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Fey last won the day on February 28

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  1. ayy lmao revamp's done OP updated, details there
  2. oh hey, you replied here too I responded to your DM about their use in the OpenRA mod Cameo already. I'm sure they'd be able to help with this or since they've already done it, maybe you can simply copy from their work. they're a chill bunch and I know nothing about SHPs, so, hopefully that helps you out!
  3. hey fam! sorry about the late reply; I'm over on the Landsraad server but only occasionally check the forum sprites undergo a process called palette conversion when they're imported via the resource editor as pngs. any colors that don't exist in a certain palette become one of the existing colors. Klofkac's v2 editor can import sprites in bmp format, which preserves the palette, but it requires a _specific_ sort of bmp format and I don't have experience with it. I've tried to convert to that format, but, no dice it should also be possible to transform the palette into whatever colors are in your bmp format sprite, but I don't know how to do that either. that was done to complete a few WIP spritesets very quickly by a different artist anyway, if you're working with png and the resource editor then the only option is to import your sprite, export again, and then adjust the colors manually. you seem to know a LOT more about drawing sprites than I do, cuz that gif up there looks great. if a bit large for d2k so maybe you have an idea of how exactly to adjust the palette itself and get the specific format Klofkac's editor requires? if not, then hopefully this information helps you work with the png
  4. hey dude! you'll want to pick up the resources editor. check under the tools section in the index: you'll need to put palette.bin and colours.bin in the same folder as the resources editor. so, either put the resources editor under data > bin or copy those files to whatever folder your resources editor is in. anyway, after that, load up the data.r16, which you can find under the "data" folder in your d2k directory. then you can export all sprites or import your own Klofkac's map & mission editor also allows the manipulation of sprites, but for pure sprite manipulation, the resources editor is your thing create your sprites however you want, then import them via the resources editor. palette conversion will butcher your sprites, so find a palette that's close enough and then do some corrections on each sprite. after those corrections, each frame will need to be aligned so the unit can turn properly and stuff in-game, and then you've got a new unit if you need more info or want to work with some incomplete assets, drop by the d2k landsraad discord. a thread about it by Feda is pinned to this section of the forum. hope that helps!
  5. hey dude! editor version 2.1+ has tons of new functions, right down to how Spice is painted to allow you to place units and stuff on top of Spice. which is why it's crashing! if you're using that version, you must also update your exe with the one Klofkac expanded for all those new features, linked in the OP of this thread along with the editor itself: if you'd prefer to map with behaviors that are strictly vanilla, Klofkac's version 2.0 editor can do that. the new stuff is way too cool to give up tho, so I'd just recommend you pick up the new exe from that thread there lol GL fam
  6. There was a unit queueing patch, but it no longer worked due to d2k patches and no one who knows how to implement the system again cares to do so. Folks who are interested have asked, to no avail thus far. I personally wouldn't mind it, but I dunno how to make a patch for it. Maybe someday, but nothing at the moment on the queuing front. Ah, that's a bug involving allocation index 3. Feda would know about that one already, I'm sure. The three sound files it uses are: - MGUN2 - HI_MAP1C - HI_MAP2A That's a problem with the game itself due to how playing as allocation index 3 works on the back end. It's possible to fix it via modding, but for normal campaigns as imperials, that bug is a thing. We have some new assets. Here's a new Combat Tank skin, in red and from a few angles: It's got stripes along the side and dark treads like the atr CT, but similar in shape to the hark CT. And here's a 'rock dragon' rax intended for the mercs and smugs, in a wine red similar to their usual brown coloration, and in cyan without shadows: Edit: Forgot to mention. If you want more info on implementing the above assets, swing by the Landsraad Discord server pinned here: I frequent the place and can help ya get your own submod set up or something. Aye, that's easy to mod in with the new map editor. Just hit ctrl + X like you would to "cut" something for pasting, and it'll bring up the "structures editor" portion of Klofkac's d2k map and mission editor. Don't forget to pick up the latest exe too, unless you get the vanilla compatible version of the editor. Hope that helps.
