Chimas 7 Posted January 6, 2011 Hi, I'm opening this thread, 'cause I'm interested in knowing more about Color Schemes. I would start with something simple. In that general explanation about patch 1.06, there's a color palette and an example of commands and a screen. How can we locate the position of the color in the palette with the index number? If there's any link with some info about the basics and/or a link with an explanation in another topic, might be useful to avoid explaining all over again. But I invite the rest of us to bring more issues about it so we can discuss. Share this post Link to post
Nyerguds 102 Posted January 6, 2011 well, I use the palette editor in my Paint Shop Pro, since it displays indexes... As for the picture I posted in the dev thread, every row is 16 items, and the first index is 0, so you can kinda count it out. Note that that palette pic was actually made to show which colours were safe for unit editing; all differences between theaters are removed on it, and all animated colours are specifically indicated as warning. Obviously, once you're making a mission, you can use all colours on that theater's colour palette. All I can give you on short notice is this... To calculate a colour offset, simply do Y*16 + X Temperate / Winter / Snow: Desert: Note that the start of line 02 are the animated water colours, and the very final colour (255) gives you the blinking sidebar white. I never tried that on the C&C radar personally, but in Dune II it's used for indicating sandworms Anyway, imo, just using radarScheme is far more efficient. You usually don't want the colours for units and buildings to be too different Mind you, you could use this for a game of "detect the spy", where there are specific units in a group of units which are of a different team, and you can only see the difference on radar, or until it's too late and the 'spies' attack their target. Could be fun... kill a wrong one, all hell breaks loose Share this post Link to post
Nyerguds 102 Posted January 7, 2011 [Moved Pichorra's post and my reply to the 1.06 development topic, since it wasn't about colour schemes] Share this post Link to post
Chimas 7 Posted January 8, 2011 I was commenting with Pichorra another day about the color schemes. We could have a section in rules.ini (or the appropriate *.INI) where all the factory defaults would be listed like: [colorSET] GoodGuy=Yellow BadGuy=Gray Multi1=Teal ... and so on Then, if we would like to play, for example, GDI in a new color scheme in ANY mission, we would change it in this section: GoodGuy=DarkGrey So, unless the mission states an specific color scheme for the side you've changed, your games in general will be played with the color scheme you've chosen. Of course, once again, I have no idea how hard it is to perform this option, nor if it is viable, and for the moment, if it is important to develop it now, once there is a bunch of things being done or needed to be done. But at least, it is something to have in mind. If this suggestion already exists, sorry I didn't notice it. Point me to it and I'll test it. Share this post Link to post
Nyerguds 102 Posted January 8, 2011 Well as I said before, it is my intention to put as many things as possible into ini files eventually, and colour schemes are definitely part of that. I advise you to look at the contents of this folder to see which ini files are already designed. Colour schemes and houses are already fully in there. Note that the Houses ini data in there is just a copy of the exe data, and not modified to use colour schemes yet. All of the ini files in that folder are just rough drafts; anything in them can be changed in the actual ini I'll use. So once the systems ARE in the exe, don't use the inis in that folder as an easy alternative of actually extracting the game's inis with XCC Mixer; using them will probably mess up the game. Share this post Link to post
Speedy 0 Posted January 10, 2011 You know, I'm probably reading things wrong and all, but well.. Would there be a possibility of a color scheme using 05*26+10 as primary color and 06*26+10 as secondary? If yes, how? (In both Temperate and Desert, the colors are the EXACT SAME on the EXACT SAME spot, which are X=10 and Y=05/06) Share this post Link to post
Nyerguds 102 Posted January 10, 2011 It's x16 (the palette width), not x26, and colour 0x5A (5*16+10) isn't the same on both at all.. 0x60 (6*16+0) and 0x69 (6*16+9) do seem the same on both though. ("0x" is the prefix for hexadecimal numbers. If you don't get the system, it's actually pretty simple. "10" means [1]*sixteen+[0], just like in decimal, 10 is [1]*ten+[0]. This requires that the numbers up to 15 get written as single number, which is why the full list of basic numbers for hexadecimal goes on after 9, with "A" as ten, "B" as eleven, "C" as twelve, "D" as thirteen, "E" as fourteen, and "F" as fifteen. This way, you can perfectly put the coordinates set of a width of 16 into their actual colour number. "0xFF" = [fifteen]*sixteen + [fifteen] = 255) And yes, you're reading it wrong. Solo was only asking about the RADAR colours, which are just 2; one for units and one for buildings. You need 16 colours to have a full colour palette modifier. The originals are the 2 fades of yellow colours on row #11. ALL SIXTEEN of those need to be replaced by a same-brightness equivalent colour found elsewhere on the palette. You can't edit the original palette, only tell the game how to shuffle colours around on the actual unit graphics. As for adding remap palettes and colour schemes, see the prototype "colors.ini" in the folder I linked to in my last post. Also, once this is implemented, there's nothing stopping you from making a NON-theater-independent remap, like a green camo that should only be used in temperate missions Share this post Link to post
pichorra 4 Posted January 10, 2011 (edited) A little play with the CollorSceme: Mission: Escape from that prision to the south GDI base (special team has special collors too.) I've selled my Radar on that screenshot (where is in the base) SCG102EA.zip Edited January 10, 2011 by pichorra Share this post Link to post
