Feda Posted March 29, 2013 Share Posted March 29, 2013 Yeah tileset info is in the mis file. Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted March 29, 2013 Share Posted March 29, 2013 reverse engineering?? Quote Link to comment Share on other sites More sharing options...
jamie Posted March 29, 2013 Author Share Posted March 29, 2013 Usually the .mis file stores that.Yeah tileset info is in the mis file.What about skirmish maps? So if you adding new maps to game, you need patch exe or mis files? :) reverse engineering??Yea. When you writing program you're engineering. When you trying to understand how it was done — you're doing reverse engineering.more info. Quote Link to comment Share on other sites More sharing options...
jamie Posted March 30, 2013 Author Share Posted March 30, 2013 Thanks to mvi, passability is now red from original *.bin files. 2 Quote Link to comment Share on other sites More sharing options...
Feda Posted March 30, 2013 Share Posted March 30, 2013 I think that for skirmish maps the game reads the tileset from the .map file, not 100% sure though.To add new maps you need to copy the map file i the maps folder and then create an entry in text.uib with the map name. This can be done with Shai-Hulud or manually with the String Table Editor. Please have a look at my video tutorials for activating with SH. I'll add one with manual activating soon. Quote Link to comment Share on other sites More sharing options...
jamie Posted March 30, 2013 Author Share Posted March 30, 2013 I think that for skirmish maps the game reads the tileset from the .map file, not 100% sure though.I am reading tile info from original .map files, and I can say that they are not contain info about used tileset. While was playing with passability, I realized that just changing tint color of sprites makes it possible to add 'night' mode to the game. Hehe. It's just need to add light sources to units and buildings. This is not a problem I think. 3 Quote Link to comment Share on other sites More sharing options...
Feda Posted March 30, 2013 Share Posted March 30, 2013 That night mode looks great, imagine the heavy factory while producing units :d Quote Link to comment Share on other sites More sharing options...
mvi Posted March 30, 2013 Share Posted March 30, 2013 That night mode is a really nice idea. You could have stormy weather too, with sand storms obscuring vision and damaging units out on the sand. 2 Quote Link to comment Share on other sites More sharing options...
Feda Posted March 30, 2013 Share Posted March 30, 2013 Also you should see enemy units harder. Quote Link to comment Share on other sites More sharing options...
athanasios Posted March 30, 2013 Share Posted March 30, 2013 Much like TTD night conversion.Cool! But if we could rotate day and night it could be even better... Quote Link to comment Share on other sites More sharing options...
mvi Posted March 30, 2013 Share Posted March 30, 2013 I don't think anyone was suggesting just having night... Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted March 31, 2013 Share Posted March 31, 2013 having night is a great thing.... Quote Link to comment Share on other sites More sharing options...
athanasios Posted April 1, 2013 Share Posted April 1, 2013 I don't think anyone was suggesting just having night...I meant to rotate within the same game. Because if you simply use diffrent tileset you cannot rotate within the same game. Quote Link to comment Share on other sites More sharing options...
mvi Posted April 1, 2013 Share Posted April 1, 2013 He isn't using a different tile set, read what he said Quote Link to comment Share on other sites More sharing options...
jamie Posted April 1, 2013 Author Share Posted April 1, 2013 You could have stormy weather too, with sand storms obscuring vision and damaging units out on the sand.To have a good visuals for such complex weather effects, I need to have normal maps for every game sprite. It's a huge amount of work. But I am mad enough to do that. athanasiosathanasios, I am changing tiles color in realtime.To have a better understanding of how it looks like, check out this vid: http://youtu.be/DRyOvqkJx8Y 5 Quote Link to comment Share on other sites More sharing options...
THE AQIB Posted April 1, 2013 Share Posted April 1, 2013 Impressive..... Quote Link to comment Share on other sites More sharing options...
shai Posted April 1, 2013 Share Posted April 1, 2013 Nice, also you should see if you can add support for really big maps like 258x512. Quote Link to comment Share on other sites More sharing options...
Feda Posted April 1, 2013 Share Posted April 1, 2013 Wow thats very nice! Good job Quote Link to comment Share on other sites More sharing options...
D2k Sardaukar Posted April 1, 2013 Share Posted April 1, 2013 Nice work! I might one day try to steal this night idea of yours and make it into a mod for Dune 2000, but for now I will just wait and see if you pull more nice ideas out of your sleeves. :-) Quote Link to comment Share on other sites More sharing options...
mvi Posted April 1, 2013 Share Posted April 1, 2013 To have a good visuals for such complex weather effects, I need to have normal maps for every game sprite. It's a huge amount of work. But I am mad enough to do that. athanasiosathanasios, I am changing tiles color in realtime.To have a better understanding of how it looks like, check out this vid: http://youtu.be/DRyOvqkJx8YI was imagining more of a layering effect, normal maps might be a bit overkill ;-) 4 Quote Link to comment Share on other sites More sharing options...
jamie Posted April 2, 2013 Author Share Posted April 2, 2013 Nice, also you should see if you can add support for really big maps like 258x512.Maps definitely should be big. Because when playing with 800*600 as displaying resolution, you can feel that "8PLAY6.MAP" (which I am using for tests) is looked like it was designed for 1 vs. 1 battles. I was imagining more of a layering effect, normal maps might be a bit overkill ;-) This effect looks good, however I had ideas about normals maps (and effects that can be achieved with it) in early 2011. It's definitely worth to try. But of course for early beginning of my project simple overlays/effects will be enough. Quote Link to comment Share on other sites More sharing options...
athanasios Posted April 2, 2013 Share Posted April 2, 2013 My error. I didn't read well. Nice effect with current graphics.-mvi: Good idea. But not Armageddon! I 'll get mad with those colors and go out in the street and start beating people! :D- simple overlays/effectsSandstorms? 1 Quote Link to comment Share on other sites More sharing options...
Feda Posted April 2, 2013 Share Posted April 2, 2013 lol you really think the 6 player dune maps are small? You never saw the C&C maps then :D Quote Link to comment Share on other sites More sharing options...
shai Posted April 29, 2013 Share Posted April 29, 2013 Any new news? Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted April 29, 2013 Share Posted April 29, 2013 we should have 1024 x 1024 maps with unit and bulding limits lifted Quote Link to comment Share on other sites More sharing options...
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