WTF? This is TD game code, not Stuff about SHPs, where do you get this stuff? _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
In the preferences, Add default option for Zoom Factor and default Palette.
(unittem.Pal is sufficient when there is no image, insufficient else)(Needs to detect correct palette of Image)
(unittem doesn't show up as a palette choice for TD (Under Pallete Menu), but for TS, yet when creating a NEW TD image, it uses it.) Last edited by burton6747 on Mon Feb 02, 2009 2:32 pm; edited 3 times in total QUICK_EDIT
White Color Scheme (Values were determined by Light)
-Covers 8 of the extended yellow values
-The other 8 uncovered
-Creates a "Glass" effect when applied to Nuk2.Shp
-202, 203, 204, 205, 198 Matched Game Values
-204, 153 Used Twice <--Might Change so they are used Once
Ignore anything in the file...it will change.
Updated version of the previous White Scheme. I call it Dark Matter. (Looks kinda cool, while also looking trashy)
Kill Lime-Green Shadows (TD)
Work in progress....
Updated Game Schemes (all 6 Colors...Few numbers are going to change even if not game compatible)
Tiberium Color Schemes Either these will have their own or will be included in the other 6 to conserve space) (Blue, Red, Yellow, Orange, White)
Tiberium Manifest (Manifests tiberium (Extended to 24 frames))
If you open WOODICNH.TEM in Hex Workshop or MixMan, this is the first line of its Hex Code Values.
My question is...how does this info relate to the Woodicnh.tem file...all it is is an image consisting of color values...although if you convert them to dec..they don't equal any values on the .tem palette nor do they match any RGB values...so what do these hex values stand for. (if I change the first 2 digits (01) to something else (say 00)...what does that do?
If I understood what each hex value in every file (including the C&C95.exe...) represented...then I could get somewhere other than nowhere. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Sun Feb 15, 2009 1:35 pm Post subject:
Refresh area too small. It's controlled by one boolean in the unit options, which makes it refresh an area of more than 24x24 pixels. This option seems to be disabled in that game. Are you sure you didn't somehow restore the normal 1.04 exe after patching?
But um, 1.06b isn't out yet, and I fixed that in 1.06a already. In fact, that option is now activated on ALL units.
As for your bizarre study of the woodicnh.tem... SHP is compressed. It's not a bitmap. That first row of bytes can only tell you the dimensions and the amount of frames.
[edit]
Oh, and Banshee, why can GUESTS attach stuff on this board? Isn't that asking for trouble? _________________ QUICK_EDIT
Anyone have the Formula for the Credit Data to all Tiberium Frames?
Harvesters Hold 100 Credits per bar, Max 7 Bars (700 Credits)
At first I wanted to do Frame #/100 = Credit Amount but that's not it, Or Each Frame = 700/12 = 58 1/3 credits, Neither are it.
Joined: 08 Feb 2009 Location: The United States of America
Posted: Thu Apr 01, 2010 9:56 pm Post subject:
I'm sorry, I got here late. What is this thread about? How do you use these .cscheme files? What's with the dashes, the icons, and the trees of life, knowledge, and evil? I'm getting really confused here.
P.S. 30 days before it's considered a bump on PPM, right? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Apr 02, 2010 3:25 am Post subject:
This was mainly an exchange of TD ideas between Burton (who deleted a couple of his old posts) and Nyerguds, mainly related to colour schemes. QUICK_EDIT
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