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Creating .def, help - Valery - 21.08.2009 01:52

My first attempt 105

However the create .def fails. I have all animations, but it seems there is a palette problem. And def tool read me is all in russian, damnt...I tried 1 hour to get the russian alphabet on my computer but it does not want. When I paste the russian text in translator, the letters are screwed.

Image: 222gto.gif

Image: 121yik.gif


Does anyone knows what buttons I have to use?
Image: image1fxz.jpg

Do I have to change "buttons, backgrounds", "$47 buildings"?
What is the separator for?
Check for solid color?
Do I have to insert ALL animations for a creature or I can create for testing purpose only "run" animation? Making def file is giving me a def where nothing can be seen...


RE: Creating .def, help - FCst1 - 21.08.2009 02:55

Wow! Not bad, not bad...
But, I think, that for creation of units it is better to use DefTool3.2, it easier and supports more functions. Link.


RE: Creating .def, help - Valery - 21.08.2009 02:59

Ah....much better...thanksSm

I see Darkloke uses a lot of animations, at least x2 than the original. He also use on his abomination a special attack 2 hex which I can't find in any other creature. I did not notice this attack showing in my map.

I got my first def using the new tool. With previous I couldn't. Happy.

I screwed it, as the creature has legs different when standing than other actions, thats bad...I have to redone the "standing" and pick a different one.
Image: 000ppz.gif
Image: 222zkj.gif
Image: 111wlh.gif
Image: 333j.gif

I have a question: In two hexes attack, Darkloke abomination used left hand attack. What do we put if he has only right hand weapon?

And "start moving" uses first frame from move, thats all?
My model view crash every half an hour. Then it takes me another half an hour to resize to 450x400. Then it crash...36


RE: Creating .def, help - Deo - 21.08.2009 09:03

Two hex attack used by dragons, or any other creature with "dragon breath" flag (commanders).
A "start moving" used when creature start moving =). Like Energy Elemental transform into plasma and then moving, or harpy soars up. And in "finish moving" harpy lands down. In any other creatures, without specific move animations, You can simple use first frame from move in "start moving". Thats all.
P.S.:Why and what your model crash?


RE: Creating .def, help - Darkloke - 21.08.2009 10:55

Quote:I see Darkloke uses a lot of animations, at least x2 than the original.
Yes, but its not necessary - i do it coz of some specific while importing monsters in 3ds max.

Quote:He also use on his abomination a special attack 2 hex which I can't find in any other creature.
U can create this attack for any creature if u plan later to give it through ERM 2hexed attack ("dragon breath" ability).

Quote:I have a question: In two hexes attack, Darkloke abomination used left hand attack. What do we put if he has only right hand weapon?
This depends of the monster - if he has any attack that could be treated as 2hexed, then u could use it.

Quote:My model view crash every half an hour.
If u are using wotlk modelv viewer then dont be surprised - its quite a beta release - thus not stable. As other reason - check ur video drivers.


RE: Creating .def, help - Valery - 21.08.2009 13:48

Ok thanks. Although it answers to a lot of my questions, I still have no idea why some creatures have less "type" frames than others.

When I open the H3DefTool.exe I have no choice but fill all "types" of frames (0-21)
But when I open some of Darkloke creatures some have less types:

Abomination types: moving, mouse over, standing, getting hit, defend, death, turn left/right x2, attack up/straight/down, shoot up/straight/down, 2 hex attack up/straight/down, start/stop moving.

Now the knight has all previous except shoot up/straight/down, 2 hex attack.

Other creatures (not Darkloke) have no "start/stop moving".

How do you choose in deftool which types to remove and keep? I can't get them delete. Only ignore filling them with frames?

Turn left/right is only repositioning the model geometrically?

Exporting model create several non opening png. and .ms3d file, which can't be opened with 3dsmax. How?Dash1

Sorry for lot questions


RE: Creating .def, help - Valery - 21.08.2009 16:30

I made the whole def but it comes out as a 24 Mo file...Imported it into lod but in game I have a big screen and it does not move.

Image: 111duz.gif


RE: Creating .def, help - Darkloke - 21.08.2009 21:57

(21.08.2009 13:48)Valery Wrote:  Ok thanks. Although it answers to a lot of my questions, I still have no idea why some creatures have less "type" frames than others.

