Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Extended colors not working anymore?
Extended colors not working anymore?
Jan 15 2019, 10:55 pm
By: sethmachine  

Jan 15 2019, 10:55 pm sethmachine Post #1


My extended colors display as one of the default colors in game.

Even if I choose a color like Pale Green, it becomes the player's default color instead.

I am using SCMDraft 2.0 (Beta 0.8.0).

I was able to see extended colors in game before.

How to get extended colors to display in game?


Jan 15 2019, 11:32 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You probably either have random start locations (and some colors on default) or save the map as .scm. Only .scx supports colors.

Jan 16 2019, 12:10 am Suicidal Insanity Post #3

I see you !

Also, update to a scmdraft build that was released in the last 1.5 years

Jan 16 2019, 1:12 am Pr0nogo Post #4

Also worth noting that some of the final colors in the list don't work without a plugin, though maybe SCR fixed this.

Jan 16 2019, 1:28 am DarkenedFantasies Post #5

Roy's Secret Service

A number of patches ago, SCR got voided of all extended player colors; player colors beyond Player 12 (if I remember correctly) just loop back through those 12 colors ad infinitum. However with EUDs you have the entire SC palette worth of player colors available. It's been months now since last time I touched SCR, though, so I don't know if any of this has changed again.

Jan 16 2019, 11:43 am Suicidal Insanity Post #6

I see you !

Oh is there an EUD offset that actually changes the SC:R hex color code? Can you share it?

Jan 16 2019, 6:19 pm DarkenedFantasies Post #7

Roy's Secret Service

It doesn't change the hex color code, it changes the color index (out of the 256-colors tileset palette). For example, adding 65536 to player ID -8564 will shift player 5's player color one index forward, changing from orange to a dark teal. Though you have to change the minimap player color separately as well if you want them to match. Both addresses are listed in the EUD DB (Unit Color Table, Minimap Color Table).

Is there something more specific you'd like to know?

Jan 16 2019, 8:16 pm Suicidal Insanity Post #8

I see you !

I just was surprised that you can avoid the buffer overflow protection via EUDs, and still access invalid / random colors.

I know you can also set that field per unit / sprite.

Jan 16 2019, 10:44 pm DarkenedFantasies Post #9

Roy's Secret Service

Well they're not invalid or random colors, it's just referencing a different color from the tileset palette (e.g. Ashworld.wpe). If I'm not mistaken, tunit.pcx defines which color indexes to use from the tileset palette to remap each player with. This EUD simply allows us to modify the references that were originally defined by tunit.pcx.

In 1.16.1, Players have 8 separate colors for remapping, but in SC:R they only use the first defined color and automatically fill the rest with non-paletted colors based on that color, which essentially increases the range of player colors possible and only needs 1 byte to be modified.

(This is only based off of observation and some elementary modding experience, not confirmed by studying the actual game code, so I could be wrong about exactly what the game is doing.)

Jan 16 2019, 10:58 pm Suicidal Insanity Post #10

I see you !

tunit remaps a block of indices in the GRP to a different set of colors in the palette.

The color setting in the map selects which 8 bytes of tunit.pcx to use.

So the old overflow was select a high index, translates to an even higher offset from the start of tunit, and that grabs whatever was in memory behind the static buffer for tunit.

So is this EUD changing tunit, or the index used to access tunit?

Jan 17 2019, 2:08 am O)FaRTy1billion[MM] Post #11

👻 👾 👽 💪

The addresses mentioned are what tunit and tminimap colors get loaded in to, so you can define arbitrary colors (within the palette, of course)

TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Jan 17 2019, 11:53 am lifebot Post #12

ur welcome

Post has been edited 1 time(s), last time on Jan 17 2019, 11:59 am by lifebot.

Jan 17 2019, 6:56 pm sethmachine Post #13

If I use an EUD, does that mean I can't host the map in "Extended" mode to get past CCMU?

so I basically add a trigger in game that sets some memory values to change a player's color?

Whereas before I could set the color in the Player Properties window, and extended colors did work with SCMDraft 2.0 on Remastered at least a few months ago. So Blizzard made a patch that caused the loop back.


Jan 17 2019, 7:08 pm Voyager7456 Post #14

Responsible for my own happiness? I can't even be responsible for my own breakfast

Quote from sethmachine
If I use an EUD, does that mean I can't host the map in "Extended" mode to get past CCMU?


all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox

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Jan 17 2019, 8:14 pm Suicidal Insanity Post #15

I see you !

I think blizzard blocked the extended colors with the official release, its been blocked more than a few months.

I don't understand why they do not whitelist most of the EUD offsets to work with extended mode, unless that just makes the UI confusing. Because as long as you aren't using the complicated EUD compilers but just are editing data files there shouldn't be a conflict.

Jan 17 2019, 8:26 pm Lanthanide Post #16

I don't understand why they do not whitelist most of the EUD offsets to work with extended mode, unless that just makes the UI confusing.
Because there could be maps using EUDs that make use of the fact that there are only 1700 unit slots in the game, and when you increase the unit slots to 3400 the EUDs will mess up (eg newly created unit is expected to be in slot #4 and have special EUD properties applied to it, but instead it ends up in slot #1704).

They should be able to have a new map version or something for 'new' EUD maps that work with extended offsets though, and have the best of both worlds.


Jan 17 2019, 9:30 pm Suicidal Insanity Post #17

I see you !

That is why I said whitelist offsets. They already have to parse every trigger to figure out if its EUD or not, so why not just allow stuff like touching the location table.

Feb 27 2019, 6:40 pm MinuteMan Post #18

Please kindly view my tutorial on changing player/minimap colors here:

As many have stated, normal use of the extended colorset has been disabled; You can however manually adjust the offsets using the examples included

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