the radar colors directly from the TMPs themselves.

As for the SHPs, IIRC you already know that the game ignores the radar colors specified for overlay in rules.ini.

Lin Kuei Ominae wrote:
Can you show me a link? I don't think I've seen your tool before.
But it sounds like they are similar.

Here it is.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 6:08 pm    Post subject: Reply with quote

I've found the bug and fixed it.
Attached is an example of the TI radar.

3000 TMP files
2 Radar Color Profiles
Time to adjust the color profiles, recolor all files and do the screenshots/tests ingame: 10 min Smile
Time to recolor the 3000 TMP files: 2.7 seconds Very Happy

I'll fix and add a few last things, before I upload the new first final version tomorrow.

@Mig Eater: All your crazy/extraordinary RA2 TMP files seem to work fine too. Smile
However i couldn't test them ingame.


TI Radar.png
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 Viewed:  30437 Time(s)

TI Radar.png



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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Dec 03, 2012 6:52 pm    Post subject: Reply with quote

I wish there still was a way to at least double the Radar screen size. But test 2 is already much better than the original.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Mon Dec 03, 2012 6:54 pm    Post subject: Reply with quote

Ground color 1, cliffs color 2, water color 3 and I'm done. Can't wait to try the proper version.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 6:54 pm    Post subject: Reply with quote

What's wrong with the original radar colors though?
For me personally the radar is still too tiny to be worth looking at either way...
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 7:00 pm    Post subject: Reply with quote

The problem is the bright terrain in the radar. Thus the contrast between player colors and the terrain color is too low.

With a darker, less detailed terrain, you can make out much better the tiny 1 pixel big units on the radar.
Best example, see the green player on the picture above (second top right location). On the normal one it is almost invisible, while clearly visible on Test2.
The brown player below also only became visible in Test 2.


btw, does anyone know if the game compares the terrain files between each player?
It might be a nice feature to give each player the opportunity to color his radar as he wishes. It could be done before the start of the game, since it takes only a few seconds.
So some can go with a fancy colorful radar and others use a simplified/minimalistic one.

It might be also worth to give every civilian structure and unit RadarInvisible=yes, so the bright white pixel disappear too.
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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Dec 03, 2012 8:15 pm    Post subject: Reply with quote

I don't think the game checks for any graphic files at all, just the text files needed to run the game. You can safely play it with different voxels and shps on each machine, as long as their entries are the same, so why not terrain?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 03, 2012 8:17 pm    Post subject: Reply with quote

AFAIK the game only compares ini files & maps, using your own gfx online/LAN is fine.

Edit: mev ninja'd me #Tongue
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 8:29 pm    Post subject: Reply with quote

The TMP files are more than just graphics however; they also contain properties for height and what terrain type every cell is, which tells the game how fast a unit can move on those cells or whether those cells are impassable.
So with that in mind, it would make sense for the game to check for it, so that certain terrain won't be impassable for one player and not for another (although that could also simply cause a desync when when a unit moves on such a cell).
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 8:45 pm    Post subject: Reply with quote

true, but comparing thousands of files between 8 players is one huge operation too.

It might be worth a test.


On a different note: Does anyone know if the color for the Neutral/Special house can be changed? It would be nice to give the civilians a dark grey instead.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 9:13 pm    Post subject: Reply with quote

You just could've taken a look at DTA; it has been using a different color for that house for many years already Razz

Just edit the values after LightGrey= under [Colors].
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 03, 2012 9:21 pm    Post subject: Reply with quote

wow, i played already quite a few games but never noticed the different radar color. Of course i noticed the dark gold on the remap, but never checked the radar.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Dec 03, 2012 10:03 pm    Post subject: Reply with quote

I initially changed it especially for the "building terrain" (I intentionally picked a color that was was exactly in between the temperate and desert clear tiles, so that it'd look good on the radar when playing on maps of both theaters) and when I switched to real terrain this was actually no longer necessary, but I never changed the civilian remap color back because I thought the current color was actually a lot more fitting (especially with Metalic present as a selectable color in multiplayer).
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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Mon Dec 03, 2012 10:49 pm    Post subject: Reply with quote

Crimsonum wrote:
I wish there still was a way to at least double the Radar screen size. But test 2 is already much better than the original.

