DO/GFX
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- | + | The graphics effects is field #25 (offset 100) of an INST (WIKILINK TO INST PLEASE) record. It controls the appearance and behavious of special, usually animated, map objects, such as windmill wings. | |
- | + | == List of valid GFX values == | |
+ | These are the graphical effects we've identified. Each effect is associated with a M3D model, from this list: | ||
+ | <pre> | ||
+ | _GBOLT.M3D | ||
+ | _GLIGHT.M3D | ||
+ | _GSAILS.M3D - windmill sails | ||
+ | _GSGBEER.M3D - tankard sign (tavern) | ||
+ | _GSGBOOK.M3D - book sign (mystic's shoppe) | ||
+ | _GSGSWOR.M3D - sword sign (armoury) | ||
+ | _GSGWEED.M3D - potion sign (apothecary's shoppe) | ||
+ | _GWHEEL.M3D - water wheel | ||
+ | _KSAILS.M3D | ||
+ | _KSGBEER.M3D | ||
+ | _KSGBOOK.M3D | ||
+ | _KSGSWOR.M3D | ||
+ | _KSGWEED.M3D | ||
+ | _kWHEEL.M3D | ||
+ | </pre> | ||
+ | (The "G" and "K" models seems to be identical. We don't know the difference between them). The only effects used in Dark Omen maps are ID codes 11 -- 17 (see list below). There might be others though since the "boil" and "light" M3Ds aren7t associated with effects 11 -- 17. | ||
- | + | {|class="wikitable" style="border:2px solid black;" | |
+ | !Hex | ||
+ | !Dec | ||
+ | !Descritption | ||
+ | |- | ||
+ | | | ||
+ | |11 | ||
+ | |'''Windmill Sails/Blades''' on B4_09 | ||
+ | |style="background:black;"|http://img396.imageshack.us/img396/2645/windmill2tt7.jpg | ||
+ | |- | ||
+ | | | ||
+ | |12 | ||
+ | |'''Water Wheel''' | ||
+ | |style="background:black;"|http://img509.imageshack.us/img509/8968/waterweelzq0.jpg | ||
+ | |- | ||
+ | | | ||
+ | |13 | ||
+ | |'''Flag - Beer''' | ||
+ | |style="background:black;"|http://img507.imageshack.us/img507/1104/beerom9.jpg | ||
+ | |- | ||
+ | | | ||
+ | |14 | ||
+ | |'''Flag - Book''' | ||
+ | |style="background:black;"|http://img168.imageshack.us/img168/3783/unknownrc9.jpg | ||
+ | |- | ||
+ | | | ||
+ | |15 | ||
+ | |'''Flag - Sword''' | ||
+ | |style="background:black;"|http://img296.imageshack.us/img296/8374/swordil0.jpg | ||
+ | |- | ||
+ | | | ||
+ | |16 | ||
+ | |'''Flag of Potion of Strength''' | ||
+ | |image goes here | ||
+ | |- | ||
+ | | | ||
+ | |17 | ||
+ | |'''Windmill Sails/Blades''' on B1_02 | ||
+ | |style="background:black;"|http://img169.imageshack.us/img169/7308/windmill1pg5.jpg | ||
+ | |} | ||
- | + | == List of all used GFX values == | |
+ | In the following list are the values to determine the effects for. All values have been extracted from the INST block or their PRJ files. Please populate the table above. | ||
- | 2 | + | <pre>b1_01.prj |
+ | b1_02.prj 39: 17 | ||
+ | b1_03.prj | ||
+ | b1_04.prj | ||
+ | b1_05.prj 1: 16 | ||
+ | 5: 15 | ||
+ | 10: 16 | ||
+ | 12: 14 | ||
+ | 20: 13 | ||
+ | 24: 16 | ||
+ | 27: 15 | ||
+ | b1_06.prj | ||
+ | b1_07.prj | ||
+ | b1_08.prj | ||
+ | b2_01.prj | ||
+ | b2_02.prj | ||
+ | b2_04.prj | ||
+ | b2_05.prj | ||
+ | b2_07.prj | ||
+ | b2_08.prj | ||
+ | b3_01.prj | ||
+ | b3_02.prj | ||
+ | b3_06.prj | ||
+ | b3_07.prj | ||
+ | b3_08.prj | ||
+ | b3_09.prj | ||
+ | b4_01.prj | ||
+ | b4_02.prj 40: 12 | ||
+ | b4_03.prj | ||
+ | b4_05.prj | ||
+ | b4_06.prj | ||
+ | b4_08.prj | ||
+ | b4_09.prj 2: 11 | ||
+ | 18: 11 | ||
+ | b4_10.prj | ||
+ | b5_01.prj | ||
+ | b5_01b.prj | ||
+ | spare9.prj | ||
+ | </pre> | ||