How do you choose in deftool which types to remove and keep? I can't get them delete. Only ignore filling them with frames?

moving, mouse over, standing, getting hit, defend, death, turn left/right x2, attack up/straight/down, shoot up/straight/down, 2 hex attack up/straight/down, start/stop moving
Quote:Shoot and 2hexed attack are pure optional and u can use them in case u are planning to add a corresponding abilities via ERM. All others normally should be, though i cannot tell for sure in which cases the game will crash if there will be no some of those animations.

[quote]Other creatures (not Darkloke) have no "start/stop moving".
U should study (look how it done) the original H3 monsters in such cases, not the modded ones.

[quote]Turn left/right is only repositioning the model geometrically?
Yes. Usually two frames for this are enough.

Quote:Exporting model create several non opening png. and .ms3d file, which can't be opened with 3dsmax. How
Ms3d is a format for MilkShape Viewer:
http://chumbalum.swissquake.ch/


RE: Creating .def, help - Valery - 21.08.2009 22:10

Thanks I got it. Any idea why all frames are 24 Mo when compiled in def? I did not have more frames than you, and they are all bmp 450x400 pixels.


RE: Creating .def, help - Valery - 21.08.2009 23:39

FCst1, when checking "create msg+msk I get this error. Any idea why?
Image: image1fev.jpg


RE: Creating .def, help - Darkloke - 22.08.2009 00:03

(21.08.2009 22:10)Valery Wrote:  Thanks I got it. Any idea why all frames are 24 Mo when compiled in def? I did not have more frames than you, and they are all bmp 450x400 pixels.
Are ur images in indexed colors or RGB? Usually this happens coz of RGB. I presume ur problem with msk has the same reason.


RE: Creating .def, help - Valery - 22.08.2009 00:25

How to check? I guess the first time is the hardest. To tell the truth I have no idea what is the difference between RGB and indexed colors. A few hints? How to modify?
Image: image1qnx.jpg

It seems indexed colors, 8 bits.
Image: image1hfm.jpg


RE: Creating .def, help - Darkloke - 22.08.2009 01:07

(22.08.2009 00:25)Valery Wrote:  How to check? I guess the first time is the hardest. To tell the truth I have no idea what is the difference between RGB and indexed colors. A few hints? How to modify?

It seems indexed colors, 8 bits.
Well, indexed files are the 1st requirement for creating defs. Also u should have a correct palette (1st 10 fixed colors).

Yes, in 2nd case ur image is indexed, but i suppose it has incorrect palette.

Send me the files on email and i will tell whats wrong.


RE: Creating .def, help - Valery - 22.08.2009 02:20

Thats very strange, my def is 24 Mo but when archived it is 641 Ko. So I prefer to upload it, as my email can't send more than 2 Mo at once (it freeze)

Geant def

Thank you for help, I am aware that the creature may be too big, but it was first try and it took me one day. Next will be better, if I could see it in game.


RE: Creating .def, help - Darkloke - 22.08.2009 02:37

(22.08.2009 02:20)Valery Wrote:  Thats very strange, my def is 24 Mo but when archived it is 641 Ko. So I prefer to upload it, as my email can't send more than 2 Mo at once (it freeze)
No, i dont need ur def, since frames there are packed already - upload just one source bmp.


RE: Creating .def, help - FCst1 - 22.08.2009 02:54

(21.08.2009 23:39)Valery Wrote:  FCst1, when checking "create msg+msk I get this error. Any idea why?
Image: image1fev.jpg
For units .msg and .msk are not necessary, only for units on a map. But I too receive this error. For a long time I ask GrayFace to correct...


RE: Creating .def, help - Valery - 22.08.2009 03:03

@Darkloke: Ok sorry. I sent one bmp by mail.

@FCst1: then how did you import so many objects into the patch if you have same errors?

I just got Caesar 3&4, Disciples and found a lot of nice things there. I am ready to start importing them. What a msg/msk contains?


RE: Creating .def, help - Valery - 22.08.2009 19:22

I am dying to understand how all this works.
I have those 3 new objects, but only one has white background. How to change black bg from other two? And how to create msk/msg without crashing the def tool. And how to add those lines of codes to ZEOBJTS.txt?

Image: image3idm.jpg


RE: Creating .def, help - FCst1 - 22.08.2009 20:00

(22.08.2009 03:03)Valery Wrote:  @FCst1: then how did you import so many objects into the patch if you have same errors?
I used preparations .msg & .msk
About an error - today has asked GrayFace to correct.