This
especially with everyone's huge resolution sizes these days
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Dec 04, 2012 1:33 pm    Post subject: Reply with quote

Final Version 1.2 is done.
Download link and description in the first post updated.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Dec 05, 2012 12:35 pm    Post subject: Reply with quote



How do I get rid of trees and rocks from the minimap.. or at least paint them in the same color ground has?

Colorizer doesn't work, RadarInvisible on overlay rocks doesn't work, RadarColor doesn't work.

Great tool btw, LKO.

EDIT: Okay, nevermind the RadarColor and rocks thing. This leaves the trees.
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Last edited by Speeder on Wed Dec 05, 2012 1:15 pm; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Dec 05, 2012 12:51 pm    Post subject: Reply with quote

In TS, RadarColor is hardcoded to the shapes file values. In RA2, RadarColor is loaded on TerrainTypes only IIRC...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 05, 2012 1:35 pm    Post subject: Reply with quote

@Speeder: this tool can only modify tmp files. Trees, rocks and other terrain stuff are normal SHPs. SHPs can have a radarcolor too. See Bittah's post above.

btw, nice radar you have there. Smile Can you show a picture how it was before the conversion?
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Dec 05, 2012 1:44 pm    Post subject: Reply with quote

Pretty sure that it's impossible to alter the radar color of TerrainTypes and ore overlays in RA2/YR. It does not use the values in the SHP files themselves nor RadarColor= from INI.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Dec 05, 2012 1:56 pm    Post subject: Reply with quote

All right, I made rocks the color of ground with RadarColor. Trees remain unresolved..

I also brightened all colors a bit and added one more group for entrances, bridges and large slopes (for some reason, might change this one back to green though).

Desert might not be the best comparison example for this one, but I think it will work better with terrains like snow and urban. This color set allows me to use few remap colors safely.


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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Dec 05, 2012 3:11 pm    Post subject: Reply with quote

The large slopes look great on that IMO. I just don't think you should use green for desert terrain. #Tongue
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TAK02 wrote:
Screw AttachEffect. Can't think of any use for it.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Dec 05, 2012 3:19 pm    Post subject: Reply with quote

My attempt at a more... radary radar.


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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Wed Dec 05, 2012 3:24 pm    Post subject: Reply with quote

OmegaBolt wrote:
The large slopes look great on that IMO. I just don't think you should use green for desert terrain. #Tongue


I will most likely use green for all terrains. There are shades of brown I use for house colors and they don't look good on other browns. They all look sharp on this green though.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Wed Dec 05, 2012 4:42 pm    Post subject: Reply with quote

And another.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 05, 2012 6:38 pm    Post subject: Reply with quote

oh, i just realized speeder is using it successful on RA2 tmp files. Nice to see it working with these tmp as well. Smile
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 06, 2012 9:07 am    Post subject: Reply with quote

So, no way of changing the trees radar color? Tried a few things already and nothing worked.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 9:11 am    Post subject: Reply with quote

Which color is used? Are they black or do they have a certain color?
If they use a color, does it look like the shown object? If yes, what happens if you have a red terraintype? Will it show red on the radar as well?
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 06, 2012 9:12 am    Post subject: Reply with quote

Back to the picture I showed earlier.



See those single dots in a color similar to ore? Those are trees.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 9:15 am    Post subject: Reply with quote

You mean those few scattered pixel? Are there only 20 trees on this map?

What happens if you have bright red Ore? Will it show a red radar color too or still keep this pudding-yellow?


take a color picker, find out the rgb value, then search the inis for this value (keep in mind that some use hsv in the inis)
Maybe it's using one of the many color keys like LightLime or LightPeach.
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 06, 2012 9:19 am    Post subject: Reply with quote

Yeah, not many trees in that map.



Gotta check that ore thing later, although given that they're overlays + rocks being overlays too and being affected by RadarColor..
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 9:20 am    Post subject: Reply with quote

Then change the trees into destroyable rocks. Wink
It's surely just a key like IsARock=true which enables the radarcolor.
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Dec 06, 2012 9:54 am    Post subject: Reply with quote

The ore color stays the same no matter what. I have different colored (silvery blue, for an example) ores in my mod and it still stays light yellow/brown on radar. It does not use any color scheme from INI nor RadarColor= seems to get used under any circumstances. Hardcoded behaviour attached to Tiberium=yes overlays I bet. Adding IsARock=yes to ore overlays does nothing but make the ore unharvestable.

