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Posted

The resource editor is nearing completion, in this topic I will post a series of preview versions up to the first full release of the tool. I hope to post the first preview of the tool this weekend.

 

In the meantime, here is a link to a zip containing the contents of Data.R16 as exported from my Resource Editor: Download Zip

 

kEKPLh7.png

 

  • Upvote 2
Posted

Interesting, it seems that there may have been more units planned for Dune because there are 10 empty spaces for unit art. 

Posted

I'll also be adding an option to toggle through each 8 house colours on a sprite, which should help a lot with creation of new unit and structure sprites, here is what it looks like for the Atreides style barracks:

 

c792crz.png

  • Upvote 2
Posted

Looks great, does it do all of them?

Yes, every single byte and sprite inside Data.R16 is parsed, it doesn't skip any.

Posted

Will also have an option of showing the unit and structure shadows at their 50% translucency:

 

Y61e31A.png

  • Upvote 4
Posted

Very niice! It looks great, cant wait for it ! Too bad I suck at photoshop and i wont be able to make new sprites :(

  • Upvote 1
Posted

You need blender not photoshop for buildings. Those irregular shapes cannot be done with pixel draw. Of course you may edit the rendered images in photoshop for fine tuning.

Posted

The only interesting things I noticed while creating the OpenRA d2k mod is that some duplicates use the Red Alert palette so they might have started with the Westwood 2D engine and added their own proprietary file formats and features, but there are no hidden units. Only the flame thrower audio in SOUND.RS hints towards cut content.

  • 3 weeks later...
Posted

Are you planning on adding an option to convert images (perhaps tga or png) to the d2k .bmp format? I'm having problems manipulating those .bmp files. With GIMP I cannot get a new colour palette to work. Perhaps Photoshop can? (I don't have it)

  • Upvote 1
  • 3 months later...
Posted

Are you planning on adding an option to convert images (perhaps tga or png) to the d2k .bmp format? I'm having problems manipulating those .bmp files. With GIMP I cannot get a new colour palette to work. Perhaps Photoshop can? (I don't have it)

Not as part of this editor.

 

CYefXet.png

 

Started work on this editor again, added support for replacing embedded palette sprites now (like the buildings) using a source PNG. Example here I've moved reduced the size of the right wing of the Atreides construction yard and adjusted some of the house colour sections.

 

Dei9KLT.png

  • Upvote 1
Posted

Thanks.

 

Added support for replacing sprites of the main palette and 15 bit.

 

Also added support for saving to UIENG style resources (they have control position information)

 

tmSuwhF.png

lGO927D.png

Posted

Added support for replacing the UIBB sprite and saving to that format.

 

gGgEIVf.png

1yUKcpx.png

 

Might be ready for a first alpha release now

  • Upvote 3
  • 3 years later...

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