RE: Creating .def, help - Valery - 22.08.2009 22:00

Quote Darkloke:
1. Open it in Photoshop (i suspect u are using it).
2. Go to Image - Mode - Indexed Color. Now u are in Indexed Colors
Menu.
3. In the "palette" combo box box select any scheme u like (i prefer to use
local adaptive variant, but u could try other ones).
4. Set colors to 256.
5. In "forced" combo box select "custom". In newly opened menu click
"load" and load the file i attached.

As note - PS generates palette file automatically, so forced color
option allow u to add colors which not present on the image - such way
u can be sure that u have added in the palette system colors, that
required for heroes.

6, Uncheck "transparency" option.
7. Select dither as none (though it not necessary - u can play with
settings to see whats changing).

Press ok. Thats all - palette created and applied to ur image, which
is now in 256 colors (after saving it - u could see the difference in
the size).

Now u can go in Image - Mode - Color table to see ur palette and
saving it into external file for using it for ur other images.
REMEMBER - all images in ur set (unit for example) must have the same
palette.

Ah, one more thing - be sure to check that ur cyan background has (0;
255; 255 color) - now it has (130;254;254) - in that case u wont see
transparency in the game.


Ok, I tried whole process and I got a 154ko image instead of 600Ko. Now I have some questions:

1) I changed the image to indexed colors. Does it means I have to repeat the whole process for EVERY frame I import from WoW model view?
I never used Photoshop in the process: here how I did it- create frames from modelviewer and place them in different folders and renamed, then opened straight the def tool and created the def.
4) Changed colors to 256
5) Where is forced combo options?
Thats is how I did:
Image: image1wms.jpg
Then loaded your palette but it gives this:
Image: image2uru.jpg
6) I unchecked transparency when choosing indexed colors, thats right?

I also changed the cyan background to (0; 255; 255 color) .


RE: Creating .def, help - Valery - 23.08.2009 00:47

I am sorry for bothering you all with my stupid faults. I found the reason why my creature did not show in game, and thats because of modelviewer crashing constantly. While I set up the background for the first frames at 0.255.255 I forgot to redo it at every after-crash.

Solved.
Image: image2otd.jpg

Now I have to figure to insert objects and msg/msk thing.

Off topic: Mad

I just found that Berserker closed all his projects and quited Heroes world. This is terrible news. You were an extremely nice person and I thank you for all your kind help. I wish you to enjoy your future life but don't forget us, drop us a "hello" from time to time.

Be well Bers.


RE: Creating .def, help - GrayFace - 23.08.2009 16:11

Valery, here's how you could do it easier: just choose Transparent color on "Frames" tab. Click on the blue box there and choose the green background color of your images.

(22.08.2009 01:07)Darkloke Wrote:  Well, indexed files are the 1st requirement for creating defs. Also u should have a correct palette (1st 10 fixed colors).
This is only true for DefMaker. DefTool doesn't have such limitations.


RE: Creating .def, help - Valery - 23.08.2009 16:16

Grayface, the problem now is getting the msg/msk and adding code in ZEOBJTS.txt. Care to look at that error?
I got a lot of interesting objects from various games. I am very excited now that I got at least something working.

For the background solution, I choose an object which has dark background. I inserted it in Def tool and choose frames/checked transparency and clicked on the small blue box on its left. Choosed 0.255.255 and clicked ok. Nothing changed, the background is still dark.

Now I solved it in my manner. I opened the bmp in photoshop and used teal airbrush to change the background. It worked.
Image: image1djr.jpg


RE: Creating .def, help - Valery - 24.08.2009 07:15

A new def, all moves are detailed, background and indexed colors fixed, but in game the colors lose a lot from the original. I did also some weird mistakes as my model is exactly vertical like in the gif, but in game the perspective is a bit distorted and the angle slightly different. I will correct it.
Image: elfd.gif

Also I had to change RVB to indexed for every frame, is there a fastest way?
My finger is broken.
When I will explore the process deeper I will start with 3dsMax, right now I can't get it to run (some keygen problem). It costs 5000 $ 36


