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Re: Question Thread
Posted: Wed Aug 29, 2007 3:06 pm
by Durandal-Thoth
It could take the better part of a few hours to re-color these frames. Maybe I should just give it a null pallette and specify a special one like blue or orange in DatEdt. It'd look pretty cheap, but I can live with that for now...
Re: Question Thread
Posted: Wed Aug 29, 2007 3:11 pm
by IskatuMesk
Batch recolor them with a script in photoshop or psp, re-apply palette?
Re: Question Thread
Posted: Wed Aug 29, 2007 3:26 pm
by adam_slight
This is probably a pretty basic question, but it has my mind boggled and I'd rather just get good advice than spend hours trying to figure it out. I'm making an RPG and I'm having trouble with EXP and gold. I want it so that you kill a dude and then you get some points and some minerals. Unfortunately the only outcomes I can get are:
- if I have it set "Kill -at least- 1 ______" (This makes the points and minerals rise endlessly the entire game)
- if I have it set "Kill -exactly- 1 ______" (This makes the points and minerals rise continuously until I kill another dude)
I'm sure someone has an easy solution to this. I've played around with the switches a bit too to no avail. Thanks
Re: Question Thread
Posted: Wed Aug 29, 2007 7:18 pm
by Durandal-Thoth
Batch recolor them with a script in photoshop or psp, re-apply palette?
Well, I've already commented on my un-expertise in graphics software
Is PsP free? I currently use GIMP at the moment, not sure if that'll suffice.
This is probably a pretty basic question, but it has my mind boggled and I'd rather just get good advice than spend hours trying to figure it out. I'm making an RPG and I'm having trouble with EXP and gold. I want it so that you kill a dude and then you get some points and some minerals. Unfortunately the only outcomes I can get are:
- if I have it set "Kill -at least- 1 ______" (This makes the points and minerals rise endlessly the entire game)
- if I have it set "Kill -exactly- 1 ______" (This makes the points and minerals rise continuously until I kill another dude)
I'm sure someone has an easy solution to this. I've played around with the switches a bit too to no avail. Thanks
The funny thing is that I created this question thread for
my questions

At the moment it's getting far too late, but when I get home tommorrow I can try and figure out the correct way to do what you're doing.
Re: Question Thread
Posted: Wed Aug 29, 2007 11:25 pm
by Lavarinth
Durandal-Thoth wrote:
Batch recolor them with a script in photoshop or psp, re-apply palette?
Well, I've already commented on my un-expertise in graphics software
Is PsP free? I currently use GIMP at the moment, not sure if that'll suffice.
This is probably a pretty basic question, but it has my mind boggled and I'd rather just get good advice than spend hours trying to figure it out. I'm making an RPG and I'm having trouble with EXP and gold. I want it so that you kill a dude and then you get some points and some minerals. Unfortunately the only outcomes I can get are:
- if I have it set "Kill -at least- 1 ______" (This makes the points and minerals rise endlessly the entire game)
- if I have it set "Kill -exactly- 1 ______" (This makes the points and minerals rise continuously until I kill another dude)
I'm sure someone has an easy solution to this. I've played around with the switches a bit too to no avail. Thanks
The funny thing is that I created this question thread for
my questions

At the moment it's getting far too late, but when I get home tommorrow I can try and figure out the correct way to do what you're doing.
Your question: The palette is now hardcoded, but to it as simple as possible: If you change any of the 256 colors, any color changed that is already is StarCraft will look funny so it's not worth it. It's much easier to batch everything to 256 standard colors. Look up how to set things to 256 colors on google.
His question: Don't be selfish, it's fine is someone posts is someone else's thread.
adam: You will most likely need switches, but can you type up your entire trigger set, including the conditions.
Re: Question Thread
Posted: Thu Aug 30, 2007 7:05 am
by adam_slight
thanks!
I started downloading other RPG maps to see how others did it. I picked the most tedious but reliable path....counting every single enemy unit and using the trigger "Kill exactly 1..." "Kill exactly 2..." "Kill exactly 3..."
It'll take a couple of hours but then it'll be done. Thanks again.
Re: Question Thread
Posted: Thu Aug 30, 2007 8:41 am
by Taeradun
FYI most of the palette is contained in the tileset\*.wpe files; as far as I recall information about which colours cycle (ie. water, lava) is hardcoded or something but I can't remember.
But yeah, changing each terrain palette and then modifying every other unit, tileset, miscellaneous sprite, UI etc graphic to suit the changed palette is probably not what you want to do

