Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection

Command & Conquer™ Remastered Collection Workshop
Create, share, and play mods for a custom C&C experience! A new Map Editor is also included. Welcome back, Commander.
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DDF3 40 Nov 7, 2020 @ 8:47am
TD RE Mixer
TD Remastered Mixer ver 1.7

  • Added Mark Map Tiles drop down list box, This will mark tiles on a Map with a red square and aqua text,
    You can search for specific tiles or use the wild card ones to locate the tiles , IE if i want it to mark all of the rivers I would pick " r* " to turn it off pick None.
  • Added Copy Sel(ected) Mix File button , this wil copy the selected mix file to a directory of your choosing

Any way you can get it here http://www.blacknails.ca




TD Remastered Mixer ver 1.5
  • Fixed the Nuke power plant not showing up in the remastered images (not sure when that got lost)
    check your Images directory and see if there is a "nuke.png" file
    if it is not there, you need to run the extract remastered files again
    dont confuse it with NUK2.PNG
  • Added coloring to the remastered files they will show what the palette is selected as now
    they default to the GDI colors in Temperate palette
  • Removed the BitBtn2 ... oops
  • Removed the add custom mix names controls from the main window
  • Added a new File sub menu Add Custom Mix Names it now opens its own window
  • added missing building triggers

Any way you can get it here http://www.blacknails.ca
Last edited by DDF3; Oct 6, 2021 @ 9:07am
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Showing 1-15 of 42 comments
Nyerguds 8 Nov 8, 2020 @ 3:20am 
Oh, interesting!

A few issues:
  • The clear terrain on maps is actually a 4x4 block that's repeated over the whole map, not a single cell. It's handled in a rather nonstandard way, hence why the game perceives it as a 1x1 internally. But you shouldn't; it should be treated as 4x4 block both for painting maps and for visualising the clear1 file in the theater mix files. As proof that it's a repeating block, here[i.imgur.com] you see the in-game effect of changing one of the 16 cells in that file.
  • Palette Select is set to the wrong type of dropdown; you can type inside it.
  • The description box is not read-only; you can type inside it. Note that there is a difference between "disabling" a control and setting it to read-only. Do not use 'disable'.
  • The program does not seem to visualise missions when I click on a .bin file.
  • The program does not show any remastered graphics.
  • Shadows in SHP files seem to show as some dark green rather than the actual palette colour at index 4. If this is intentional, a function to tweak the transparency colour #0 seems a lot more useful.
  • You seem to have misspelled "unknown" as "unkown" everywhere.
  • When extracting selected files, it gives some kind of nonexistent directory path as default suggested name in the "select folder" dialog.
  • There seems to be something wrong with your SHP decoding; viewed civilians have four hands.
  • The tool gives an error when opening the mouse cursor shp file from CCLOCAL.MIX. This is because it's in a different SHP format.[www.shikadi.net] Even if you don't support it, it should be detected and handled gracefully rather than giving an error popup.
  • When opening any of the *ICNH.MIX archives, it displays the Artillery icon no matter what I click on.
  • Any .pal files that are not exactly 768 bytes long are not colour palettes. If they are 65536 bytes, they're stretch tables for upscaling 320x200 wsa[www.shikadi.net] and cps[www.shikadi.net] files to 640x400. They are a simple table with the best in-between colour for each possible colour pair on a 256-colour palette.[i.imgur.com]
  • The description of "satsel.cps" is set to "satsel palette". It's not a palette at all.
  • The Help does not open the file in the default browser, but in the default program set for HTML type. For me, that's set to a text editor. Default browser should be the default program set to handle the http protocol, not the .html extension.
  • The Help file does not have valid html. The <p> tag is not a separator like <hr> and <br>, it is a block that needs to end with </p>. Also, html tags should be lower case.
  • (kind of a bonus I guess) The program does not detect other mission filenames inside mix files even if they are the perfectly predictable sc[g/b]##[e/w][a/b/c].[ini/bin] format. It'd be nice if it just generated the whole range so they're detected too. Also note, on custom made mix files from XCC Mixer, names can just be read from the "local mix database.dat" file. Your tool seems to recognise that file, but it does not read its contents.

