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Showing content with the highest reputation on 07/31/20 in Posts

  1. Hello, I found a thread that spoke of editing the dat file to make buildings auto repair. I tried to look up the hex code and could not find it. The dat on my hex code is 2010 and I downloaded my 1.06 version from "old games". I also am using the Queue Patch .exe and menu select. I couldn't either hex numbers mentioned in the thread, I would love to add the feature to my game. If there is another way to make this happen since the thread was old and before the editing tools I would appreciate it. If not I would love to know what the new hex number is, apparently address 00031C15 from
    1 point
  2. Okay, so... Here it goes: I'm now able to load buildings and units graphics from DATA.R16 directly, and easily dynamically recolor images with colors from COLOURS.BIN. Thanks to your Spice2k source code (https://github.com/nguoiyoujie/Spice2k/blob/master/src/Dune2000/Structs/R16/ResourceElement.cs) I was able to understand the DATA.R16 format and how to parse it. How is your investigation of TEMPLATES.BIN formats? I could notice UnitTemplate struct format is ready, but BuildingTemplate not yet. That would help me too. Reading graphics data directly from DATA.R16 direct
    1 point
  3. I would LOVE to check those out! That sounds really interesting. By the way, I also did a little work on something you might want to use for your infantry-based mod: https://i.imgur.com/N7tWkE5.mp4 https://i.imgur.com/yMbzj6C.mp4 This still needs color correction, but the basic frames and alignment are done. Each Engineer has a pistol now. Here's the sound effect: engi boi.wav Not particularly useful compared to standard infantry, but not totally useless either. An Engineer can 1v1 a Trooper, two can possibly take down a Shotgunner or Grenadier... this mechanism mostly just enables them
    1 point
  4. Yep. This is only a piece of the puzzle. I have not yet investigated how allocation indices drive the selection of the player house, but at some point I hope to make an edit to the executable so that the player house is effectively "alloc. index mod 8" instead of "Max( 7, alloc. index )", or a more flexible method, if possible. Loading custom colours.bin is probably the easier (and probably the preferred way in modded content), when you are willing to work with third-party launchers. The benefit of extended Colours.bin file with > 8 colors is mostly research points into finding
    1 point
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