Modify Skirmish Flags
Submitted by ArgCmdr
Many may have tried doing this, and seeing how your attempt
got flushed through the toilet because the flag was seen corrupted ingame.
This tutorial will show you the basics of why this happens and how to solve
it.
First off, lets remember that the flags that work are the .PCX files, NOT
the .SHPs. Palette is independant for each flag. So there shouldnt be any
problem.
Before proceeding; make sure you have:
XCC Mixer
XCC Mix Editor
PSP / Photoshop / Corel / IrfanView ; notice that some versions of these
programs dont add junk code.
And make sure you know how to open the middle tab in XCC Mixer...
Now, open XCC Mixer.
You will see that, the original flags are in local.mix / localmd.mix. They
must be put in an ExpandmdXX.mix file to overwrite the others, or inside the
interface tab, if youre using XCC Mod Creator / Launcher.
The filenames are:
arbi.pcx -> Iraqi Flag
lati.pcx -> Cuban Flag
usai -> American Flag
rusi -> Russian Flag
yrii -> Yuri Flag
djbi -> Lybian Flag
frai -> French Flag
gbri -> UK Flag
geri -> German Flag
japi -> Korean Flag
You might also have noticed that theres a nodi.pcx and a gdii.pcx. Curious,
eh?
Now, keep in mind that you cannot add new filenames but override others. Extract
one of this to your computer (if its a parent country its best, because then
you can erase the parts that get topped by the faction logo)
What to do...well, first grab your new flag, and resize to 27x18. Increase
color depth on the base PCX. Now back to the resized flag, copy it. Back to
the base file, paste it. If you see the flag looks bad, remember you can always
use the retouch tools (in PSP) or its Photoshop similes to blur, dodge, burn,
darken, rehue, etc.
Once your flag is pasted there, you may or may not want to paste a logo above
it. You can just copy paste this last one, or resize one of yours to 21x21,
23x21 or similar (It highly depends on the proportion youre basing yours on.
if it doesnt fit, cut it somewhere). When you paste, make sure its first pixel
is on coordinates 1,1.
Now, youre done with the flag (remember to paint all those pixels that shouldnt
appear as 255,0,255, as we will use that color as transprent ingame.
Next step is decreasing color depth, use Optimized Median Cut, and Nearest
Color Matching. This will ensure no quality lost (as you probably will not
use 255 colors you have availble...). After this is done, save your work as
a pcx file.
Go into XCC Mixer, and right click on the PCX. Click on copy as PAL.
Now open XCC Mix Editor and place the .pal file inside an ExpandXX.mix (where
XX is a number between 02-99). Notice this is IMPERATIVE for the flag to be
outputted correctly ingame, since we will convert that pcx into a SHP, and
then back into a PCX. The reason is that some versions of these programs,
for example PSP 6 and older versions, insert "junk" 21 bytes, which mess the
order the game reads the file, hence it displays it "twisted".
So, do as said, save that mix file, place it on the game folder, then close
XCC Mixer, and open it again. Select the PCX. Click on copy as SHP(TS). Go
to View -> Palette -> Select.... Click on your newly created mix file, and
choose your palette. Now select that SHP, and click on copy as PCX (Dont worry,
if you didnt add the 0000 to the end of the filename, it wont be overwritten,
since every time you add no 0000 it eats a character of the filename on SHP
comversion). This PCX should be clean from junk additions. Make sure you dont
edit it again after.
Now, you can get rid of the ExpandmdXX.mix you created, since all its purpose
is being there so XCC Mixer uses the proper palette for conversions. The resulting
PCX files should be enough to add in the game.
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