DO/GFX
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Bembelimen (Talk | contribs) (Fixed ol) |
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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. | 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> | ||
Revision as of 21:09, 4 May 2008
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
Hex | Dec | Descritption |
---|---|---|
16 | Flag of Potion of Strength/Symbolising a place to buy Drink/Food. | |
17 | Windmill Sails/Blades |
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.