  7. ayyo, Cm said y'all needed some help so Imma just see what I can answer how the new mission launcher works is, it copies custom data over normal game files, allowing to use modified data for specific missions and different sets of data for other missions. changing missions so they load with different sets of data is simple, but those different sets of data may completely break a mission. for instance, if you make an Atreides War of the Landsraad map load the Imperial WotL map data, maybe that special Outpost becomes a turret or something. anyway, if you want to make your own mod and use that mod's data, that's easier than ever thanks to the CustomCampaignData folder and how the mission launcher works. if you want to experiment with it, hit F10 after you load any mission with the latest version of the editor and try changing the data. see how it affects things, then see how you might play around with those things there was a "unit queue patch" from a long time ago, but it no longer works and no one with know-how has wanted to fix it on account of how drastically it changes the game, unfortunately. however, there is a new event in the latest version of the editor which forcefully clicks something on the player's sidebar for him. making that repeat and implementing a system for it would require a workaround, but it is possible to "queue" things that way now. the event should be number 100, here: that's easy to do now too. event 64 can set the "repairing" flag on buildings according to certain criteria you specify that's a little more complicated. basically, how the Combat Tanks work is like this: every unit has a group and a type. in Dune 2000 normally, the three Combat Tanks share a unit group, highlighted in red boxes in the screenshot above. unit groups determine the name of a unit, not the unit type. so all three Combat Tanks are called "Combat Tank" because of their unit group. also, all three Combat Tanks are marked as available in the Starport, but only one may appear in the Starport menu at a given time because only one type from a group may be built by any given faction. if you simply make two new unit groups for the other sorts of Combat Tank, the game will crash when you create a Starport because the Starport menu may have no more or less than eight icons. I know, it's weird there's also the matter of prerequisites and owners. you can see in that screenshot there, there's "Owner side" and "Owner side needed" - what's the difference? well, "Owner side needed" involves prerequisite 1. this is what allows you to build Ordos and Harkonnen Combat Tanks from Atreides Heavy Factories, because ALL Heavy Factories can build ANY kind of Combat Tank. however, only Atreides and Fremen are marked for "Owner side" meaning that they are the factions that build medium Combat Tanks. if you were to have Atreides Combat Tanks in their own unit group, and fixed the Starport problem, what would happen is that Harkonnen and Ordos would be able to build them because even though they're marked as owned by Atreides and Fremen only, they would be the only unit TYPE in the unit GROUP, and any factory can build Atreides Combat Tanks. so there's no other unit TYPE for Harkonnen or Ordos factions to default to. as you can see, changing those Combat Tanks is a bit of a hassle but it's doable. and popular, lots of modders like to make them available for all factions. I did it for my mod, works just fine. as long as you know the ins and outs of what's being changed, why, and how that affects the rest of the game. hopefully my explanations helps! I'm not sure this has ever been accomplished because aside from the issues with the type / group clashing I elaborated on about the Combat Tanks, there is a limited number of building queues, and those building queues are attached to specific building groups. if you make two Heavy Factories, they will have their own individual queues! so it's plausible to make a new kind of factory at least, like naval yards can be a thing, but for all the Heavy Factories and stuff it's not exactly something we can do at the moment about the sandworm side, it simply doesn't have an "owner" side set for any Construction Yard, so the game has trouble deciding which ConYard to spawn when an MCV belonging to sandworm side deploys. that's a pretty easy fix actually, can just check that box for whatever CY you want them to have and there you go another easy fix. thanks to Klofkac's new editor, you can simply copy the Autogun Turret data from War of the Landsraad or anywhere else it's been used and paste it in whatever mod you're building. unlike some of the other stuff, a new turret ain't too difficult, I'm glad to say technically, this might be possible now if you change the player's faction entirely with the 'switch my side' event, event number 12. ah, but changing the owner of infantry makes them disappear because the game only has code for captured buildings or deviated vehicles... so I guess not. there are a lot of things we can do with modern modding tools, but that is not yet one of them, or at least it's not one with a clear way of implementing that I can see. maybe you come up with something if you check out the new events! it may not seem like much work, but we've been making modding advancements for quite a while and Dune 2000 has some ancient spaghetti code. still, we CAN do a lot more now than we used to be able to there are color codes for eight factions, but any beyond index 7 show a mishmash of colors based on the "COLOURS.bin" file the game is currently reading. the reason it changes in certain campaigns is because these "extra colors" were used, using factions at indexes above 7. thanks to the new mission launcher, we can use custom colors that are consistent very easily. older campaigns sometimes use the old way of doing things with funny colors hey, my stuff is very bug-free, thank you very much! but there are more reasons to experiment and make new stuff. all the experimentation has helped our devs, like Klofkac, find and fix existing bugs with the game and develop that lovely new editor alright, hopefully I replied to everything important in this thread. please let me know if I missed anything or if you need anything else. I try to be around but things are awfully busy lately; if you'd prefer, I'm around the Landsraad Discord linked in this thread here: yeet
  8. these sprites are beautiful! thank you for sharing! palette conversion is a real bother when you import sprites, some shades of gray might be read as faction color where you don't intend it to be, and you might find there are shadows on sprites in places you don't intend for them. once you have the resources editor, try importing your sprites over whichever palette looks best - each unit has a different palette - and then make corrections from there. unfortunately that's the best way to do it at the moment, unless you can convert to a certain format of .bmp used in the latest version of the editor, but that too would most likely require corrections the resources editor can also be used to obtain the sprites of infantry, but infantry have many more frames than vehicles! thank you again for sharing, and I wish you luck in attempting an infantry spriteset
  9. Hey there dude! These files don't overwrite the original campaign maps. To play them, assuming you've copied the files to the right place, you'll have to launch the Mission Launcher application from the directory Dune 2000 is installed in, and then head to All Missions and either Atreides, Ordos, or Harkonnen. The zip is packed up to be unpacked straight to the root directory of your Dune 2000 installation folder and everything falls into the correct place. Try that! Hope that helps.
  10. regarding homing weapons, I'll mention that I've been using the glitched behavior to make suicide units - some homing attacks will straight up strike the very unit that fires the weapon. some other weapons, like Devastator shots, can be set to homing and work! but yeah, can't use just any old weapon for homing attacks just throwing that out there, in case you plan to fix it perhaps a [vars] could be attached so homing can work on any weapon, but the glitched behavior isn't removed completely, idk lol
  11. that sounds liek a rendering issue. you could try fiddling with the renderer settings in the config exe, or reinstall with either gruntmods or dunemaster
  12. sorry, I don't know what you mean by this
  13. correct keys? uhh... sorry, I don't know what you mean by that
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