Custom palette?

Information and discussion for custom maps and mods.
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secret
Posts: 62
Joined: Fri Aug 03, 2007 1:53 pm

Custom palette?

Post by secret »

Out of curiosity, can the palette of a mod be replaced or is it hardcoded in some way?

E.g. I'd like to use the RA2 palette in this game (and implement RA2/YR buildings/units.).

Matt
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Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

https://github.com/OpenRA/OpenRA/wiki/P ... and-Remaps has some slightly outdated information. If you have a look at https://github.com/OpenRA/OpenRA/blob/b ... ystem.yaml you may notice that I made the RemapIndex: configurable. http://openra-modding.tumblr.com/ has some tutorials, but you can skip the part where the RA1 team coloring is applied now.

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secret
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Joined: Fri Aug 03, 2007 1:53 pm

Post by secret »

On the Tumblr page I've seen some particular details on how to convert, but I've seen in that system.yaml file a line where it wrote

Code: Select all

RemapIndex: 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95
Curious about it, since RA2/YR palettes also are "numbered", maybe I can replace them with the ones in YR or will they cause bugs?

Matt
Posts: 1156
Joined: Tue May 01, 2012 12:21 pm
Location: Germany

Post by Matt »

I did this when fixing some Dune 2000 issues. You have to try if this also helps you with RA2 SHPs. However the format might be different. https://github.com/katzsmile/OpenRA has some code and a preview at http://www.youtube.com/watch?v=IzPWJYWtV_c

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