SWR Staff - Executive Evaders99 Posted December 19, 2002 SWR Staff - Executive Posted December 19, 2002 vakundok, you need to find some webspace to upload that file. I can't have the download link to your hard drive, because no one will be able to access that file. Contact me for ways to send it over, and I'll be able to upload it here for you. PM or Feedback form Evaders99http://swrebellion.com/images/banners/rebellionbanner02or6.gif Webmasterhttp://swrebellion.com/images/banners/swcicuserbar.png Administrator Fighting is terrible, but not as terrible as losing the will to fight.- SW:Rebellion Network - Evaders Squadron Coding -The cake is a lie.
vakundok Posted December 20, 2002 Posted December 20, 2002 Sorry for that attempt. Well I will add some feutures to the encoding program since there is "something else" in the entries above 5527 and also very small things (maybe just 2x2 pixel bmps with memory dust), and also a choice to convert all bin files in a directory. Then it will be available for testing. (Today or tomorrow.)It is interesting, that even the Falcon can appear in the tactical screen. (Entries 4044 and 4049.) Has anyone seen it?
ElvisMiggell Posted December 23, 2002 Posted December 23, 2002 The Falcon? In tactical? Really? Never seen that, does anyone know of a scripted event, say if Luke and Han are in the same place and a DS turns up... you know the rest. Elvismiggell. Strike me down and i will become more powerful than you can ever imagine... Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
the_mask Posted December 23, 2002 Posted December 23, 2002 It works !!!!! Thank you so much, vakundok Elvis, the Falcon's texture no is : 4044-4049 if you wanna give it a try. http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
Guest JediIgor Posted December 23, 2002 Posted December 23, 2002 So are you guys saying you got textures to work but with only 8 colors? If that is so, I'll ask Magus about the restrictions, and then we'll be set!
vakundok Posted December 23, 2002 Posted December 23, 2002 Has anyone ever built more than one Death Star and played tactical battle with the second?5010 first DS5020 second DSI replaced the 5010 with the 5020 and the second Death Star (unfinished) appeared! Anyone, who has seen the destruction of the Death Star in the tactical game: Were there asteroid-like remnants in the tactical screen? Now I think the entries above 5527 are paired with those between 5501 and 5527, but I do not know how. I will spent the rest of the year with my girlfriend without net or any computer, so Marry Christmas and Happy New Year!
ElvisMiggell Posted December 24, 2002 Posted December 24, 2002 A second DS? As in DS II? In tactical? So we can edit the DLL and make a completed DS II? YAY!!!!!!!!!!!!!!!!!!!!!!!! :D Elvismiggell. Strike me down and i will become more powerful than you can ever imagine... Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
Gank Posted December 28, 2002 Posted December 28, 2002 Thank you very much vakundok, a shame your not going to be around any more, somebody with your abilities would be a great boost with what we're trying to do.
ElvisMiggell Posted December 30, 2002 Posted December 30, 2002 When he says the year do you think he means this year or next year? He might be back in a few days, i hope. Elvismiggell. Strike me down and i will become more powerful than you can ever imagine... Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
ElvisMiggell Posted January 3, 2003 Posted January 3, 2003 Oho it's going to be good!!! So tell me, do you just swap 5010 and 5020? Elvismiggell. Strike me down and i will become more powerful than you can ever imagine... Nu kyr'adyc, shi taab'echaaj'la Not gone, merely marching far away
vakundok Posted January 3, 2003 Posted January 3, 2003 ElvisMiggell: I was too lazy to swap them I only chnanged entry 5010 to see, whether it is the picture of the Death Star displayed in tactical combats.
Jin_Roh Posted January 4, 2003 Posted January 4, 2003 (edited) Tell me if I have this right you guys: Vakundok - you've created a utility for converting the textures from Rebellion's binary/wack format to bitmaps, and back again? Or are you just editing the files yourself? Another thing I'm not clear about is how the textures are linked to the models. Is it strictly by their positions within the tactical DLL? Or is there something in the model (301 resource) that tells Rebellion to go grab a particular texture (303 resource) when the ship is displayed in tactical? Sorry for the sub-novice questions, but I really want to understand what's being done Edited January 4, 2003 by Jin_Roh
vakundok Posted January 4, 2003 Posted January 4, 2003 Jin_Roh: I am also just started to learn about directX and such. That converter is a converter. From binary to bitmap and vica versa. The X file of the model contains the name of the texture file (at the end of the material list), eg: corvet52.bmp, and the 303 folder has a CORVET52.BMP.So when you create a model using funyface.bmp as a texture, save the model in binary X format, you can convert that bmp to the binary format and create a FUNYFACE.BMP entry with the Resource Hacker. It will work. I hope.