cashq 0 Posted January 27, 2011 How you do that? I want to change the Colors for the standard-campaigns, but it does not work. [GoodGuy] MaxBuilding=150 Allies=GoodGuy,Neutral MaxUnit=282 ColorScheme=Gray Edge=South Credits=0 [badGuy] MaxBuilding=150 Allies=BadGuy ColorScheme=Green MaxUnit=220 Edge=North Credits=0 after this changes in the scb01ea.ini the game will close with an error. i extract the .ini with XCC-Mixer. what should i do? what is my fail? (sorry for my bad english, im german ) Share this post Link to post
Chimas 7 Posted January 28, 2011 1) Are you using the latest updates of patch 1.06c? *** If NO, take it here 2) Did you just added "Colorscheme=" line to the INI file or did you make a lot of changes and "you are sure the problem is the Colorscheme"? 3) Try "Grey" instead of "Gray", although it doesn't seem to be the problem 4) Try adding JUST the color schemes you have chosen in some other missions, particularly those placed in the covert operations (new missions menu) and see how they react 5) If everything fail the next guy/post might help you Btw, I have some missions with briefings in german. Could you help me translating them to the english language (btw, I'm brazilian)? It doesn't have to be accurate, just give me the central point and I'll do the rest. If you can, send me a message with your e-mail. You can find more info about this matter here About the german language, just to comment, I'm thinking of, whenever I create a mission, to open the briefing with a "Hallo Commander" salute. I find it Cool! : ] Share this post Link to post
Nyerguds 102 Posted January 28, 2011 That code seems perfectly correct... if the game crashes on error you must be doing something else wrong. Can you attach the ini file? Solo: -Added keys have no effect on older versions, so they can't crash the game -As for Grey and Gray, I made sure both varieties work, and I will probably keep this alternate names system even after I put the colour information in ini files. -The full list of possible ColorScheme values can be found in post #2 of the dev thread. -I've done translations from German before. I hope this isn't just about Kohlrus' missions though, since I already translated all of these Share this post Link to post
Chimas 7 Posted January 29, 2011 ... I hope this isn't just about Kohlrus' missions though, since I already translated all of these No, it isn't. I got 04 or 05 packs from other users (Tore, HeavyLobster, etc) and in one of them came 20 missions or more in German. But I am really avoiding giving you more work to do ehehheheheh The DDraw Dev became a nice and interesting chat and I "don't see the time" to see it working in its best shape. I wanna have my communications center usefull again rsrsrsrrsrs, among other things. Share this post Link to post
Nyerguds 102 Posted January 29, 2011 Comm center? I don't really get your point there... As for these German missions, they could be Lin Kuei's, he's German. Though I think he usually makes his briefings in english. Share this post Link to post
Chimas 7 Posted January 29, 2011 Comm center? I don't really get your point there... I have a 22" monitor screen and, with the high resolution, the comm center is kinda useless. As for these German missions, they could be Lin Kuei's, he's German. Though I think he usually makes his briefings in english. Yes, LKO "old" missions came in ENG and GER versions. I just added [briefGer] in the english versions. These are others: - Krieg in Griechenland - 1 GDI and 1 Nod - Operation England - 4 Nod - Operation Russland - 4 GDI - Serienteil - 3 Nod - Ionenoffensive - 2 Nod - Waffenklau - 7 Nod - Die Grenzstaaten - 5 GDI - 8 GDI missions - Gute Freunde, Der neue Gegner, Die Schwachstelle, Evakuierung, Notruf, Die letzte Chance, Der Vulkan, Der Konvoi I didn't treat them yet not only because of the language, but I want to take a look if they are already in other packs with different names and language, but I wanna do it one by one. It's in my TO DO list, just didn't get there yet. OK, let's get back to the color schemes ehehheheheeh : ] Share this post Link to post
Nyerguds 102 Posted January 29, 2011 I have a 22" monitor screen and, with the high resolution, the comm center is kinda useless. I know that. I'm just wondering what you mean by "I wanna have my communications center usefull again". What exactly is it you want then? You can just play in low res... Share this post Link to post
Chimas 7 Posted January 29, 2011 We started this matter here And we are continuing/finishing here ... I know that. I'm just wondering what you mean by "I wanna have my communications center usefull again". What exactly is it you want then? You can just play in low res... I've tried LOW RES once, but I got scroll rate problems. Then I read somewhere how to slow it down, but since it was in the beggining of my use of HIGH RES, I didn't go back to study how to fix it. Then, I started playing in HI RES and didn't notice that I wasn't using the comm center until later on. In my HI RES here, the infantry and units are too small and in LOW RES is the opposite but the field play is too short. I didn't get yet all the PROs and alternatives of DDRAW, because I've tried it when I was starting my ONLINE experience. So I'm waiting this DEV to see what I can get. Share this post Link to post
Nyerguds 102 Posted January 29, 2011 We are continuing this matter here No, we're not. As far as I'm concerned, cncfan's addon project is related purely to the video stretching. Leave other ddraw related discussion out of it. For ingame content, the current official release of CnC-DDraw has all possibilities you want. The developer of CnC-DDraw is hifi; cncfan is just adding some new possibilities to it. On that note, I'm getting quite close to fixing the savegames bug, meaning it might be possible to add an 800x600 resolution soon. Share this post Link to post
Chimas 7 Posted January 29, 2011 Ok, then ... ... On that note, I'm getting quite close to fixing the savegames bug, meaning it might be possible to add an 800x600 resolution soon. Well, that will be cool! Share this post Link to post