Lin Kuei Ominae wrote:
Then change the trees into destroyable rocks. Wink


Would need to edit every goddamn map manually to change all the trees from TerrainTypes to Overlays. Not a fun job, certainly.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 1:26 pm    Post subject: Reply with quote

I thought he meant TerrainType rocks.

\EDIT
new version 1.3 uploaded
it allows to view the tmp in
-its normal textured state (using a palette of your choice)
-the tiles colored in the radar color
-the normal textured state with a terraintype info text

First post edited.

\EDIT
@speeder: try giving the trees RadarInvisible=yes Wink
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Dec 06, 2012 2:29 pm    Post subject: Reply with quote

Since this tool already appears to be capable of showing what ground type every cell uses, would it be doable to also add a filter which allows you to only show TMP files that include cells with a certain ground type?
And a function which replaces one ground type with another for all selected TMP files could be very useful as well, although that would be slightly beside the purpose of this tool...

Still, with such I function you'd be able to instantly find TMPs where one or more cells use a wrong ground type (like in the image in this topic's first post) and in some cases you'd also be able to instantly fix it for multiple files.
Another situation where this would be very helpful is if you decide to use a certain ground type for a specific purpose and then need to remove that ground type from all tiles that currently still make use of it.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 2:36 pm    Post subject: Reply with quote

both possible.
Seeing many cliffs using wrong terraintypes, I thought it would surely help to be able to set them all to "rock" in one operation.
Haven't thought about a "replace" and planned more a simple "set" function for the terraintype, but a replace is definitely possible and now on my todo list too. Smile
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Dec 06, 2012 2:39 pm    Post subject: Reply with quote

You might end up having to rename this tool to TMP Property Modifier or something then #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Dec 06, 2012 2:43 pm    Post subject: Reply with quote

no problem. It's just a name.
In 10 years, it might even need to be renamed to "C&C Modding and Mapping Studio", since it then can
-create maps
-create on the fly new tmps by simply pasting a picture into the open map
-render the map in ingame style/lighting
-modify SHPs, read/write mix files
Laughing
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 06, 2012 4:28 pm    Post subject: Reply with quote

What a plot twist. So the map editor reads radar color from the TMP files as well.. this is not good.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Dec 06, 2012 4:31 pm    Post subject: Reply with quote

Well, yeah. It's always been that way. Your best bet is to make custom minimaps by shrinking down and sharpening megamaps.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 06, 2012 4:33 pm    Post subject: Reply with quote

I would if any version of Map Renderer worked properly for me.

Also, trees don't obey the RadarInvisible tag.
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Aro
Alcohol Fueled


Joined: 10 Sep 2006
Location: Birmingham, United Kingdom

PostPosted: Thu Dec 06, 2012 4:35 pm    Post subject: Reply with quote

Oh, I can relate. I have to make all of TI's manually.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Dec 06, 2012 4:36 pm    Post subject: Reply with quote

Yeah and I'm not doing that for 300+ maps.
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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Dec 06, 2012 4:40 pm    Post subject: Reply with quote

The current .NET version of C&C Map Renderer has option to inject previews straight into the map file, making things, much, much more easier. I am not sure if it has been released in any other form but source code. It also has some issues like not rendering lighting properly etc, and not working with Firestorm at all, really. I actually fixed most of those and even added things like support for custom structure palettes, but only after I had modified the code to work better with my mod. One of these days, I am gonna port the important changes over to the fresh code from repository and bug zzattack to add it to the source and release an executable version of it. That, or I'll at very least release it myselves.

Should be of a help I suppose. I can currently just run one batch file to generate map previews for every single map in my mod. Takes couple of minutes but definitely quicker than manually doing it.
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Thu Dec 06, 2012 5:47 pm    Post subject: Reply with quote

I find it hard to believe there isn't some kind of screen resolution emulator out there... :/
Even if there would be scroll bars, as long as you can take a screenshot in a resolution that exceeds your native resolution, it'd save a lot of time when creating minimaps.