RE: Creating .def, help - Corwin - 24.08.2009 10:37

Valery, there is fastest way, it is called "actions" in photoshop.
1. Take all images, that color palette must be changed (all frames of one unit) in one separate folder.
2. Create one more folder, call it "indexed color", for example.
3. Open photoshop
4. Open one frame in photoshop
5. (!) go to action tools (window->actions), pick on "create new action" button (bottom of actions window); name the created action "changing palette", for example. Now all editing that you do - photoshop records.
6. Change palette to your opened frame from RGB to indexed palette, that you already have (!).
7. Save frame without changing name in folder "indexed color" (or any other name, that you did)
8. Close the frame.
9. (!) Stop record (at bottom of action window button "stop")
10. Go to "File -> Automate -> Batch". In batch window set action, that you did (in our case - "changing palette"); in "source" field click "choose" button and choose folder where is all frames (see step 1); click "ok".
11. Take sprite and popcorn, sit сonveniently and watch how the photoshop do your job Sm.
12. Go to folder "indexed color" (see step 2) and take all your frames in indexed color format.

P.S. if you have any problem - ask here; when I have time, I answer Sm.


RE: Creating .def, help - Valery - 24.08.2009 11:13

I already knew about this multiple files command because I read this
guide

But thats why I hate all those programs, as everyone has different options and they never are same Dash1

I have no "actions", no "tools", no possibility to do all this in my Adobe photoshop CS 8.0.1. But millions of weird options.
Image: image1vaf.jpg

Edit: ok I found it. In fact it is called "start a new script". I am still fighting with it but I will win soon.


RE: Creating .def, help - Corwin - 24.08.2009 14:39

I did not understand what is the problem.
You don't have that in your photoshop?
Image: original.gif


RE: Creating .def, help - GrayFace - 24.08.2009 15:31

(23.08.2009 16:16)Valery Wrote:  Grayface, the problem now is getting the msg/msk and adding code in ZEOBJTS.txt. Care to look at that error?
I've fixed the msk/msg error. Here you can test it: http://sites.google.com/site/sergroj/wog/H3DefToolTmp.rar?attredirects=0
Here's an editor for ZEOBJTS: http://bournwog.narod.ru/programs/ObjTxtEditor.zip

(23.08.2009 16:16)Valery Wrote:  For the background solution, I choose an object which has dark background. I inserted it in Def tool and choose frames/checked transparency and clicked on the small blue box on its left. Choosed 0.255.255 and clicked ok. Nothing changed, the background is still dark.
0.255.255 isn't a dark color Sm You should choose the background color that you have in your images there. Anyway, in the new version background color is chosen automatically.


RE: Creating .def, help - Valery - 24.08.2009 15:32

Its ok, thanks. It as different on my system, I was looking as mad for "actions" and "tools" (options in french) but in fact the feature is "scripts".

From there is same.
Image: image1pkdtlp.jpg


RE: Creating .def, help - Valery - 24.08.2009 16:41

Finally I see the light:
Image: image1oyc.jpg

1) Did I set up the pass ability well? The grids are not identical between def tool and text.exe.
2) Is type 63 ok?
3)Do I have to check something in object place or leave it uncheked?
4) What to put in "current position"?
5)Object count?
6) Where to tell the program where in the editor the object will be located?
7)To introduce it I have only to add the names of def/msk/msg in H3sprites.txt, copy the text line in ZEOBJTS.txt, add ZEOBJTS.txt into the .wog file? What to add in action.txt, as it is it who will contain the ZEOBJST.txt, no?

Sorry for many questions, but as you can guess, I introduced the object in the game without errors but it does not show in editor.


RE: Creating .def, help - GrayFace - 24.08.2009 18:12

1) Move the yellow and red squares to the right. The image is located on the lower right corner of area shown in text.exe.
2) yep, but subtype should differ from existing objects.
3) Towns - that's where new wog objects are.
4) nothing
5) nothing
6) Open the real ZEOBJTS.txt and choose the objects after which you want to have yours. After setting all fields press Ctrl+C or Edit -> Add File After Cursor Position
However, I suggest you to add it to the end and use ModHomm
7) It won't work this way, because it would be impossible to install multiple objects - ZEOBJTS.txt of first installed object would be overwritten by the second. You can use ModHomm to make an .obj file. It can then be installed with SimpleLod.
8) choose all Types of Terrain

BTW, what's the strange shadow mess on your picture? You shouldn't use "Apply and Save" on Shadows tab.


