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Klofkac last won the day on April 9

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  1. Just for info. I managed to patch the game, so that you can pre-place more than 1000 structures (buildings, units) in total in a map. The limitation of 1000 structures per side remains, but this will definitely help. After I finish release of D2kEditor 2.0, I will concentrate on game patching in order to add some new features (like static crates) and further versions of D2kEditor will reflect these changes. Thanks to The Code Conquerors group for their activities, which help me significantly with this.
  2. Nope, it is only possible to configure buildings and units through tiledata.bin. Other special values (thin spice, thick spice, superdense spice error, player start flag, spice blooms) are special cases which are handled in specific way in the executable, or in other words, the behavior of those special values is hardcoded in executable. And crate placement is implemented in pretty much same way as spice bloom placement.
  3. Hello, so thanks to big help from tomsons26 and his decompiled Dune2000 source code, I was able to quite easily achieve something we always wanted to have in Dune2000: Static pre-placed crates in a campaign map! I patched the Dune2000 executable with assembly editing in OllyDebugger and replaced all 5 spice bloom types (specials 41-45) with cash, map reveal, bonus unit and stealth crate, as well as static one-time spice bloom. Technically it is possible to place crate of any of 6 types, with any of 4 color schemes, either non-disappearing or disappearing after some time, via a specia
  4. Mmmm okay, I think now I finally get the idea. That will probably not be too big deal, I will introduce a new export file format (.d2kvcs) which will be a Voices section subset of unit export, and will support cascade import in pretty same way.
  5. Not fully sure if that's what you mean, I did not add an export/import option for the unit's Voices section itself. What I talked about is adding support for cascade unit import, when you import a new unit which uses new voices you do not have in samples.uib and sound.rs, they will be automatically added during import. I think I could add at least copy/paste button on the Voices section so that you can easily copy over the values on the 18 combo boxes, but is that even a common scenario you would do often enough, so it is worth adding? Or you would rather copy-paste a whole unit?
  6. Here's some new update from me. I'm slowly progressing, so far I made these changes: - Added warnings when you are saving over an original unmodified game file, which can help you prevent accidentally modifying your original game files and resources. Applies for MAP files, TILEATR files, and all files which can be edited by Structures.editor (BIN files, DATA.R16, SOUND.RS) - When you configure a Campaign and Mods folder on a mission you're editing and then do any change in Structures editor or Tileatr editor and Save, the respective BIN, R16 etc. files will be automatically copied and s
  7. Very nice! I also see you used my new improved Red Alert tileset, thanks for that.
  8. Hi, so finally it's here, the promised big update of Structures Editor, which will hopefully change the history of Dune 2000 modding and make both experienced as well as newbie modder's life much easier! Download here: D2kEditorv2.0pre5.7z Important new features: - You can now genuinely add new buildings, units, weapons, explosions and arts without replacing existing! This has never been possible (with TibEd) until now. - You can easily change order of buildings and units - this will break up building/unit references in events, as well as AI properties, which you need to fix manu
  9. Good suggestion, I'm not against, but I'm afraid I'm not able to do this. I'm not having the original resources to get tiberium graphics from. I made the Red Alert tilesets with use of EdWin HighRes (https://forums.cncnet.org/topic/2644-edwin-map-editor-patches-high-resolution-patch-and-more/) and taking screenshots from it directly. I don't have Tiberian Dawn game or editor where I could do the same (maybe I could try search for that, but didn't attempt yet). Other option is to take tiberium graphics from existing BLOXTD tileset, but unfortunately the color brightness there is different
  10. Hello all, hope you're all going well this year during the hard times. I'm back again and have some good new stuff for you: Another update for D2kEditor! This time it's relatively minor update (with nothing new related to structures editor and DATA.R16 entries manipulating as I promised last time), but still I'm bringing you a few useful and handy new features that are definitely worth it! There are important changes in loading of tilesets (loading tilesets from Mods folder is now supported, as well as using a tileset without having its configuration ini file), addition of debug window, i
  11. Oh, nope, I did not think about this at all. I just made everything based purely on original RA tilesets (except the concrete) and I used all available tiles in a tileset with no more space for anything else. I mean, if we would like to add RFG, we would need to sacrifice some other tiles and replace them. If you think RFG could be useful in RA tilesets, they can be still modified and customized for individual needs. Yea, I noticed there's a tileset BLOXSHIP. What I can see that colors in BLOXTEM and other tilesets based on BLOXTEM (including your BLOXSHIP) are brighter than in tileset
  12. Yeah, I tried that, seems to be quite possible, althrough requires some more manual work copying and shifting it tile by tile. Yes, very lot of work, worked on that mainly during my Christmas vacations. It was more laborious because I split the tileset into 5 sections and worked on each one separately. In order to elliminate ugly sharp edges which are caused by resizing the tileset image from 24*24 tile size to 32*32 tile size, each block needed to have proper adjacent blocks (i.e. a block with water on one side needed to have another water block next to it) and then I needed to r
  13. Happy New Dune2000 modding year! Finally, after long time working on this, I managed what I wanted to do for long time in the past - a new release of all Red Alert tilesets, which are much improved from the previous release made years ago. I'm so happy I managed to finish this in this year (2020), it's 31st December 2020, about a hour before midnight and I was working on this during last several hours today. Welp... Download: RA_Tilesets.7z So what is this release all about? - All 6 Red Alert tilesets (except the interior one) are available: Barren, Desert, Jungle, Snow, Tempe
  14. Thanks, yeah now I have the correct file. Hmm, generally I can see a "Red Alert temperate" tileset has a few duplicates around there. I'm talking about this, because now I'm working on improving .ini file of BXRATEMP to be supported by newest version of editor (previously I did not do that, and did only for Heighliner, Warcraft2 and Dune2 tilesets). While working on this, I ran into several duplicates of "Red Alert" or "Tiberian Dawn" tilesets (both games have same or very similar tilesets) so I'm now having hard time preparing .ini file for all versions which have slight differences a
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