Edit:
It seems that Virtual Box allows me to use a max screen resolution of 6400x1200... Smile
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Dec 10, 2012 10:41 am    Post subject: Reply with quote

new version 1.4 uploaded
-preview shows extra graphics (ramps and cliffs are correct shown)
-preview shows tile-height (cliffs are now correct shown)
-Z-Data preview mode added (uses same palette as normal preview)
-file filter added (allows to filter files by terraintype and/or filename)
-routine to identify TMP files improved (it shouldn't crash anymore when a preview of a non-TMP file should be shown)
-sidemenu shows info if tmp has errors (e.g. missing extra graphic)
-menu more failsafe (clicking the wrong buttons doesn't cause a crash anymore)

First post edited.
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Mon Dec 10, 2012 11:43 am    Post subject: Reply with quote

Just a few things:

It would be handy if the program remembered the last working directory (just save it in the ini).

Also the TMP Information window with the preview image isn't showing up for me. It simply never appears.

One small typo in the About dialog:

This programm allows to set the radar color for many C&C terrain files in the tmp-format in one operation.

EDIT: I see that's how it's spelled in german Razz
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Dec 19, 2012 2:44 pm    Post subject: Reply with quote

SuperJoe wrote:
It would be handy if the program remembered the last working directory (just save it in the ini).

the profile remembers the working directory. Save the profile with the right directory and the next time you start the program, load the profile to get instantly back to the working directory.
The last used profile is automatically opened when you start the program again.

SuperJoe wrote:
Also the TMP Information window with the preview image isn't showing up for me. It simply never appears.

you pressed "shift+x" ?
I'll add button to the menu in the next version, so you have a second way to open it.

You can also edit the radarcolorizer.ini and set ShowDockInfo=True

SuperJoe wrote:
This programm allows to set the radar color for many C&C terrain files in the tmp-format in one operation.

Whoops. Germenglish. Fixed in the next version.

\EDIT
version 1.5 uploaded
Version 1.5 changes
-[Preview Mode] menu item renamed to [Sidemenu Settings]
-Sidemenu Settings has an option to enable/disable the sidemenu
-new preview mode "Single Frames" added (this shows only the tile and the corresponding extra graphics of one of the tiles)
-the filter can search for valid TMPs (SHPs with tem extension are ignored this way)

\EDIT
Version 1.6 uploaded
Version 1.6 changes
-(update) sidemenu hidden in alt+tab tasks list
-(bugfix) loading palette shows the palettes fine again
-(bugfix) loading profile reloads the fileslist
-(bugfix) no selected TMP doesn't cause crash in Single Frames mode
-(update) detailed frame specific info in Single Frames preview mode
-(update) Filter can search for problematic TMPs
-(update) Palette menu in [Sidemenu Settings]
  • if subfolder "Palettes" is present, the palette files are listed as sub menu items
  • if current group has no palette specified, this global palette is used


\EDIT
New Program TMP Shop uploaded (replaces Radar Colorizer)
TMP Shop Version 01.01.00.01
-"Radar Colorizer" renamed to "TMP Shop"
-(update) 5 last used profiles listed in the [File] menu
-(update) Interface enhanced. Groups offer selection to edit...
  • Radar Color
  • Terrain Type
  • Problematic TMPs

-(update) TerrainTypes can be set/replaced
-(update) Problematic TMPs can be fixed
  • wrong extra graphics header (negative size)
  • missing extra graphics image
  • extra graphics with width/height>0 but pos=0,0 (not always does this really indicate a problem, so countercheck it manually by viewing the tmp!)

-(bugfix) multiple files added to a group aren't listed in reverse order
-(update) performace improved when adding many files to a group
-(update) messagebox with progressbar added to most operations that may take longer


Note: old radar color profiles still work.
You can also rename radarcolorizer.ini into TMPshop.ini if you want to keep the previous settings of the radar colorizer like window position, size, sidemenu, palette etc
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Image Shaper______TMP Shop______C&C Executable Modifier

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 21, 2012 10:44 am    Post subject: Reply with quote

It just keeps getting better & better Smile
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 21, 2012 3:18 pm    Post subject: Reply with quote

wondering how the hell i never seen this, Confused

This is just fantastic!
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Olaf van der Spek
Medic


Joined: 28 Dec 2002

PostPosted: Sun Dec 23, 2012 6:31 pm    Post subject: Reply with quote

Bittah Commander wrote:
It seems that Virtual Box allows me to use a max screen resolution of 6400x1200... Smile

That's a low vertical limit. VMware Workstation allows more, but RA2 crashes at some point. 2560 x 1600 is doable though: http://xwis.net/temp/lbl2.jpg

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