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Patching extra functionality into <gamemd.exe> - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Inject the Battlefield (https://forums.renegadeprojects.com/forumdisplay.php?fid=60) +--- Forum: Ares General Discussion (https://forums.renegadeprojects.com/forumdisplay.php?fid=19) +--- Thread: Patching extra functionality into <gamemd.exe> (/showthread.php?tid=16) Pages:
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RE: Patching extra functionality into <gamemd.exe> - pd - 06.08.2006 yeah, thus being mixed by inner and outer spread don't you think it's possible to clone the central line a couple of times to make it be wider? probably would require some calculations for the line ends... can you tell me where the line drawing code actually lies? RE: Patching extra functionality into <gamemd.exe> - VK - 07.08.2006 In 005509F0h 00550A0Dh - 00550B24h Init this variables. Function at 00550F44h is DSurface:rawLine. I "play" with it ...in debugger RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 07.08.2006 Maybe be useless, but the tesla one is cool And I personly would like the double beam one RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006 What you think about 16-Bit color SHP files? I have some info how done this RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 11.08.2006 That sounds... awsome! RE: Patching extra functionality into <gamemd.exe> - Tratos - 11.08.2006 CnCVK Wrote:What you think about 16-Bit color SHP files? Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes? RE: Patching extra functionality into <gamemd.exe> - pd - 11.08.2006 if you were able to make them 16-bit, isn't it possible to make them 24-bit directly? RGB SHPs would certainly solve every artist's problems sounds good anyways (65535 colors... hell...) RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006 @PD Think before post, pls! YR use 16-bit color mode 24 -> 16 rather slow conversion. Use FPU to divide 24 color to 16 bit? Quote:Its certainly interesting, but if you change that what will happen to the current 8-bit ones, im assuming of course they will still work but won't whole new palletes need to be made with more colours which will then mess up all the SHP's that use 8-bit palletes?All old SHP files will work good. New SHP format (for example): Special flags field: 10000000b \ ........... .\........... ..\_If this bit is set this SHP - 16 bit 00000011b \.........\.\. .\.........\_\_Check this bits ..\_Bit not set - it's old shp file BTW, 16 bit shps can be faster than 8bit with palette RE: Patching extra functionality into <gamemd.exe> - Tratos - 11.08.2006 CnCVK Wrote:@PD Think before post, pls! Bon't wont the 16-bit SHP's need 16-bit palettes to display correctly? RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006 No. It's not need any palette at all 00000 000000 00000b R.....G......B 5 bits red color 5 bits blue color 6 bits green color RE: Patching extra functionality into <gamemd.exe> - Tratos - 11.08.2006 Ok, then i fully approve of the idea, you may now continue with my full permission. RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 11.08.2006 What about the convertion side of it? I beleve SHPs are saved with palette info rather then colors... RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 11.08.2006 problem i see is, there is nothing to encode 16-bit SHPs could use PCX files for single frame, but what about animations? RE: Patching extra functionality into <gamemd.exe> - VK - 11.08.2006 Quote:problem i see is, there is nothing to encode 16-bit SHPsOS SHP Builder can be ported to it Also I add support to my SHP Shell Extension I think Banshee will be not against it 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 conversion RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 12.08.2006 One more problem, how will remap be figured out? You could do anything thats a true red, but maybe make a entry saying what the remap color is? |