Staredit Network > Forums > Modding Assistance > Topic: adding additional colors to twire.pcx
adding additional colors to twire.pcx
Feb 1 2009, 4:09 am
By: RoryFenrir  

Feb 1 2009, 4:09 am RoryFenrir Post #1



I want to have wire frames that have a grayscale picture surrounded by green wire color (kind of like the wires in AD-Astras) the actual pictures have the gray scale and the green, and when i compile it the green works fine, but where there was gray it either turns into player color or some pulsating purplish color thing.

I tried editing the palet, i replaced the sheild blue with grays, i thought that if you have the color in the pcx it would work, but it still is the weird colors. How can i fix this? This stuff has been done before.



None.

Feb 1 2009, 4:16 am poiuy_qwert Post #2

PyMS and ProTRG developer

Just use the unit palette. Watch out though, most unit palettes have duplicates of the wireframe colors, so you might use the wrong wireframe color.




Feb 1 2009, 4:21 am RoryFenrir Post #3



i tried using the unit pal earlier, i jsut extracted and renamed and it did the same thing only worse i think. i dont know, ill try again. Ill give the wireframe grps if i need to.



None.

Feb 1 2009, 4:23 am poiuy_qwert Post #4

PyMS and ProTRG developer

Download PalPack from the DLDB.




Feb 1 2009, 4:29 am RoryFenrir Post #5



oh shit i put this in modding projects? sorry... please move!

i have palpack, but the game palets are in pcx



None.

Feb 1 2009, 5:03 am poiuy_qwert Post #6

PyMS and ProTRG developer

What are you talking about? PalPack has everything you need in an easy to use package... If you are actually trying to edit the in game wireframe palette so you can use extra colors, you don't need to do that, they already use the unit palette...




Feb 1 2009, 5:15 am RoryFenrir Post #7



wait wire frames use the basic unit pal? Why is there a twire.pcx then?

The palpack i have only has pal files, and i dont really use those for anything except GRP conv



None.

Feb 1 2009, 5:30 am poiuy_qwert Post #8

PyMS and ProTRG developer

Overything (or all in game sprites at least) are rendered in the unit palette. *.pcx files are "special palettes" used to transform palette index's to other index's in a specific way. Did you even look at what was in twire.pcx? Im not 100% sure but it looks like its for the in game color changing for the wireframes.




Feb 2 2009, 12:23 am RoryFenrir Post #9



in twire there are reds, yellows, greens, playercolor, purple and shield blue. Yes i looked at the palate... I just dont understand exactly how the pallates work... When you have a specific palatte, doesnt it just change what ever it is rendering to the colors in that palate? I changed the sheild blue to gray, but the pics that actually have gray in them dont use the gray, and the pics with sheilds use the gray. So is it an index thing? How do normal units work then?



None.

Feb 2 2009, 2:02 am poiuy_qwert Post #10

PyMS and ProTRG developer

GRP's don't contain any color information, they contain index values for the colors in the in game palette. Special palettes (like ofire, gfire, etc.) are used to transform an index into a new index depending on something (usually what color is under where the current index is to be drawn, to simulate transparency). When you decompile a GRP, it only subs in a representation of the in game palette so you can tell what color an palette index should turn into in game. It doesn't matter what color an index has in your BMP's palette, it will use the color from the in game palette because when you compile back to a GRP it loses all its color information, and only retains the palette index's. So when you edit the in game palette, you still have to use the same index in your out of game palette, even if another index has the same color.




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