- | |||
- | + | == Editing instructions by Olly == | |
- | + | All buildings can have a Graphics Effect assigned to them. | |
- | + | === Using the TextEditor === | |
- | + | # Open B1_01 | |
+ | # INST | ||
+ | # INST>List gfx LiveModels | ||
+ | # No GFX have been applied onto any Buildings in B1_01 | ||
+ | # Open B1_02 | ||
+ | # INST | ||
+ | # INST>List gfx Livemodels | ||
+ | # (INST 39 (The Windmill) has 17 assigined to it). | ||
+ | # INST>39 | ||
+ | # INST39>set gfx 16 | ||
+ | # INST39>list gfx livemodels | ||
+ | # (INST 39 now has gfx 16 assigned) | ||
+ | # INST39>save Windmill_16 | ||
+ | # INST39>Y/N to save file | ||
+ | # INST39>Y | ||
+ | # INST39>exit | ||
- | + | So we have now sucessfully changed the GFX of the Windmill from 17 to 16. | |
+ | The next Step is to view the results of our changes,by starting up DarkOmen and Loading a Save game to jump to B1_02. | ||
- | + | Before we can do this we must Browse to the Dark Omen Installation Folder C:\Program Files\Dark Omen\GameData\1pbat\B1_02 | |
+ | and rename the original B1_02.prj file to Original.prj (to save a copy of) and rename our new File "Windmill_16.prj" to B1_02.prj. Then load a save game to start on B1_02. | ||
- | |||
- | + | The results show a Flag instead of the Windmill's Wings/Sails. | |
- | + | So we now know:- | |
- | + | GFX 17 = Windmill Sails/Blades | |
- | + | GFX 16 = Flag of Potion of Strength/Symbolising a place to buy Drink/Food. | |
- | + | http://img240.imageshack.us/img240/8092/b10216gv8.jpg | |
- | |||
- | |||
- | |||
- | |||
- | So | + | So now let's try another Map with more GFX assigned to its buildings. |
- | |||
- | |||
- | |||
- | |||
+ | # Open B1_05 | ||
+ | # INST | ||
+ | # INST>List gfx LiveModels | ||
- | + | There are many gfx effects applied to buildings, as this a Town, where the Buildings/Inns have Flags/Banners Hanging on their walls. | |
- | |||
- | + | Such as this one, where it has also had the Particle Effect applied. | |
- | + | http://img238.imageshack.us/img238/6433/b105be4.jpg | |
+ | We will concentrate on INST 20 an Inn who has GFX 16 applied, the Potion of Strength Flag, Let's change it to 17 to give it the Windmill Blades/Sails. | ||
+ | <ol> | ||
+ | <li value="4">INST>20</li> | ||
+ | <li> INST20>set gfx 17</li> | ||
+ | <li> INST20>list gfx<br />(Inst 20 now has GFX 17 applied to it).</li> | ||
+ | <li> INST20>save Inn20</li> | ||
+ | <li> INST20>Create File Y/N</li> | ||
+ | <li> Y</li> | ||
+ | <li> Exit</li> | ||
+ | </ol> | ||
+ | Then browse to the Dark Omen Installation Folder C:\Program Files\Dark Omen\GameData\1pbat\B1_05 and rename the original B1_05.prj file to Original.prj (to save a copy of) and rename our new File "Inn20.prj" to B1_05.prj. Then load a save game to start on B1_05. Brigands Attack 2 ->Stay and Fight. | ||
+ | The result is that the Inn now has th GFX of Windmill Sails/Blades. | ||
+ | http://img396.imageshack.us/img396/9130/b105bbx2.jpg | ||
+ | We now have to test what other GFX there may be replacing the GFX 17 (Windmill sails) with 01,02,03 etc upto 255. | ||
[[Category:Modifications]] | [[Category:Modifications]] |
Current revision as of 15:57, 29 January 2009
The graphics effects is field #25 (offset 100) of an INST (WIKILINK TO INST PLEASE) record. It controls the appearance and behavious of special, usually animated, map objects, such as windmill wings.
