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? )
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 haven't really looked thru the assembly or play-tested to see if it is set or read from anywhere...
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
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
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 terr -x B5_01B.PRJ weee.png splat.png would work just as well.
Is PNG with 16bit (grey) color channel good enough?
Yes. I finally installed Blender today, and now see that option... ( so it is easy )
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
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