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Re: Foxhole Mod for Steel Panthers WWII
APCalc is not a "live" programme - it does a snapshot of the saved OOB file and so knows you are working on say OB 007 so doesent reload it unless you manually change OOB and subsequently reload OB 007.
So do as Don suggested, and it will pick up your just-made changes without requiring a complete closedown and restart of the programme. |
Re: Foxhole Mod for Steel Panthers WWII
Depending on what all changes with the upcoming (FINAL?!) patch I should be good to finally drop this in June. Unsurprisingly distractions (health and battletech related) have kept me from finishing this, but sitting down and grinding away at the balancing I've come to really enjoy balancing the numbers. No new pictures, just.. Well, a lot of number crunching to do.
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Re: Foxhole Mod for Steel Panthers WWII
I'm running into an issue that hopefully Don or Andy can help me with. I just reinstalled Paintshop Pro 7 after having a harddrive issue, and now whenever I try to load up the Steel Panthers Palettes it states that these are not valid palettes. Any fix for this?
Update: I am a spectacular moron. I forgot that going into the lbm file itself will generate a palette that I can save. Ignore me! |
Re: Foxhole Mod for Steel Panthers WWII
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IDK why your new install of PSP7 would reject your old Palettes as I have never had that problem and I use PSP 7.04 BUT......... those palettes are in the game Game Data/ Design/Palettes and they should work for you because they were made with my copy of PSP7 That said an LBM WILL give you a palette from the game but it is not the Icon palette. There is a palette in the game that gives the full game palette that includes the colour cycling ones used by water and smoke and a slightly different one for colour photo LBM's where we do not want the cycling colours and another for regular B&W LBM's and a different one for Icons and they are all slightly different as their intended purpose is different. We do not want the full palette used for icons and risk getting a colour that is coded as part of the water or smoke animation If you use the LBM pallete for your icons you may see they do not display in the game the way you expect ( as well the palette I use to create B&W LBM's is different than the one included with the game ...it has fewer colours I don't want than the standard B&W LBM palette The palette that PSP reads is a series of numbers in a TXT file that is saved as a .PAL This is the master Icon PAL. Copy this and past it as is and save as a TXT file (like Notepad ----do NOT use Word for this !!! ) then rename .TXT to .PAL \ IMPORTANT...... LEAVE ONE MORE SPACE after the last 255 225 225 or you WILL get the "Not a valid PAL" message Like this https://forum.shrapnelgames.com/atta...1&d=1716901212 JASC-PAL 0100 256 0 0 0 23 23 23 43 43 43 67 67 67 91 91 91 115 115 115 139 139 139 159 159 159 183 183 183 207 207 207 231 231 231 255 255 255 75 75 151 43 207 51 255 200 0 195 0 0 227 203 147 231 191 147 219 195 135 211 183 127 219 175 131 207 171 119 211 163 115 211 159 111 195 155 107 179 159 103 187 171 115 195 183 131 183 139 95 191 135 87 195 139 91 171 147 87 159 135 75 151 123 63 159 103 71 171 111 67 167 99 59 143 87 55 135 87 51 131 103 51 235 226 165 115 79 39 111 83 39 91 67 35 91 67 35 91 67 31 75 55 27 71 51 23 63 39 23 47 31 15 35 27 15 39 35 27 23 15 7 0 31 0 7 63 0 11 87 0 7 111 0 7 135 0 7 163 0 87 107 23 99 103 15 98 103 21 113 118 36 129 134 52 133 138 56 147 152 70 164 169 87 178 184 108 183 119 79 175 123 83 115 127 23 99 119 35 75 91 27 71 83 0 67 67 0 84 89 7 55 11 0 231 227 219 199 195 191 167 163 159 135 131 127 99 99 95 67 67 63 35 35 31 243 241 245 227 223 231 199 191 207 171 155 179 143 123 155 200 110 70 48 64 0 54 70 6 63 79 15 72 88 24 79 95 31 92 108 44 99 115 51 110 126 62 123 139 75 144 160 96 151 163 199 139 155 187 131 143 171 119 131 159 107 119 143 99 107 131 87 99 115 75 87 99 