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
Last edited by Nyerguds; Nov 8, 2020 @ 4:31am
DDF3 40 Nov 8, 2020 @ 12:00pm 
Originally posted by Nyerguds:
Oh, interesting!

A few issues:
  • The clear terrain on maps is actually a 4x4 block that's repeated over the whole map, not a single cell. It's handled in a rather nonstandard way, hence why the game perceives it as a 1x1 internally. But you shouldn't; it should be treated as 4x4 block both for painting maps and for visualising the clear1 file in the theater mix files. As proof that it's a repeating block, here[i.imgur.com] you see the in-game effect of changing one of the 16 cells in that file.

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.


Originally posted by Nyerguds:
Oh, interesting!

A few issues:
  • Palette Select is set to the wrong type of dropdown; you can type inside it.
  • The description box is not read-only; you can type inside it. Note that there is a difference between "disabling" a control and setting it to read-only. Do not use 'disable'.

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.


Originally posted by Nyerguds:
Oh, interesting!

A few issues:
  • You seem to have misspelled "unknown" as "unkown" everywhere.
  • When extracting selected files, it gives some kind of nonexistent directory path as default suggested name in the "select folder" dialog.
  • There seems to be something wrong with your SHP decoding; viewed civilians have four hands.
  • The tool gives an error when opening the mouse cursor shp file from CCLOCAL.MIX. This is because it's in a different SHP format.[www.shikadi.net] Even if you don't support it, it should be detected and handled gracefully rather than giving an error popup.
  • When opening any of the *ICNH.MIX archives, it displays the Artillery icon no matter what I click on.

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

Originally posted by Nyerguds:
Oh, interesting!

A few issues:
  • The program does not seem to visualise missions when I click on a .bin file.
  • The program does not show any remastered graphics.
  • Shadows in SHP files seem to show as some dark green rather than the actual palette colour at index 4. If this is intentional, a function to tweak the transparency colour #0 seems a lot more useful.
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


Originally posted by Nyerguds:
Oh, interesting!

A few issues:
  • Any .pal files that are not exactly 768 bytes long are not colour palettes. If they are 65536 bytes, they're stretch tables for upscaling 320x200 wsa[www.shikadi.net] and cps[www.shikadi.net] files to 640x400. They are a simple table with the best in-between colour for each possible colour pair on a 256-colour palette.[i.imgur.com]
  • The description of "satsel.cps" is set to "satsel palette". It's not a palette at all.
  • The Help does not open the file in the default browser, but in the default program set for HTML type. For me, that's set to a text editor. Default browser should be the default program set to handle the http protocol, not the .html extension.
  • The Help file does not have valid html. The <p> tag is not a separator like <hr> and <br>, it is a block that needs to end with </p>. Also, html tags should be lower case.
  • (kind of a bonus I guess) The program does not detect other mission filenames inside mix files even if they are the perfectly predictable sc[g/b]##[e/w][a/b/c].[ini/bin] format. It'd be nice if it just generated the whole range so they're detected too. Also note, on custom made mix files from XCC Mixer, names can just be read from the "local mix database.dat" file. Your tool seems to recognise that file, but it does not read its contents.

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

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

Last edited by DDF3; Nov 8, 2020 @ 10:03pm
DDF3 40 Nov 8, 2020 @ 12:07pm 
Originally posted by Nyerguds:
Oh, interesting!

A few issues:
  • When extracting selected files, it gives some kind of nonexistent directory path as default suggested name in the "select folder" dialog.

I Missed one ..

I have cleared out the file name , and added a better title to show where things are going to go
Nyerguds 8 Nov 9, 2020 @ 2:32am 
Originally posted by DDF3:
On top of that the Remastered editor shows it to be a 1x1 so i went with that.
Only on the tile selection. On the map itself, when you clear terrain, It does use the full blocks.

