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I did a good amount of research about the file "colours.bin", which decide the colours from all the eight factions. This post is to show to you all I know about this: the meaning of the valors, what to do, etc... First. To open this file, is needed a hex editor. In my case (I am someone who barely never used a hex editor) I found the webpage "hexed.it" which contains an online version of a hex editor; so if you don't want to install another program but just mess around a bit, this is a good choice. After entering that web-page, and using the "open file" in the menu to open "colours.bin" (in the data/bin folder), this will appears. The first thing about this, is how the first two lines (selected with cyan) refers to Atreides, the next two are Harkonnen, Ordos, Emperor, Fremen, Smugglers, Mercenaries and Sandworm, respectively. (the same order that in the Dune 2000 editor). Now, the colours are defined by 4 values. So, "84 04" (the very first line) will refer to a specific colour in a specific part of the Atreides. I don't know exactly what will change, although not all affect to units (some seems to affect a very small in the refinery but not the factories (is recommended to use a map editor and place all the buildings and units to see what changes). At least I know for sure that the four group "2D D2" (first 4 numbers in the second line) refers from the colour in the radar. Change this four valours and the colour in the radar (minimap) will change. Now, the biggest problem I found, is how to know what number means what thing. In the colour code from HTML they are a total of six numbers. Two referring for Red, Green and Blue respectively. so 00-00-00 is black, 127-0-0 is a mid Red-bright, and 0-0-255 is the brightest Blue possible. HOWEVER. Here this not work this way, thus making it a bit confusing: "00 00" is black; FF FF is white, but 88 88 is not gray. In fact, don't even have red. To know exactly what the values are, I changed the values from the "minimap" and then check in the minimap (with photoshop) during the game and created an Excel to have it well documented. Here the table I did. So, taking my previous example, using 88 88 it means this: 1º 8 = 32 of Green 2º 8 = 66 of Blue 3º 8 = 0 of Red 4º 8 = 16 of Red So, 88 88 gives this colour <-- Just for adding more examples. The brightest of the three colours will be this way: For Red: 00 FC --> 0 + 231 + 0 + 24 = 255 (and zero of Green/Blue) For Green: E0 03 --> 48 + 0 + 0 + 195 = 243 (and zero of Red/Blue) For Blue: 1F 00 --> 132 + 0 + 123 + 0 = 255 (and zero of Red/Green) Note: I didn't found a way to make the green goes 255. Here I upload the excel, so people can have access to it. Feel free to download it and changing the spanish words to english (Or any other language you understand better). I hope this will help people to create intereseting colours, like a cyan or a magenta or... for houses or enemies. colores y hexadecimal.xls Just remember that this will change the original colours forever. Create a back_up first, so you can revert the changes. Finally, to show how it looks, Look at this original campaign levels, affected by a simple palette spaw done by me. For now is just a swap pallete bewteen the Houses, but Maybe is possible to make a new color that is not confused with the other players (like happens now with Atreides and Fremen tanks and quads).
I did some small research some time ago in another post, but now I went more serious and more accuracy: I used a treshold of 0 and some valors, combined wit a "show message" event type. So if the casualties reach the "limit", my message appears over and oner wit no limit. If the casualties goes down, the event don't trigger. I use this method as a check up. I'm going to start with a neutral valor= 3F80000. When I use this valor and set the treshold to 0 this happen --> 2 of mi units die (my message triggers over and over), then I kill 2 enemies: the message stop. And for here, for eevery unit I die, I need to kill 1 to make my message to stop triggering. This means that 3F800000 is a 1:1 situation (this is not affected if an ally kill or get killed). Using the same logic I have the proportions of some other valors. I did for over 10 rounds (I make the message triiger 10 times an stopped another 10, with some exceptions). Keep in mind that all is acummulative, so in a 1:1 proportion, if you kill 100 enemies, then unless you loose others 100 nothing happen. So, these are the proportions: Flags? - DIE:KILLING 3E000000 = 1:8 3ED00000 = 1:2.5 or 2:5 3F000000 = 1:2 3F100000 = 1:1.75 Or 4:7 3F800000 = 1:1 3FE00000 = 1.75:1 or 7:4 (this is used by Mercs in O9v1: "We're losing too many men!". The mercs need to died 7 units to trigger, but only kill 4 to avoid the message 3FF00000 = 1.80:1 or 9:5. 40000000 = 1.90:1 or 19:10 40200000 = 2.3:1 or 23:10 (Mercs O9v1: "We've lost too many men. We must withdraw our support!") 40F00000 = 5.3:1 or 53:10 All this is an estimation. Doing a 100 Loose X units and Kill Y Units will be more accurace, but i think is excesive to go so deep for this. Also the last 5 numbers (zeroes in my table) also affect proportions. For example, EF853753 Will increase like 1:1.105 (I did not check this) or somethin like that (more decimals, making this a 100:93 proportion). And finally. I tried adding the treshold to 3F800000, since is a 1:1 proportion (or almost 1:1), A treshold of 5 this happen: after dieing 6 units, message triggers I need to kill 6 units to make the message stop after that, the event go to a 1 on 1 situation (1 dieing trigger, 1 kill stop). so, the treshold 5 make the game said "until you don't loose 5 units more than your killed, I' not going to start checking proportions", after the fifth loose is "ok, 1 more to make me trigger", so when trigger, you need to compensate killing 6 units. (Of course, int the merc becoming neutral there is not return, since when the proportion is reached the game makes them neutral and don´t care more of counting). In my pesonal opinion (to people who want to use this), is better to focus on the first three numbers, since the other 5 is like addind 7 decimals into a division of 2 digits where 1 or 2 decimals are enough.
I just coded up a program that will take the files extracted by redalert-ps1-ietool.exe (by Crasht) and rename them from 00000000.mis to _prac.mis. I figure this is as good a time as any to ask: Has anyone done any reserach on the PS1 version of Dune 2000? Also, while trying to figure out who made the file extractor, I found nyergud's version of the program I just made. I am an idiot. Would anyone object to me uploading the extracted files to 4shared (since they can't be used to play the game)? P.S. Everytime I hit an arrowkey on this form, it scrolls the scrollbar/removes focus instead of moving left/right/up/down a character. Is anyone else having this problem?