DO/GFX

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'''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.
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All buildings can have a Graphics Effect assigned to them.
+
== 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.
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Using the TextEditor:-
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{|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'''
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|style="background:black;"|http://img509.imageshack.us/img509/8968/waterweelzq0.jpg
 +
|-
 +
|
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|13
 +
|'''Flag - Beer'''
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|style="background:black;"|http://img507.imageshack.us/img507/1104/beerom9.jpg
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|-
 +
|
 +
|14
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|'''Flag - Book'''
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|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
 +
|}
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1) Open B1_01
+
== 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) INST
+
<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>
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3) INST>List gfx LiveModels
 
-
4) No GFX have been applied onto any Buildings in B1_01
+
== Editing instructions by Olly ==
-
5) Open B1_02
+
All buildings can have a Graphics Effect assigned to them.
-
6) INST
+
=== Using the TextEditor ===
-
7) INST>List gfx Livemodels
+
# 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
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8) (INST 39 (The Windmill) has 17 assigined to it).
+
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.  
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9) INST>39
+
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.
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10)INST39>set gfx 16
 
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11)INST39>list gfx livemodels
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The results show a Flag instead of the Windmill's Wings/Sails.
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12)(INST 39 now has gfx 16 assigned)
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So we now know:-
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13)INST39>save Windmill_16
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GFX 17 = Windmill Sails/Blades
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14)INST39>Y/N to save file
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GFX 16 = Flag of Potion of Strength/Symbolising a place to buy Drink/Food.
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15)INST39>Y
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http://img240.imageshack.us/img240/8092/b10216gv8.jpg
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16)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 adn Loading a Save game to jump to B1_02.
 
-
The results show a Flag instead of the Windmill's Wings/Sails.
 
-
So we now know:-
+
So now let's try another Map with more GFX assigned to its buildings.
-
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
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5) Open B1_05
+
There are many gfx effects applied to buildings, as this a Town, where the Buildings/Inns have Flags/Banners Hanging on their walls.
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6) INST
 
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7) INST>List gfx LiveModels
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Such as this one, where it has also had the Particle Effect applied.
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8) There are many gfx effects applied to buildings, as this a Town, where the Buildings/Inns have Flags/Banners Hanging on their walls.  
+
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 windmill2tt7.jpg
12 Water Wheel waterweelzq0.jpg
13 Flag - Beer beerom9.jpg
14 Flag - Book unknownrc9.jpg
15 Flag - Sword swordil0.jpg
16 Flag of Potion of Strength image goes here
17 Windmill Sails/Blades on B1_02 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.

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

  1. Open B1_01
  2. INST
  3. INST>List gfx LiveModels
  4. No GFX have been applied onto any Buildings in B1_01
  5. Open B1_02
  6. INST
  7. INST>List gfx Livemodels
  8. (INST 39 (The Windmill) has 17 assigined to it).
  9. INST>39
  10. INST39>set gfx 16
  11. INST39>list gfx livemodels
  12. (INST 39 now has gfx 16 assigned)
  13. INST39>save Windmill_16
  14. INST39>Y/N to save file
  15. INST39>Y
  16. 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.

b10216gv8.jpg



So now let's try another Map with more GFX assigned to its buildings.


  1. Open B1_05
  2. INST
  3. 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.

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.

  1. INST>20
  2. INST20>set gfx 17
  3. INST20>list gfx
    (Inst 20 now has GFX 17 applied to it).
  4. INST20>save Inn20
  5. INST20>Create File Y/N
  6. Y
  7. 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.

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.

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