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A few issues:
For the record: mrf files inside the theater mix files are fading tables. They take care of special light effects in a 256-colour environment:
http://www.shikadi.net/moddingwiki/Westwood_Fading_Table
Yah i know that , but the way i did the map was it only looks for the High /Low pairs of bytes to decide what texture to put in. Plus that if i changed it to be a 4 x 4 it creates other problems.
Such as if their is a missing texture in the map i replace it with a clear.
On top of that the Remastered editor shows it to be a 1x1 so i went with that.
This will have to go on my bucket list of changes for now.
I 'm unable to set that control to read Only , i did add it and even though you can still type in it , it wont bother anything.
{Edit } seems as though readOnly has been depreciated and i needed to use Styles instead , anyway it is fixed now
I thought i had set the description to read Only , Maybe i had changed it again somewhere
anyway it is readOnly now.
Unkown - hey at least i was consistent :-) Fixed that too
Shp - yah I couldn't get the Format 40 working right yet , so i went with the format 80 first Image and that what it shows is 4 hands ill check to make sure it is not adding the image i use for the turrets to it.
Mouse.shp ha i did have that one blocked from trying to open it, and that code got removed at some point, anyway it wont try to open it any more
ICNH - oops forgot to check those again, fixed it now
Shp shadows , yes i did replace the #4 color with # 140 i think it was, I added an option for people to set the shadow color or else leave it the original #4 color
Bin files & remastered files - I assume you did the two options to extract the files .
Can you look in your App directory for Images \ & Images2\ directories and tell me if there is any files in them They should also have Temperate\Desert\Winter sub directories
The Images\ one should have a bunch of PNG files and the Images2\ one should be all BMP files
Pal - ill have to look into this
Satsel - ah yes that is a bit of a problem i have the complete file names in one file and another file has all of the other info for them , the problem is i only used the first part of the file names IE no extension , in the second file , something else for my bucket list of changes
Help = Omg you must be the only person i know that doesn't open html files in a browser,
I fixed it just for you , changed it to RTF readonly and now it opens its own window , Finding the default browser is a royal pain in the butt ..also took care of the not valid html at the same time and those pesky not lowercase tags :-)
Emm i didn't even think about adding in non standard mission names. Ill keep it in mind when i make changes to the file system.
Local Mix database , yah i actually. did read some of those files to get the mix names but , they are not consistent , some of them are encrypted somehow ..so i left them out
MRF files - thanks for the link , i guess i missed that one
Thanks for the feed back
I Missed one ..
I have cleared out the file name , and added a better title to show where things are going to go
I have full specs of all that written up on the Shikadi Modding Wiki. For the record, the real names of Format40 and format80 are "XOR Delta" and "LCW".
http://www.shikadi.net/moddingwiki/Westwood_XOR_Delta
http://www.shikadi.net/moddingwiki/Westwood_LCW
http://www.shikadi.net/moddingwiki/Westwood_SHP_Format_(TD)
http://www.shikadi.net/moddingwiki/Westwood_SHP_Format_(Dune_II)
On that subject, once you got XOR Delta implemented, supporting WSA is easy too.
http://www.shikadi.net/moddingwiki/Westwood_WSA_Format
And CPS files in C&C are generally compressed with LCW, and are really straightforward single compressed images:
http://www.shikadi.net/moddingwiki/Westwood_CPS_Format
Really odd error, though... I'm curious to know what caused something like that.
I literally just opened a general.mix file and clicked on a map. I wasn't aware there were extra steps needed before that works. I see what you mean, now.
Maybe in case those files are not extracted, you should put a hint about that on the file viewing pane when you click a .bin file, to make it more obvious what went wrong. Same with the remastered graphics.
It's not exactly useful to visualise these files; they all correspond to the internal palette of some specific WSA or CPS file. But I'm just saying, don't try to treat them as palettes unless the two basic criteria match: the size is exactly 768, and the file contains no values higher than 3F.