Re: Question Thread
Posted: Tue Sep 11, 2007 3:06 pm
by Durandal-Thoth
Alright, new question.
I'm turning the first two mineral fields into asteroids, and I'm leaving the third mineral field for some kind of planetary resource.
I re-purposed an asteroid graphic that was lying around in Starcraft, but I'm not sure if it may have any odd effects when I replace the mineral graphic with it. Also, having it just sit there un-moving in-game is kind of boring. I was wondering on how it would be possible to get it to bob while in the air, similar to terran and protoss ships?
Re: Question Thread
Posted: Tue Sep 11, 2007 3:36 pm
by IskatuMesk
Use the displace graphic thingy in iscript, I think it was. Check the battlecruiser script for a reference.
Re: Question Thread
Posted: Wed Sep 12, 2007 9:27 pm
by Durandal-Thoth
Odd. I can't seem to get it to work.
I put the shift unit graphic under every possible "Return to idle" script that it had, but I've had no effect. Maybe I should try pasting it under the initial animation?
I have another question now. I tried to mount an archon attack overlay onto a Valkarie frigate as was previously suggested, but even though the weapon fires and the bullet part of the archon beam hits, the EMSbeam doesn't appear. I'm not sure why, maybe it's related to the Valkarie itself, in which case I should just modify the graphics of the archon and then link the Valkarie frigate to the archon graphics?
Re: Question Thread
Posted: Wed Sep 12, 2007 11:25 pm
by IskatuMesk
First part - probably.
Second part - Who knows. I never messed much with the archon overlay, as the archon itself is a pretty hackjobbed unit. It should work like any other overlay. I will be kind of surprised if it's the valkyrie itself responsible for it not working; but then again, you're modding 1.15, and it is proven to do strange shit, so I can't really say.
Re: Question Thread
Posted: Fri Sep 14, 2007 8:00 am
by Durandal-Thoth
I was thinking recently, I wanted to also have the Asteroids fly around at random while spinning in slow circles, but relatively slowly. I imagine I could probably get this done by using a Turn Unit Clockwise Op for walking and idle animations, use GoTo Offset 125 for walking, and have the AI script set to Junkyard dog, would that get the effect I want, or is there a different, possible better, way to do it?
It don't know the effects having it as a nuetral player might have on it, though. Should I try setting it default to a hyper player or something?
Re: Question Thread
Posted: Sat Sep 15, 2007 6:27 pm
by Durandal-Thoth
Another quickie came up. I don't really think this is possible or anything, though.
Since my mod is based around a lot of naval combat, I was wondering if I could get my units to behave differently whilst fighting? I guess a little like the Interceptor, but I don't think the Interceptor script works out too well. If I can get them to do anything except just stand in place and shoot missiles at each other, that'd look great, but I'm not sure what controls how they move about, is it handled by the .exe? If so then I guess I'm screwed.
Re: Question Thread
Posted: Mon Sep 17, 2007 2:58 pm
by ShadowFlare
Durandal-Thoth wrote:
I was thinking recently, I wanted to also have the Asteroids fly around at random while spinning in slow circles, but relatively slowly. I imagine I could probably get this done by using a Turn Unit Clockwise Op for walking and idle animations, use GoTo Offset 125 for walking, and have the AI script set to Junkyard dog, would that get the effect I want, or is there a different, possible better, way to do it?
It don't know the effects having it as a nuetral player might have on it, though. Should I try setting it default to a hyper player or something?
Try copying the orders in units.dat from a critter.