How do I change the color of the yamato cannon attack? I want to make it another color like blue or something.
For blue, give it the hallucination palette in images.dat. Make sure to change the trail and hit, too.
Wait, what am I supposed to change? The Iscript ID?
ALL PRAISE YOUR SUPREME LORD CORBO
No, in datedit, switch to the images tab and change what KK said.
fuck you all
I did that. I see GRP File, Iscript ID, General Properties, Drawing Properties, and Extra overlays placement.
Magic box god; Suck it Corbo
It's under Drawing Properties.
None.
Ah, I see. Thanks!
EDIT: So I just realized that this also effects the Battlecruiser's yamato gun, whereas I only want to change it for the scout that I gave the attack to. Is there a way that I can change its properties for one unit, but not for all?
Post has been edited 2 time(s), last time on Feb 12 2010, 3:00 am by Dem0nS1ayer.
You'll have to copy the images.dat entry to another entry and have one of them use the different entry. I'd explain further, but I don't have DatEdit at the hospital and you seem capable enough. Good luck!
Is there a way that I can change its properties for one unit, but not for all?
Not per se - you'll be giving the Scout's weapon a different, identical-except-for-Draw-Function image to/than the Yamato cannon's.
If you're not giving any units anti-matter missiles, then the simplest method is to copy Yamato Cannon's flingy and image data over the Anti-matter missile's, changing only its sprite pointer (flingy) and draw function (images).
As an alternative to telling it to use the Hallucination draw function, you could extract the Yamato cannon's grp, put it through a blue filter in outside software, put the new file in the game under a different name. Basically, the only difference between this and the hallucination method is that this is more work, but gives you more control (purple, sparking, or backwards-facing Yamato blasts?).
None.
Well I'll be dipped! I was working on this kind of thing myself just jast night! I was trying to turn the Yamato blue in order to use it as the Covenant plasma torpedoes from Halo (with the ATA/ATS laser batteries being used as the pulse lasers (yes, I'm turning the BC into a Covie ship. Not for a mod, just for shits and giggles)) I tried editing the GRP's though. No matter how I changed 'em, they kept coming back as the original when I'd compile them. what is up with THAT?
None.
I tried editing the GRP's though. No matter how I changed 'em, they kept coming back as the original when I'd compile them. what is up with THAT?
Are you certain that you are placing the graphics in the correct folder when you make the mod?
If so, then try posting the mod and/or your images and someone can find out what's wrong.
None.
I extracted the graphics, extracted the images from those, then opened them in XNView and changed the color there. If I open them is Gimp or Paint or whatever, they always show up right, but when I try to recompile them into a GRP, they show up red still! I have the same problem with mineral (turning them green).
None.
Make sure you that you are using the proper palette... One way is to recolor them and then paste them over the old graphics in paint.
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