Staredit Network > Forums > Modding Assistance > Topic: Tiberian Sun infantry sprites to GRPs
Tiberian Sun infantry sprites to GRPs
Jul 8 2019, 7:49 pm
By: Pandut  

Jul 8 2019, 7:49 pm Pandut Post #1

I'm just a fish

So the CnCWiki has gifs of most of Tiberian Sun's infantry: example.

It includes all their animations so I've taken to manually splitting them up into starcraft-appropriate sprite sheets to then convert into GRPs. The issues I'm having is with the palette and actually converting it to a GRP. I tried converting the sprites to starcraft's palette via photoshop but trying to load the palette results in a 'file could not be loaded' error.

Loading the spritesheet directly into PyGRP and using it's sheet splitting options results in only the entire sheet being added multiple times and being distorted. I'm not sure if that's because I'm doing something wrong or it's a PyGRP bug. I've split each sprite sheet into 255x255 segments specifically for PyGRP. The first segment has 51 sprites total (17x3) yet the sheet is only added when I tell PyGRP that there are 52 sprites. Then that's when the distorted weirdness happens. When I add one single sprite at a time, it's rendered fine but the colors are still a bright purple on units.pal or red/green/blue on the fire.pals. But I imagine a lot of this is happening because it hasn't been converted to the starcraft palette.

If anyone could help me out on getting the palette and team colors correct as well as actually getting it to work in PyGRP that'd be awesome. Here are the sprite sheets in their raw form without color edits or anything:

Idles


Walking 1


Walking 2 & Attacking


Deaths


Made sure each frame set was by 0x16. I have all these in psd forms so if you'd like the shadows removed or BG color changed let me know.



None.

Jul 8 2019, 8:39 pm Pr0nogo Post #2



I can help convert these easily enough. If you can post or send me the psds after isolating the shadows to a second layer that'd be optimal, since SC stores shadows separately.




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[12:06 am]
lifebot -- join RPG @ US WEST
[2020-9-23. : 7:10 am]
sraw531 -- ungh, looks like im going to have to do a binary count off for death messages, they aren't properly being displayed to everybody :(
[2020-9-23. : 4:22 am]
sraw531 -- maybe I should just test what happens if you teleport(move) the command centers to a location off the map every cycle while they are flying.
[2020-9-23. : 4:22 am]
sraw531 -- if you do a for each loop, then youd likely have deselection issues, if you dont youd likely have issues with non-prebuilt command centers
[2020-9-23. : 4:21 am]
sraw531 -- UndeadStar
UndeadStar shouted: @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
That might work for one command center, but it wouldn't work for multiple. If you were to do it for multiple youd need 1-2 locations for each, and thats not easy.
[2020-9-23. : 3:30 am]
UndeadStar -- @sraw531: what happen if you continuously (through trigger) order it to move to its own location?Close to what you need?Or just bug/bad?
[2020-9-22. : 12:08 pm]
IlyaSnopchenko -- sraw531
sraw531 shouted: is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
Funny that it was just what I did when trying to prevent flying buildings from flying... though that was still through iscript/AICE - set the flingy speed to 0 after each liftoff (as it's reset to a hardcoded value each time the building lifts off)
[2020-9-22. : 5:01 am]
Oh_Man -- https://youtu.be/eG9lTgu0R-M This guy must have got sued by like 5 different companies. 🤣
[2020-9-22. : 1:00 am]
sraw531 -- is there an "easy" (without modding/EUD) way to make flying command centers have a movement speed of ~0 when trying to fly, but can still land/lift?
[2020-9-22. : 12:50 am]
sraw531 -- surprisingly easy to change all the hero marines into normal marines, and vice versa, across the map though.
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