67 75 87 55 63 71 43 51 59 35 43 43 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 151 135 99 151 127 99 143 127 91 139 119 83 143 115 87 135 111 79 139 107 75 139 103 75 127 103 71 119 103 67 123 111 75 127 119 87 119 91 63 127 91 59 127 91 59 111 99 59 103 91 51 99 83 43 103 67 47 111 75 47 111 67 39 95 59 39 91 59 35 87 67 35 107 87 67 75 51 27 75 55 27 59 47 23 59 47 23 59 47 23 51 39 19 47 35 15 43 27 15 31 23 11 23 19 11 27 23 19 15 11 7 0 23 0 7 43 0 7 59 0 7 75 0 7 91 0 7 107 0 59 71 15 67 67 11 71 67 0 77 82 0 91 91 0 95 95 0 103 103 0 109 114 32 123 128 46 119 79 51 115 83 55 75 83 15 67 79 23 51 59 19 47 55 0 47 47 0 59 59 0 39 7 0 131 127 123 111 111 107 95 95 91 75 75 71 59 59 55 39 39 39 23 23 23 151 147 151 135 127 139 119 111 123 107 95 111 91 75 99 144 75 44 25 37 0 37 49 11 49 60 23 60 71 35 71 82 47 82 93 58 93 103 69 119 129 95 142 152 118 165 176 141 99 107 131 91 99 123 83 95 111 79 87 103 71 79 95 63 71 83 55 63 75 51 55 67 43 51 55 35 43 47 31 35 39 23 27 31 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 255 225 225 Which version of PSP7 does your copy show? |
Re: Foxhole Mod for Steel Panthers WWII
Howdy! I tried what was instructed, but I still get the 'not a valid PAL' issue. This is real odd. This is also what it shows me when I open up the 'about paintshop pro' tab.
Quick EDIT: I was using the PAL files from the SHPedit folder. Whoops. Swapping over to the palettes in designs I found the original palette I started using two years ago. I saved that palette as a 'color swatch' in aseprite and sent a copy to the artist that's done most of the heavy unit lifting here. Whoops. http://puu.sh/K8nvf/4fa5110d54.png |
Re: Foxhole Mod for Steel Panthers WWII
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The PAL in the Shpedit folder is set up for for Shpedit. I had never tried using it with PSP until just now and it does indeed give the " not valid" message but as I said that pal is set up specifically for SHPEDIT and was never intended to be used by PSP but the ones in Game Data/ Design / Palette were What you show with that screenshot is the same version of PSP I use and that uses the PAL's that are in Game Data/ Design / Palettes just fine so yours should too WHY it does not is beyond weird I just tried this one and it works perfectly...... as it has done many , many times. Try it with your copy as yours *may* have been corrupted somehow ( I had to zip it up as "PAL" is not a valid extension on the forums) |
Re: Foxhole Mod for Steel Panthers WWII
I'm sorry, I didn't clarify better -- I swapped to the PAL files shown in the Designs folder and it works perfectly now. Everything's a-okay. Sorry about the confusion!
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Re: Foxhole Mod for Steel Panthers WWII
So here's a stupid question, but what do y'all think of these unit cards? I tried posing some 3D models or using old war footage, but it didn't jive well with me, either looking too bad or the contrast being off. Instead I decided to go for the "Men of War" approach.
https://puu.sh/K8zlH/29e75495ce.png https://puu.sh/K8zlM/0ccd5b84d1.png |
Re: Foxhole Mod for Steel Panthers WWII
I'm still alive, barely. Anxiety, depression -- all excuses, but tonight I finally finished the leviathan issue that was porting the mod to V17. The casualty? Icon0199. So Icon0199 was one I figured was 'out of the way' enough to use without worrying about it being overwritten. Oh how wrong I was. Icon0199 contains the LSM (R) USN now. So I could move each and every one of my SHPs over by one, all 64 of them, but seeing that I'm in a frenzy to do all the LBMs, add the stuff from the newest Foxhole updates, and actually finish this thing after three or four years of working on it? I figure the LSM (R) USN is an acceptable casualty. Let's all take a moment to mourn it before I get back to chipping away at this.
https://puu.sh/KrLvL/dba5810665.jpg |
Re: Foxhole Mod for Steel Panthers WWII
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Don |
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