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Patching extra functionality into <gamemd.exe>
CnCVK Wrote:OS SHP Builder can be ported to itSmile
Also I add support to my SHP Shell Extension
I think Banshee will be not against itWink
I want to do data which is not packed (without any RLE).
The size will be twice more (comparing with non-compressed image).
Also it can working faster, because it not need any palette conversionSmile
And we could add the l33test cameos of all time...

About remapping, we could take all shades of pink (RGB 1-0-1 to 255-0-255)...it's probably the least used color ever in RA2/YR SHPs, and if anyone wants to use it for some reason, he can just add a little green (255-1-255) and is off the hook...
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(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!

(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
Yeah that is a great news...i love idea of 16-bit SHP...


And unfortunly TMP will still be 8-bit.. Unhappy i hate that ugly surface. Is there any way to add custom palette to it? Maybe use a file extention. Like: *.tem1 *.tem2 *.sno3 and force game to read.. isotem1 isotem2 isosno3 for them.
Yes. Remap is problem.
I am not see remap code yetWink
Anyway, 16-bit cameos is good isn't it?
ARM forever - x86 sucks!


Could'n you use 5-5-5 and 1 bit for remap ?
Kiith-Sa Wrote:Could'n you use 5-5-5 and 1 bit for remap ?

thats like our Tri-Remap plans(won't go into that though). having a bit for "is remap?" is awsome. if it is remap, you greyscale it then apply the new colour.
Kiith-Sa Wrote:Could'n you use 5-5-5 and 1 bit for remap ?

That effectively halves the amount of colours available, you know. You get 2^15 proper colours and 2^15 remap colours that way...

Worth playing: 1 | 2 | 3
However some functions already exist in EXE Smile
For example exist classes:
BlitTransDarkenZReadWrite<unsigned short> and BlitTransDarkenZReadWrite<unsigned char>
Maybe I found BlitTransRemapDest<unsigned short>Wink
ARM forever - x86 sucks!


Yeah, I know. But if there's not another way... It's still better than standard pallettes. I would like even RGBA 4,4,4,4 mode, but I don't think that's possible in RA2.
Whats RGBA? :S
red - green - blue - alpha Smile

YR + Alpha = Unhappy
there seem to be special classes just for making those 25%, 50% and 75% alpha features working, I really don't know what WW's problem was (assuming they used Direct3D).
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Does RockPatch allow for disabling of the new GUI sliders (Tech Level slider, etc)? Some modders may not want to give players the option.
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er.. see feature list? =S

EDIT:
to make something useful out of this post:

I just found this latest change of the IE reasons page on modenc:
"Making a weapon with a damage below 1 (the author has not tried 0 yet)"

it seems that RockPatch solves this.
I tried negative damage and the attacked unit was healed!

I never intended to fix something like so it must be a very lucky side-effect of something.
Or I was hallucinating.
I'll try it again asap.
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Weapons with -ve damage have always worked, such as the IFV repair mode. or the Medic weapon used in TS that still works in RA2. Vehicles and only heal vehicles and infantry only infantry though for some reason.
The forum won't let me login, no message is given, it just redirects me to the the forum's main page as a guest after I enter the username and password.

Anyway, the possibility of having 16 bit shps is exilarating, but I do have a question, does this mean that shps will be affected the light colour? So far, only objects using the iso***.pal (most of the terrain) is affected by it, while the rest is only affected by the ambient value, I believe "fixing" this, would improve the YR's visual experience immensely, even more so than having 16 bit shps.
Positive Damage and negative Verses in Warhead also work in the same way - healing stuff




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