Contents |
List of valid GFX values
These are the graphical effects we've identified. Each effect is associated with a M3D model, from this list:
_GBOLT.M3D _GLIGHT.M3D _GSAILS.M3D - windmill sails _GSGBEER.M3D - tankard sign (tavern) _GSGBOOK.M3D - book sign (mystic's shoppe) _GSGSWOR.M3D - sword sign (armoury) _GSGWEED.M3D - potion sign (apothecary's shoppe) _GWHEEL.M3D - water wheel _KSAILS.M3D _KSGBEER.M3D _KSGBOOK.M3D _KSGSWOR.M3D _KSGWEED.M3D _kWHEEL.M3D
(The "G" and "K" models seems to be identical. We don't know the difference between them). The only effects used in Dark Omen maps are ID codes 11 -- 17 (see list below). There might be others though since the "boil" and "light" M3Ds aren7t associated with effects 11 -- 17.
Hex | Dec | Descritption | |
---|---|---|---|
11 | Windmill Sails/Blades on B4_09 | ||
12 | Water Wheel | ||
13 | Flag - Beer | ||
14 | Flag - Book | ||
15 | Flag - Sword | ||
16 | Flag of Potion of Strength | image goes here | |
17 | Windmill Sails/Blades on B1_02 |
List of all used GFX values
In the following list are the values to determine the effects for. All values have been extracted from the INST block or their PRJ files. Please populate the table above.
b1_01.prj b1_02.prj 39: 17 b1_03.prj b1_04.prj b1_05.prj 1: 16 5: 15 10: 16 12: 14 20: 13 24: 16 27: 15 b1_06.prj b1_07.prj b1_08.prj b2_01.prj b2_02.prj b2_04.prj b2_05.prj b2_07.prj b2_08.prj b3_01.prj b3_02.prj b3_06.prj b3_07.prj b3_08.prj b3_09.prj b4_01.prj b4_02.prj 40: 12 b4_03.prj b4_05.prj b4_06.prj b4_08.prj b4_09.prj 2: 11 18: 11 b4_10.prj b5_01.prj b5_01b.prj spare9.prj
Editing instructions by Olly
All buildings can have a Graphics Effect assigned to them.
Using the TextEditor
- Open B1_01
- INST
- INST>List gfx LiveModels
- No GFX have been applied onto any Buildings in B1_01
- Open B1_02
- INST
- INST>List gfx Livemodels
- (INST 39 (The Windmill) has 17 assigined to it).
- INST>39
- INST39>set gfx 16
- INST39>list gfx livemodels
- (INST 39 now has gfx 16 assigned)
- INST39>save Windmill_16
- INST39>Y/N to save file
- INST39>Y
- INST39>exit
So we have now sucessfully changed the GFX of the Windmill from 17 to 16. The next Step is to view the results of our changes,by starting up DarkOmen and Loading a Save game to jump to B1_02.
Before we can do this we must Browse to the Dark Omen Installation Folder C:\Program Files\Dark Omen\GameData\1pbat\B1_02 and rename the original B1_02.prj file to Original.prj (to save a copy of) and rename our new File "Windmill_16.prj" to B1_02.prj. Then load a save game to start on B1_02.
The results show a Flag instead of the Windmill's Wings/Sails.
So we now know:-
GFX 17 = Windmill Sails/Blades
GFX 16 = Flag of Potion of Strength/Symbolising a place to buy Drink/Food.
So now let's try another Map with more GFX assigned to its buildings.
- Open B1_05
- INST
- INST>List gfx LiveModels
There are many gfx effects applied to buildings, as this a Town, where the Buildings/Inns have Flags/Banners Hanging on their walls.
Such as this one, where it has also had the Particle Effect applied.
We will concentrate on INST 20 an Inn who has GFX 16 applied, the Potion of Strength Flag, Let's change it to 17 to give it the Windmill Blades/Sails.
- INST>20
- INST20>set gfx 17
- INST20>list gfx
(Inst 20 now has GFX 17 applied to it). - INST20>save Inn20
- INST20>Create File Y/N
- Y
- Exit
Then browse to the Dark Omen Installation Folder C:\Program Files\Dark Omen\GameData\1pbat\B1_05 and rename the original B1_05.prj file to Original.prj (to save a copy of) and rename our new File "Inn20.prj" to B1_05.prj. Then load a save game to start on B1_05. Brigands Attack 2 ->Stay and Fight.
The result is that the Inn now has th GFX of Windmill Sails/Blades.
We now have to test what other GFX there may be replacing the GFX 17 (Windmill sails) with 01,02,03 etc upto 255.