May 18, 2024, 11:51:36 AM

Username
Password

  Show Posts
Pages: 1 2 3 [4] 5 6
46  Warhammer Dark Omen / Help Section / Re: Black battlefield in 3D on: January 14, 2015, 10:55:36 PM
my GTS 240 doesn't work in 3d mode  Angry
47  Modifications / Campaigns / Re: Rise of the Dead 2 Beta on: January 09, 2015, 07:34:10 AM
it works, thanks!
48  Modifications / Campaigns / Re: Rise of the Dead 2 Beta on: January 08, 2015, 08:16:07 AM
tinyupload doesn't work for me.
49  Modifications / 2D Sprites / Re: SOTHR Sprites on: June 24, 2014, 03:43:15 AM
here's the sothr "mugshots" with lossless png compression
http://bitpatch.com/downloads/sothr_protraits.zip
talking frames, banners, and backgrounds not included.
50  Modifications / 2D Sprites / Re: SOTHR Sprites on: June 24, 2014, 03:07:22 AM
download the "sothr_spr.zip" that does NOT understand how-to extract units.

extract the sothr_spr.exe program into the sothr folder that has all the *.BOP files in it..
for me that is: "e:\games\sothr\binary\"

download this batch script and extract it into that same directory...
[attachment=1]
double-click that batch file...

you should now have ~740 bitmaps in that folder...
switch explorer's view over to "Large Icons"
determine which pictures that you want and delete the rest.

---
currently we can only extract pictures from sothr we can't import edited pictures into sothr
( if that is what you're trying to do? )

---
and yes, Grey Seer Thanquol has a portrait Smiley
51  Modifications / Troops / Re: 5 Unknown Psychology Attributes on: March 18, 2014, 08:16:17 AM
a quick peek:

unknown flag 0x00004000 ( byte 2 bit 7 )
cleared when charging or getting charged ( VA: 0x00479AB7, 0x00479968 )
set when unit makes contact with enemy  ( VA: 0x00464F68 )
I'd say this flag is for internal use only.

unknown flag 0x00000002 ( byte 1 bit 2 ) is cleared when a unit breaks (flee) ( VA: 0x00456D6C )
which doesn't really provide any clues Tongue
haven't really looked thru the assembly or play-tested to see if it is set or read from anywhere...

last two unknowns haven't check yet.
52  Warhammer Dark Omen / Rules and Standards / Re: Back to the Roots (BTTR) on: March 15, 2014, 06:05:15 PM
Quote
Teleport - It would be great to mod mana and teleport distances but we probably require the source code that the original developers unfortunately were unable to release to us. Only a remake project could provide this but what a game it would be. We live in hope!


:p
this type of thing is very easy to track down using Cheat Engine

the table of magic items/spells is at file offset 0x000E2A18 in the english executable
each entry is 40 bytes in length
see http://wiki.dark-omen.org/do/DO/Magic_Items for id's

DWORD id; // 0x00
BYTE unknown[8]
DWORD cost_mana; // 0x0C
BYTE unknown[12]
DWORD max_range; // 0x1C
BYTE unknown[8]



53  Modifications / 2D Sprites / Re: Adding more Sprites to Dark Omen on: March 13, 2014, 06:09:18 AM
http://bitpatch.com/downloads/do_mod_helper.zip

More sprite/banner slots
More unit names
More army book entries
allow spellcasters to have spells from any school of magic
allows the player viewpoint to move out ten times further from the ground
repoints [armytmp] to a folder in the game directory
fixed heap corruption problem with games's realloc function
multi-player look of the [tab/space] battlemap in single-player

barely tested and only with single-player -> New Campaign

does not do "heads" or PT_sprites yet
54  Modifications / Maps / Re: Heightmaps on: March 09, 2014, 08:51:27 AM
I don't trust photoshop to not to screw up the 16-bit color images.... ( and gIMP will screw them up )
you should try adjusting the gamma/exposure in blender
... but I would think that somehow blender could be setup to make white a certain elevation and black a certain elevation, instead of high is white and low is black.
Quote
You can put a Blend Texture on your mesh, with the ColorBand white on one side and black on the other. In the MapInput tab (on the XYZ blocks) map everything to Z.
maybe?

