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[Shp tutorial 1] The palette
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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Wed Nov 23, 2005 9:05 pm    Post subject:  [Shp tutorial 1] The palette Reply with quote  Mark this post and the followings unread

This is the beginning of a couple of Tiberian sun Infantry shp tutorials that i will be writing on my spare time. And the first thing that you need to know about when editing TS infantry shps is the colour palette.

Intruduction
Tiberian sun Infantry shps, along with buildings and voxels, uses the unittem and unitsno palettes. The unittem palette is the palette used on temperat maps and the unitsno is the palette used on snow maps. These palletes are almost identical. Below is an example of each palette.


The colours
The top left black colour is the background colour and it wont be shown in-game. The colour below it is the shadow colour and it will be shown as fading black behind the infantry, dont paint this on the frames that the infantry is on, but paint it on the blank frames after the infantrys frames.

The red colours in the bottom left are the remap colours. They change to the team colour ingame.

The grey colours to the right of the remap colours are the greyscale colours. Use these to paint on the infantry if you want to make him grey.
All other greys can be used for lightning the infantry up when he shoots.

The brick colours at the top right of the greyscale are used for painting human skin.

The four red's to the right of the green colours are non-remappable red's. They can be used for blood etc.

The red's and yellows at the bottom right can be used to create normal fire effects when an infantry fires his gun.

I think that ive gone through the most important colours of the palette now. If you think that i missed something then please say so in a replie.


Key Words: #Tutorials #Palettes #Media #TiberianSun #Firestorm 

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Last edited by Denmon on Thu Nov 24, 2005 9:55 pm; edited 1 time in total

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Nov 23, 2005 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good tutorial! What will be the subject of the tutorial 2?

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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Wed Nov 23, 2005 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Making a good fire anim"

I will explain on how to make a fire anim for infantry.

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Morpher
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Joined: 28 Jan 2005

PostPosted: Thu Nov 24, 2005 3:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mixed up your left and rights and good tut.

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pd
Laser Commando


Joined: 19 Jun 2005
Location: Gone

PostPosted: Sat Nov 26, 2005 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

an addition, which I'm not too sure about:

the last 16 colors seem to be modified on different times of the day, i.e. on night maps, they are painted very stronlgy (they "glow"), in the afternoon, they're "normal".

dunno how to explain, try that yourself.
I noticed that on buildings when I converted them from 3d models, and on night maps they were messed because of those bits.

they can be used to create light effects (at least on buildings, not sure about infantry or SHP vehicles)



fixdaytimebits.cscheme
 Description:
if your building is messed, use this in SHP Builder

Download
 Filename:  fixdaytimebits.cscheme
 Filesize:  2.16 KB
 Downloaded:  334 Time(s)


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Denmon
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Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Sun Nov 27, 2005 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm... ill go n try that out later. Sounds great though!

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