Originally posted by DDF3:
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.
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

Originally posted by DDF3:
ICNH - oops forgot to check those again, fixed it now
Really odd error, though... I'm curious to know what caused something like that.

Originally posted by DDF3:
Bin files & remastered files - I assume you did the two options to extract the files.
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.

Originally posted by DDF3:
Pal - ill have to look into this
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.

Originally posted by DDF3:
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
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.

Originally posted by DDF3:
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
Aheh, sorry. But, thanks for fixing :steamhappy:

Originally posted by DDF3:
Finding the default browser is a royal pain in the butt
True :steamfacepalm:

Originally posted by DDF3:
also took care of the not valid html at the same time and those pesky not lowercase tags :-)
Nice :)

Originally posted by DDF3:
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.
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.

Originally posted by DDF3:
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
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.

Originally posted by DDF3:
MRF files - thanks for the link , i guess i missed that one
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.

Originally posted by DDF3:
Thanks for the feed back
No problem :)
Last edited by Nyerguds; Nov 9, 2020 @ 3:10am
DDF3 40 Nov 9, 2020 @ 9:34am 
Originally posted by Nyerguds:
Originally posted by DDF3:
On top of that the Remastered editor shows it to be a 1x1 so i went with that.
Only on the tile selection. On the map itself, when you clear terrain, It does use the full blocks.

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.


Originally posted by Nyerguds:
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

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 :-)



Originally posted by Nyerguds:

Originally posted by DDF3:
ICNH - oops forgot to check those again, fixed it now
Really odd error, though... I'm curious to know what caused something like that.





Originally posted by DDF3:
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
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.

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.



Originally posted by Nyerguds:

Originally posted by DDF3:
Bin files & remastered files - I assume you did the two options to extract the files.
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.

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.


Originally posted by Nyerguds:
Originally posted by DDF3:
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.
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.
[[/quote]

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





Originally posted by DDF3:
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
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.
[/quote]

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





Originally posted by Nyerguds:
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.
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.

Last edited by DDF3; Nov 9, 2020 @ 9:40am
DDF3 40 Nov 9, 2020 @ 1:18pm 
I got the 4 x 4 clear terrain tiles working , though i had to break the funny file names in the save dialog to do it . Ha easy enough fix though.

I also read in all those local mix database files , i already had all of them except 1
Nyerguds 8 Nov 10, 2020 @ 12:40pm 
Originally posted by DDF3:
I never have figured out how you extract a bunch of files with XCC Mixer.
Have a handy diagram!
http://nyerguds.arsaneus-design.com/junk/tutorials/xcc-copy-extract.png

Originally posted by DDF3:
Is their a cap on the number portion of the add on mission files ? EG scb##ea.ini
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)

Originally posted by DDF3:
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
Ah, nice.

Originally posted by DDF3:
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.
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.

Originally posted by DDF3:
Though if one like shadow has a use i could use that one.
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.
Last edited by Nyerguds; Jun 15, 2021 @ 6:15am
DDF3 40 Nov 10, 2020 @ 3:05pm 
Originally posted by Nyerguds:
Originally posted by DDF3:
I never have figured out how you extract a bunch of files with XCC Mixer.
Have a handy diagram!
http://nyerguds.arsaneus-design.com/junk/tutorials/xcc-copy-extract.png

Originally posted by DDF3:
Is their a cap on the number portion of the add on mission files ? EG scb##ea.ini
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 and 20-99 range with only "EA" suffix.
Ha looks easy enough though not exactly intuitive

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.
Last edited by DDF3; Nov 10, 2020 @ 9:55pm
Nyerguds 8 Nov 11, 2020 @ 6:19am 
Originally posted by DDF3:
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?
Just SCG20EA.INI / SCG20EA.BIN to SCG99EA.INI / SCG99EA.BIN, and the same for Nod; SCB20EA.INI / SCB20EA.BIN to SCB99EA.INI / SCB99EA.BIN.
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.