things don't have to be renamed... in.prj out.png etc. are just descriptions aka this file is PRJ and is INPUT Smiley
terr -x B5_01B.PRJ weee.png splat.png would work just as well.
55  Modifications / Maps / Re: Heightmaps on: March 08, 2014, 07:19:50 AM
I've re-invented the wheel  Sad

Dark Omen heightmaps to/from 16-bit grayscale PNG image files
http://bitpatch.com/downloads/do_terr.zip

completely untested.
correctness and/or usefulness is unknown.
56  Modifications / Maps / Re: Heightmaps on: February 26, 2014, 08:52:15 AM
[attachment=1]

seems to work
57  Modifications / Maps / Re: Heightmaps on: February 25, 2014, 09:37:41 AM
Is PNG with 16bit (grey) color channel good enough?
Yes.
I finally installed Blender today, and now see that option... ( so it is easy Cheesy )

some of the maps like B1_04 have some small negative ( I assume ) elevations...
I don't really know what to do with those...
but everything else is under the 65,535 maximum for 16-bit

58  Modifications / Maps / Re: Heightmaps on: February 24, 2014, 06:08:54 PM
Quote
trouble opening .EXR in ImageMagik
doh, nothing is ever easy :-(
59  Modifications / Maps / Heightmaps on: February 23, 2014, 08:47:58 AM
Exporting a heightmap from Blender...
A 256 color bitmap is not good enough to use.
According to http://blenderartists.org/forum/archive/index.php/t-96874.html
the heightmap must be rendered and saved as a *.EXR file
then using http://www.imagemagick.org/ the *.EXR file can be converted to a format that is easier to work with, while still retaining important color info.

I *think* I've got a pretty good understanding of the TERR chunk from looking at Mikademus, and Ghabry's projects.
edit: update structure defininations


   heightmap data is stored in some form of Block Truncation Coding

   The grayscale image is divided into 8x8 sub-blocks
   each block is represented by two "layers"
   Layer_1 is a 32-bit value that is used as the base level for all 64 pixels in the block
   Layer_2 is 64 8-bit values ( one 8-bit value for each pixel in the block )
   To determine the height of a pixel the corresponding Layer_2 value is multiplied by 128
   then added to the corresponding Layer_1 value

   The Layer_2 entries can be re-used by different blocks to save space ( dictionary compression )

   // note: LAYER1 contains two heightmaps ( of the same dimensions )
   // one for line of sight and one for movement? http://forum.dark-omen.org/tools/general-modding-questions-t1210.0.html
   // however, TERR_HEADER's size, width, height, and num_blocks_layer1 members are all missing the second heightmap

   struct TERR_HEADER
   {
      char id[4]; // 'TERR'
      DWORD size;
      DWORD width;
      DWORD height;
      DWORD num_blocks_layer2;
      DWORD num_blocks_layer1;
   };
   struct LAYER1
   {
      DWORD size;
      struct BLOCK
      {
         DWORD base_height;
         DWORD layer2_offset; // bytes from &layer2.blocks[0]
      } blocks[1];
   };
   struct LAYER2
   {
      DWORD size;
      struct BLOCK
      {
         BYTE delta[8][8];
      } blocks[1];
   };


60  Modifications / Tools / Re: Mixed Magic on: January 24, 2014, 08:40:09 AM
Smiley
http://forum.dark-omen.org/2d-sprites/adding-more-sprites-to-dark-omen-t1214.0.html;msg12435#msg12435

the field I was calling type_id controls that for banners
Thanks!

Pages: 1 2 3 [4] 5 6