Jin_Roh Posted January 4, 2003 Posted January 4, 2003 Thank you Vakundok. I'm sure you will figure it out
vakundok Posted January 4, 2003 Posted January 4, 2003 Uhh, I got those entries. So they are really paired and they are the pictures of the planets. However the manner is extremly complicated. Eg.:5521 is the bmp data for the ring world. Its color palette is stored in the 5551, but instead of the usual RGB, they are in BGR format. Why didn't they just store a simple bmp picture?
the_mask Posted January 6, 2003 Posted January 6, 2003 So that people will still fiddle with the coding 5 years after the release You can do it, use the force, feel, don't think I found out, when you'll see the DS2: when the Alliance attacks a planet, that is building a DS AND has a completed imperial fleet in orbit as well. I found this out, when I played against myself with the Notebook and the 'big' pc Btw, making new entries for the textures should really be no problem. The second Bitmap Texture for models seems to be low-resolution one, remember that button in tactical ? http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
Gank Posted January 6, 2003 Posted January 6, 2003 Hmm by adding new texture entrys do you mean it could be possible to have more than one texture per ship? If so thats a lot more encouraging even if they are still in 8 colours.
vakundok Posted January 6, 2003 Posted January 6, 2003 the_mask: Feel the pain or what? Were you able to fire with that Death Star?So it seems that both are appleid to any Death Star. 5020 is under construction and 5010 is finished, doesn't it? Gank: Wow, good idea! Well there is no limitation on number of materials (and associated textures) used in the X files. Try and see whether the game engine can handle this! I am still far away from modelling skills and experience. The low res texture is for the second model (xxx1) and the third model has no texture. Hehe, good old times when the problem was to have textures at all ...
Tsunami Posted January 7, 2003 Posted January 7, 2003 Hey vakundok!Great work on the fighters and stuff! Same goes for Mask. When can we expect some textures for MC-80b and Home One? Then there is something about the fighters:If I use larger pics (say 256*256), don't they appear larger in the game? Would be really ridiculous to have an E-Wing the size of a carrier... Happened to me with planet pics: Suddenly Corfai occupied the whole Corellia Sector alone. It's all hopeless but otherwise not very dramatic. - Helme Haffax Englishman: "What do you think of Modern Civilization?"Mahatma Gandhi: "That would be a good idea."
the_mask Posted January 7, 2003 Posted January 7, 2003 No, feel the force. The pain will fade then (btw, it's just Mask )I couldn't fire with that DS, at least not in the ten minutes I waited for the energy bar (already shown) to fill at least a bit.Also, you're right, both are applied to any DS. Even with multiple textures, they'd still have the same palette. Or is your problem to get all the parts of your model into one texture, Gank ? http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
the_mask Posted January 7, 2003 Posted January 7, 2003 Tsunami, I have to quote 3DRealms here 'when it's done'. Although I plan to finish much earlier than Duke Never. Fighter pics with larger dimensions are scaled down by the game engine, it's just the one thing about the DS, that I wrote about. Good to know about the planet pics, I wanted to try something like this soon. http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
Tsunami Posted January 7, 2003 Posted January 7, 2003 I extracted all the useful planets form the XWA .dats, but when I import them into the game (using rebed with your dll entry add-on), they show in strange colors. Maybe they use the same palette as the fighters. Blast, gotta get me paintshop pro from somewhere... It's all hopeless but otherwise not very dramatic. - Helme Haffax Englishman: "What do you think of Modern Civilization?"Mahatma Gandhi: "That would be a good idea."
vakundok Posted January 7, 2003 Posted January 7, 2003 No, it is not so simple. Each of the (tactical) planet pictures have their own (different) palette. And the planets use only the color codes that were not allowed (transparent) for textures. (From 160 to 245 if I remember well.) The other colors in the palette are the same as with every tactical picture.
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