The .vqp files found in the movies.mix archives are basically the same kind of stretch tables, but they have all duplicates removed (because the colour to put between pixels of colour 12 and 18 is obviously the same as the colour to put between pixels of colour 18 and 12, in the full grid; you see the image I linked has a perfect diagonal symmetry), and it can contain multiple tables since VQA videos can switch palettes during playback.
I did notice that inside theater mix files, the files are indicated as .shp despite actually being .tem / .win / .des - kinda weird if you ask me. XCC Mixer solved this with a grid with a "type" column, while preserving the original name in the listing.
Aheh, sorry. But, thanks for fixing
True
Nice :)
Ah, it's just a little extra anyway. The first thing I did with this was dig through files outside the remaster ones, lol. We're long overdue for a decent replacement for XCC Mixer.
Encrypted? From what I can see, Local Mix Database.dat is a really straightforward list of filenames separated by null bytes. It has a header starting with "XCC by Olaf van der Spek", followed by the fixed byte range "1A 04 17 27 10 19 80 00", then the full size of the database file as dword at index 0x20, the amount of files as dword at 0x30, and then the 0x00-separated filenames starting from index 0x34. You just read anything from it, and add it to the list of IDs to generate to see what's inside that mix file.
mrf is a bit of an odd one, in that you need other graphics to visualise it. Not sure if it's worth supporting. But it's been a missing link in modding C&C1 terrain for almost two decades before I made a tool to generate them.
Though, now we got the source code, and given the fact Red Alert generates all of these remap tables automatically, we can actually exactly see what RA does for that, and extract it... or, heck, even implement that automatic generation straight into C&C so it no longer needs mrf files.
No problem :)
I'm going to draw the entire map with 4x4 blocks then put the other tiles on top of that, err once i get to that stage , Kinda busy reorganizing the way i store the files names and data for them , putting 3 separate files into one.
Yah originally i had tried the pascal like code from those sites , but i got odd glitches in the output, so then i used the LCW decompress from the editor code which is written in C# so i had to convert that all to pascal, well i got the LCW to decompress ok , but the Xor delta didnt work out so well , im not sure if im feeding it the right data or if i have a bug in the code, and i only wanted one image any way so i stuck with the LCW for now it is on my bucket list of things to get get working :-)
This is because of the .Tem/Des/Wint files are not all the same format, Some of them are actually shp files but indicated as say .TEM , so i thought it would be smart to mark those shp files as to what they are because i use two separate classes to read them.
But as things progressed i got into a problem with the names of the files , so then i started using the actual names with the .tem/des/win extensions when i extracted them which meant i had to figure out which mix file i was extracting from. so i made a rule that if i was extracting from say the temperat directory , it would extract them as .tem but actually use the shp class to read them , But i had forgotten about the DeseICNH and the other two directories that have the tem/des/win files in them . so to fix that i simply added those 3 other directories.
But since im changing the way i store the files names etc , i have added a field to indicate if it is a shp file or not. so that means in the next version you will see all of the files with their proper file extension of .tem/des/win and when i extract it i can just look up which class to use to read the file.
Ha i had put those two as literally the first two items in the help .
but it is a reasonable request , ill figure something out .
The bin files are easy the remastered ones will take a bit of thought. I guess if the two directories Images & Images2 are not present i could stick up a notice.
I never have figured out how you extract a bunch of files with XCC Mixer.
Is their a cap on the number portion of the add on mission files ? EG scb##ea.ini
Encrypted? From what I can see, Local Mix Database.dat is a really straightforward list of filenames separated by null bytes. It has a header starting with "XCC by Olaf van der Spek", followed by the fixed byte range "1A 04 17 27 10 19 80 00", then the full size of the database file as dword at index 0x20, the amount of files as dword at 0x30, and then the 0x00-separated filenames starting from index 0x34. You just read anything from it, and add it to the list of IDs to generate to see what's inside that mix file.
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Ha ive been bitten by my own code , today i extracted all of the local database dat files and i can read them all , must have been an extraction bug i was dealing with, as i could not read some of those files
Yah i saw you had made something . I took a quicky gander through the source code for it .
