I will try to enable any (at least SHP) object to use a custom palette, which would include overlay and terrain.
The hack I'm talking about here was the simple limit which generated the infamous log message "You have violated the limit of having only one extra building palette".
Thought I'd test a few of the "resolved but not really resolved" issues from the forum topic.
I can't seem to get this one to work.
I have three palettes - foo.pal, bar.pal and woohoo.pal. Tried them both loose in the RA2 directory, and within an expandmd mix file.
Applied Palette=xxxx to ADOG, GI, GGI and GAPOWR (using a different palette on each). No change in game. Tried changing the tags to Palette=xxxx.pal, still no joy.
Try [GAPOWR]Palette=foo and footem.pal, foosno.pal, foourb.pal ... But it only works on buildings so far, I still have to add the code for infantry -> reopening.
Reopening per discussion in chat, Graion has discovered that the custom palettes logic does not work on SHP VehicleTypes. The manual states that it should work on *all* TechnoTypes.
Graion has tested this with both the public and the latest testing builds, using both the Palette=FOO and Palette=FOO.pal variants (with all necessary files), all with the same results.
Which revision are you using, guys? In r946 the code was changed to work like this:
Palette=foo.pal ; palette is loaded as specified
Palette=foo~~~.pal ; ~~~ is replaced with the theater's tag
Edit: no, that will work for animations and stuff. Units, infantry, aircraft and buildings still use WW's old loader which always appends the theater suffix.
Are you sure, Cranium? Because I use the TS Titan with a recolored unittem and even an all-red one. Tested with your idea, YR Modder's suggestion @ PPM, without theaterspecific palettes, with pal specified...
YR Modder's suggestion (mmch2=mmch2lun.pal etc.) worked if I applied it to INIT and YACNST.
Here's my code:
[MMCH2] ;to not interfere with the leftover Titan files
Voxel=no
Remapable=yes
Cameo=MMCHICON
AltCameo=MMCHUICO
Palette=MMCH2
PrimaryFireFLH=0,-50,100
PBarrelLength=250
SBarrelLength=250
TurretOffset=0
WalkFrames=15
[LOLWUT];set Turret=no in rulesmd ini, this is the legs-only to see the diffs
Voxel=no
Remapable=yes
Cameo=MMCHICON
AltCameo=MMCHUICO
;Palette=MMCH
PrimaryFireFLH=0,-50,100
PBarrelLength=250
SBarrelLength=250
TurretOffset=0
WalkFrames=15
yes I'm sure. I wouldnt lie to you. I have made 8 vehicles using cutom palettes and all of them use thier palettes correctly.
I see your using Palette=mmch2, do you have mmch2 in all theaters? you should have, mmch2tem.pal, mmch2sno.pal, mmch2urb.pal, etc, etc.
If you have just plain ol' mmch2.pal in your directory remove it, cause it will still call for it but wont display the palette correctly.
are you trying to use new palettes on existing stuff? That wont work unless you extract all the images "frames" and and remake it using a custom palette.
remake your mmch2 usimg one of the new mmch2 theater specific palettes. Then try it.
Well, I'm not sure where your problem lies at Graion, but rest assured it does work.
Only thing else I can think of is your just opening up a .shp file in shp builder and then trying to resave it with a different palette. It wont work like that if thats what your doing. You have to remake the shp from scratch by exporting the images from shp builder into a folder and then re-import them into shp builder using one of the new palettes.
Also, an interesting thing related to Palettes... Disguise cannot reset the palette. I mean, spies disguised as a custompalleted unit will show the disguise in their own palette.
Hmmm, well I dont know then bro, it works for me. That pic up top of mine isnt a faked photoshop image, it's an actual ingame vehicle shp unit using a custom palette. I dont see why it would work for me and not you. My Ares.dll's arent any different than yours, except for the one I use now that I compiled myself, but I tried this with 0.1P1 and a few others in between up to most recent revision and worked everytime.
if you guys have teamviewer, you can hook up with that and graion can watch exactly what you do and see what he's doing wrong... if there is no difference in method then we got a bug. One extremely strange, elusive, and inconsistent bug, but a bug nonetheless.
Also, an interesting thing related to Palettes... Disguise cannot reset the palette. I mean, spies disguised as a custompalleted unit will show the disguise in their own palette.
Make a separate bug report for that, I think this will have to wait until after 0.2 .
Graion Dilach can you re explain what the problem is(didnt really get it)? For me, custom palette works fine for buildings, infanftry and vehicles(just tested).
I created a custom palette for the TS Titan and while the game accepts the custompallette on other units, the TS Titan still palletted on unittem.pal.
It shouzldn't been the pallette's problem, since when I thought I'm doing it wrong, I created a custom all-red palette and attached it to the Titan, it still was unittem. I attached the same palette to INIT and YACNST and they were repaletted. (See code and screenshot)
Graion, could you please check which units work with custom palettes and which ones don't?
We need to figure out what exactly prevents the palette from working: Whether it's the SHP-ness, the turret, or something else.
Report on Palettes:
Building with animation: Works. Animations also repaletted.
Solely attached to building animations: No. Building and the animations share the palette.
Building with SHP turret (used pd's Flame turret for testing): Works.
Building with VXL turret: Surprise A, the voxel is also repaletted.
Infantry: works
Nonturreted SHP unit: Works.
Turreted SHP units: Not working.
VXL units: Not working.
Attached a screenshot, Terror Drone, Sentry Gun, pd's Flame turret, and 3 versions of the TS Titan, one with SHP turret, VXL barrel, one with solely the SHP turret, one without.
Any chance of overlays & terrain getting custom pals too?