Originally posted by DDF3:
I have made it so you can add file names Id,descriptions etc and it will load them in like normal names
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/

Originally posted by DDF3:
And i got my new file format working now , just need to update everything to use it.
Nice :)
Last edited by Nyerguds; Nov 11, 2020 @ 6:20am
DDF3 40 Nov 11, 2020 @ 9:03am 
Originally posted by Nyerguds:
Just SCG20EA.INI / SCG20EA.BIN to SCG99EA.INI / SCG99EA.BIN, and the same for Nod; SCB20EA.INI / SCB20EA.BIN to SCB99EA.INI / SCB99EA.BIN.
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.

Originally posted by DDF3:
I have made it so you can add file names Id,descriptions etc and it will load them in like normal names
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/


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
Nyerguds 8 Nov 11, 2020 @ 10:40am 
Originally posted by DDF3:
I just found 12 unknowns from that link you provided :-)
Be extremely careful with that; as I said, the algorythm WW used for their name hashing is kind of bad, and will very easily have collisions. Even in the thread I said that the same ID matched both "CRATE4.AUD" and "DHATCH.AUD".

On that note, I'm fairly sure there's no "brf.des" or "brt.des"...
Last edited by Nyerguds; Nov 11, 2020 @ 10:44am
DDF3 40 Nov 11, 2020 @ 1:23pm 
Yah ,but not much i can do about it . I have to go by the file ID to assign anything . So it will pick crate4.aud its not really bad their both aud files. Would have been a lot simpler had they chosen to use names

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 .
Last edited by DDF3; Nov 11, 2020 @ 1:33pm
Nyerguds 8 Nov 12, 2020 @ 8:10am 
Originally posted by DDF3:
I have to go by the file ID to assign anything.
Well, you have to use the file ID to identify them inside .mix files, sure, but why do you bother saving the IDs yourself? You can just calculate those on the fly, no? Every file only has one ID, so if you know the actual intended filenames used by the game, then saving the IDs too is just redundant.
Last edited by Nyerguds; Nov 12, 2020 @ 8:12am
DDF3 40 Nov 12, 2020 @ 1:17pm 
It is quicker if i use the stored id's , i was calculating them every time but now i don't, and if i store them then i can use them for extracting as well , without having to repeat the calculation 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
DDF3 40 Nov 15, 2020 @ 9:08am 
Tiberian Dawn Remastered Mixer ver 1.1 is now up

  • Fixed the pallet selection box can no longer be typed in
  • Fixed the description box can no longer be typed in
  • Fixed a typo Unkown is now Unknown
  • Blocked a few SHP files from opening
  • Redid the way things are stored and handled
  • Added an option to set the SHP shadow color
  • The help is no longer an Html file ,it will now open its own window
  • Mrf files will now show as a palette if they are 256 bytes in size
  • Local Mix database.dat files will now show thier contents
  • Added scbXXea.Ini/Bin or scgXXea.Ini/Bin pretty much from 01 to 99 to the names list
  • All theater files \temperate\desert\winter will now show as .tem,.des,.win but if the file is read in as an shp it will indicate this in the decription
  • Maps will now draw clear 1 in 4x4 size
  • Maps will now display tiberium fields when buildings are turned on, as well buildings will now show bibs
  • Maps can show reinforcement direction arrows one gold one red along the edge they come from
  • Added Flip INI\Map button , this will let you view either the INI file or the map. this button only appears while viewing a map
  • Added a new section Add Custom Mix Files Names, this lets you add your own file names to the list of mix names it knows
  • When creating mix files it no longer automatically adds the file names to the custom mix names
  • Pal files will only show if they are 768 bytes long now
  • You will need to ReExtract the Terrian Files to view the new map features
And probably a few more changes I forgot about :-)


Any way you can get it here http://www.blacknails.ca
Last edited by DDF3; Nov 17, 2020 @ 7:42am
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