Instant cooldown (only for you, not the enemy) Faster ROF for all PLAYABLE units (including missions that have units which are not your main player's) Stronger Firepower (with a modifier for your needs) Other special colours you can use that way are the bordeaux-pink on index #0, which is transparent colour, and (in RA1) the pink on index #67, which is the glowing red used in RA's damaged buildings.- Control every unit (every team, ANYONE) You can then paste this in your editor and use the colour picker to use the correct purple colours for the team colours. If you don't have any way at all to view the palette in the editor, but want to make use of the team colours system, simply open the purppals-xcc.mix file, select the raprconv.pal in it, scroll down in the colours view until you see the purple colours (index 50-5F, since XCC shows it hexadecimally), and press print screen. Hint: MS Paint can only save in high colour png, so simply opening the frames in MS Paint and saving them does that conversion for you. Note that from what I've seen, this only works for high-colour PNGs without their own palette. This will convert the graphics you have to the palette you got selected at that moment. Then, make sure you have the same raprconv.pal selected when doing the "Copy As SHP" action. If you don't have any editor with palette support, make sure to save/re-save all frames as high colour images, and then enable the XCC option -> ->.
![tiberian sun walkthrough final mission tiberian sun walkthrough final mission](http://guidesmedia.ign.com/guides/3851/nod_set/images/large/04nod.jpg)
In XCC Mixer, right-click on the first frame of the range, and use "Copy As SHP" (not "SHP (TS)") to convert it back to SHP file. Make sure to disable any saving options that would convert it to high colour or optimize the colour palette. Save the graphics, keeping the original palette.
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As the example image on the purple palettes download page shows, the purple colours in the palette (range 80-95) are the ones that adapt to the player colour ingame. You'll get a range of numbered frames.Įdit the frames in your favourite image editor! Preferably one that allows you to view and use the internal colour palette of the image. Use "Copy As PNG" to convert the graphics to PNG using the current palette. (rapwconv.pal is the same but with animated water colours left intact) In XCC Mixer, press ctrl+p, find purppals-xcc.mix, and from it, select the Red Alert conversion palette "raprconv.pal". Also note that on modern OSes, XCC Mixer always needs to be started in Administrator mode, or it won't be able to access its own settings. Note that you need to restart XCC Mixer after changing any of the folder settings, since the scan only happens on startup. I usually cheat my way around it by setting the XCC folder itself as "TD Secondary" and dumping stuff like this in there. If XCC doesn't recognize any game folders, go to View -> directories in XCC Mixer and set them correctly. Any game folder XCC knows will be scanned for usable content. Put the purppals-xcc.mix file in a game folder. Since the final game graphics as SHP only contain the palette indices anyway, and not the actual colours, you can perfectly use custom palettes like that The normal game palette has black as (transparent) background colour, and yellow as unit team colour, but since those tend to mix up with non-transparent black and normal real yellow, I made palettes that change them to more distinct colours. This is a special palettes set for modding and converting graphics. Note that the purple palettes are useless for editing different things than the units and structures) Obviously for C&C1 and TS/RA2 you need to use the other palettes from the purple palettes pack. This is the basic way to convert and edit units and structures: (taking Red Alert as example. However, it also means you can edit your graphics with adapted palettes, and it won't have any real effect on the final SHP file This means that if you give it a colour palette it wasn't meant for, it can look totally messed up. This means that instead of having its image information saved as "this pixel is blue", it instead has "this pixel is index 144 on the colour palette", and the pixel will show up as whatever colour is at that index on the palette you give it.
![tiberian sun walkthrough final mission tiberian sun walkthrough final mission](https://playgame.tips/upload/cache/upload/imgs/command-amp-conquer-remastered-collection-guide-to-adding-rulesini-to-red-alert-tips-s650x366.jpg)
For that reason, it's vital that you use the game's colour palette when making your graphics.
![tiberian sun walkthrough final mission tiberian sun walkthrough final mission](https://gamefabrique.com/storage/screenshots/pc/command-and-conquer-tiberian-sun-14.png)
They only contain palette indices, meaning, they just show in the colours given to them by the game.
![tiberian sun walkthrough final mission tiberian sun walkthrough final mission](https://i.ytimg.com/vi/NU7fEoLfk_4/maxresdefault.jpg)
The first thing you need to know is that C&C/RA/TS/RA2 graphics of the SHP type don't contain colours, at all.