I'm not sure how you decide what kind of effects it has in the file though.
Though if one like shadow has a use i could use that one.
I also read in all those local mix database files , i already had all of them except 1
http://nyerguds.arsaneus-design.com/junk/tutorials/xcc-copy-extract.png
It's technically 00 to 99, but in practice, the campaign ones are known exactly, so the only ones to generate are covert ops ones; the 20-99 range with only "EA" suffix.
(In my 1.06 patch, actually I raised the upper limit to 999, and introduced "minicampaigns" that go from ea -> eb -> ec etc, but don't add that; there will be issues with multiple names generating the same IDs on their EA/EB/EC variants)
Ah, nice.
That's the viewer part. I just applied the remapping to a screenshot of the correct theater to see the effect, and then reconstructed the same kind of colour change with my own contrast/saturation/etc tools in the left pane until it matched.
It only has a use when showing it on terrain. I guess you could use it for the map preview to paint the shadows exactly like the game does.
ok im confused with these missions
I have scb14ea-scb19ea & scb22-29ea and scb37-99ea not accounted for
scg16ea -scg21ea & scg24ea -scg35ea & scg37ea &scg39ea & scg42ea -scg49ea & scg51ea- scg99ea not accounted for
scj06ea - scj99ea not accounted for
scm11ea -scm49ea & scm53ea-scm59ea & scm63ea - scm69ea &scm78ea-scm89ea not accounted for
so which ones should i generate?
I have made it so you can add file names Id,descriptions etc and it will load them in like normal names
And i got my new file format working now , just need to update everything to use it.
This is the range that the original covert ops can handle, so they are filenames very often found in custom-made mix files that are packs of addon missions meant to end up in the game's covert ops "New Missions" list.
Why IDs? Why not just the actual names? All names in the C&C files are known.
If you got any that are unknown, do please ask, we spent a lot of time brute force decrypting them.
A few of those unknowns are here, by the way:
https://forums.cncnet.org/topic/1919-really-weird-sound/
Nice :)
Okay i can add those .
it actually adds to CustomMixNames.txt
769253625=scb45ea.bin=0=0=0=0=Map File Nod mission 45=0
1558178248=brf.des=0=0=2=2=somekind of 2 x 2 tile=0
1560013256=brt.des=0=123=2=3=somekind of 2 x 3 tile=0
You just need to supply the file name and description and the pixels w x h if its an shp or tile w x h if its a map image,and you can use it right away , you just need to reload the mix . and if i get around to it , it will even do that too
I just found 12 unknowns from that link you provided :-)
I got sidetracked last night and added two arrows to the Maps , one red, one gold color , they indicate which direction reinforcements come from , they appear on the near center north/east/south/west edges on the map , i offset them a bit in case both sides are using the same edge
On that note, I'm fairly sure there's no "brf.des" or "brt.des"...
I can think of a few things that would have made life simpler :-) Like BIB1-3 the only shp files you have to put together, to make a tile
Naming everything in the Temperate\desert\winter\tempIcnh\deseicnh\winicnh directories all the same thing , when you need two seperate processes to read the files, well i suppose you could make one process
Haha i made those for a test1.mix their modified copies of some *.des file, i was planning on sending it out in the next version , so people can see how the custom mix names works
I'm not having a good day ! first my compiler took a dump and started giving me CRC errors , ended up reinstalling it . Then i figured i would add those mission names , well after i had finished pasting the lot of them in , i was wondering why the ids were so different , well as it turns out i had used the whole string i had constructed to get the id instead of just the file name
DOH!! so i had to redo all of those again .
Remember that i need to sort through up to 1885 file names * num of files in the mix , of course it doesn't do that every time depending on how far down the list the filename is , to get the mix names, so if i can limit it to just having to compare for the ID , rather than having to calculate it then do a comparison it saves mucho time :-)
Another plus to storing the Id is i can use it , for when i just have part of the file name EG: clear1
i can sort through the available Clear1.Tem/.Des/.Win extentions pretty quick and grab the one i want
Any way you can get it here http://www.blacknails.ca