RE: Creating .def, help - Valery - 24.08.2009 23:48

I would like to avoid modhomm because I plan to add more than one objects and if they are good, include them in the whole patch. If modhomm is used, then any player will need it, and it is quite difficult to install and use for novices. The update via WoG is the best in my opinion.

The real ZEOBJTS is in data, and the patch does not change the one in bitmaplod. When I added my object via update, it replaced the one in data.
I will delete it and try to import directly in lod.

I also asked for a QP for Grayface in HC. I know this does not means big deal for you, but it will alow you to post more and gain flood protection. And it is big way well earned, as without your tools, nothing would be possible.


RE: Creating .def, help - Valery - 25.08.2009 03:51

ok, the hardest part was done:

Image: image1g.jpg

I tried different settings with def tool but I am unable to change that background.

I have four boxes:

Transparent (it shows teal)
Faint shadow (uncheked)
Deep shadow (idem)
Flag color (unchecked)

I tried to manipulate the first one by clicking on the background then selecting another color but nothing happens. So I returned in Photoshop and changed the whole background with the tool which replace a whole color.
But now I have a problem with contained shadows.
Image: image1dzz.jpg

In the updated def maker now the msg/msk are working good, but other errors came: when first clicking on "reposition" there is an error message although we can reclick again and it works. But one thing was lost, it is the creatures hint with names of animation frames, sounds (empty now+crash). I can always use an older version to get this feature (it works) but just wanted let you know, in case you want it to be perfect.


RE: Creating .def, help - GrayFace - 25.08.2009 10:28

(24.08.2009 23:48)Valery Wrote:  I would like to avoid modhomm because I plan to add more than one objects and if they are good, include them in the whole patch. If modhomm is used, then any player will need it, and it is quite difficult to install and use for novices. The update via WoG is the best in my opinion.
No, modhomm doesn't create msg files when importing objects. They'll need SimpleLod to import the objects. But the best would be to add objects into New Objects patch of Black Phantom.

(24.08.2009 23:48)Valery Wrote:  I also asked for a QP for Grayface in HC. I know this does not means big deal for you, but it will alow you to post more and gain flood protection. And it is big way well earned, as without your tools, nothing would be possible.
Thanks, but I'm a rear visitor in HC for now. What does the abbreviation stand for and what else does it give?

(25.08.2009 03:51)Valery Wrote:  I tried to manipulate the first one by clicking on the background then selecting another color but nothing happens. So I returned in Photoshop and changed the whole background with the tool which replace a whole color.
When you click on Transparent it should show "Chosen automatically" hint and turn into white (if background of the picture is white). Then the background of generated def would be transparent.

(25.08.2009 03:51)Valery Wrote:  But now I have a problem with contained shadows.
Image: image1dzz.jpg
Here's the easiest thing to do:
Delete the shadow, remove all white pixels. On Shadow tab choose "Generate".

(25.08.2009 03:51)Valery Wrote:  In the updated def maker now the msg/msk are working good, but other errors came: when first clicking on "reposition" there is an error message although we can reclick again and it works. But one thing was lost, it is the creatures hint with names of animation frames, sounds (empty now+crash). I can always use an older version to get this feature (it works) but just wanted let you know, in case you want it to be perfect.
What I've uploaded is just an .exe. It needs all files from previous DefTool distributive.


RE: Creating .def, help - Valery - 25.08.2009 11:06

I keep clicking on "transparent" but I could never change any background.
The little box change to the color I choose but never the frame.

Here are my steps (for a white background):
1) Open def maker, choose adventure object and import frame.
2) Leave "special colors" uncheked, click on the colored box "transparent", choose teal or any color, and now when I click again, it shows "choose automatic" and becomes white. If I don't choose a color it will not let me choose automatically. After it was choosen, do I have to click somewhere?
3) Generate shadow (maybe this has to be done before 2?)

I uploaded the bmp., maybe you can try it some day and tell me if something wrong. (has black ground)

WoG object


RE: Creating .def, help - GrayFace - 25.08.2009 12:04

Check the "Transparent" check box and generate def.

(25.08.2009 11:06)Valery Wrote:  The little box change to the color I choose but never the frame.
That's how it should be.


RE: Creating .def, help - Valery - 25.08.2009 19:47

Transparent box is already checked when starting def maker. I had never to check it again.
I think I lack basic knowledge about palettes. Either the object is going into the editor with original background (not transparent) either the shadow is pink in editor.
Maybe the steps must be different too, I tried all the possibilities without good result. So far, I have no idea what color to select when clicking the first time on transparency box to enable "automatically choose".


RE: Creating .def, help - GrayFace - 25.08.2009 20:01

(25.08.2009 19:47)Valery Wrote:  Either the object is going into the editor with original background (not transparent) either the shadow is pink in editor.
The background will be transparent after making a def. The shadow should be pink in the Def Tool.

(25.08.2009 19:47)Valery Wrote:  So far, I have no idea what color to select when clicking the first time on transparency box to enable "automatically choose".
Don't select any, it's already chosen automatically - you can see it by different frame of its color box.


RE: Creating .def, help - Valery - 26.08.2009 03:37

SOLVED

The problem was the conversion of the initial png. with the photoshop script. The upcoming bmp. were corrupted and no one was able to generate a def properly. I extracted them again and manually converted each one to bmp. Of course now, it works...thanks.

Image: image1g.jpg


RE: Creating .def, help - Valery - 26.08.2009 21:06

Here are the new Caesar objects I will import. Before doing so, tell if if there is any interest for them:
I will re-color the flags with all factions, they are animated. The others are not animated.
Image: image1s.jpg

But it will mostly allow scenarios based on roman empire, not much else.


RE: Creating .def, help - GhostManSD - 26.08.2009 21:36

I think these are very good. Where are they from? Did you made it yourself? I seems I've already seen a part of them in Heroes V (3DO Heroes, which were not published).


RE: Creating .def, help - Valery - 28.08.2009 00:07

I have many problems when installing. Some objects, while having the same palette/resolution as others do not want to get in. Error counter 12. I get in a wall, then when I create a mirror image of it, it gives error in install.

Edit: on same object 224x192 works. 224x160 create error. Any ideas why?

I would really love to know the mechanics of the tool.

Any chances that we can get inside an object when Update.exe refused it?

How come that 101.png is accepted and 102.png is giving error. its just the same wall, but different oriented...On 80 objects it accepted maybe 15. Disappointing.

Moreover, I extracted bmp from existing defs and recompiled them without changing anything. Got again errors when install.


RE: Creating .def, help - Vlaad - 14.09.2009 09:49

Hi all,

I have to admit I've been lurking for a while here - I can understand some threads due to the fact that my mother tongue is Serbian, but not enough to take part in the discussions. What I did figure out is you guys are probably the right people to ask: thanks to Valery's help, I've made some new blank objects myself but cannot create a new blank artifact. Frankly I have no idea how to properly set the properties of an artifact, namely the type and subtype. Everything is OK in the editor and on the adventure map, but doesn't work in game when a hero tries to equip one. The type and subtype of an existing artifact (naturally) produce the artifact in question, so even if a hero finds my new blank one, it will become an existing one in the hero screen. When I try to set a new type and subtype (e.g. #171), the game crashes, of course. What am I missing?

Here are some samples (I'm aware those need to be resized):

Image: 331omiv.jpg

Image: 2s781lk.jpg

Actually I got a bunch of unorthodox ideas and graphics from games such as Age of Wonders and Disciples for some really interesting arties, like the Lizard on the Stick or the Eye in the Bottle, that would work great with combat scripts.

*sigh*


RE: Creating .def, help - solitaire345 - 14.09.2009 22:14

I also had such idea some time ago, and i stopped at the same problem: after giving artifact a new subtype, the game crashes. so i came to a conclusion (just a guess - if anyone can tell if i'm right, or wrong, please do so) that the number of artifacts is stored in the main exe file, so since i don't know anything on how to search for needed value, i abandoned this idea.


RE: Creating .def, help - Valery - 17.09.2009 16:51

I am sure Hippocamus knows how to do it, as I read his mod thread where he scripted a lot of artefacts.

Now, we can "steal" something explained here and export in other forums/script it but first need a bit of help/direction to follow. So, if any of the gods dare to come here down and give us a hint, it will be greatly appreciated.


RE: Creating .def, help - solitaire345 - 18.09.2009 22:39

are you talking about Horn of the Abyss? or is there another mod from Hippocamus out there? if it is, maybye you know where could i get it?


RE: Creating .def, help - Valery - 18.09.2009 22:51

Yes, HoTA, and also Master of Puppets create a lot of artefacts, so the solution is under our nose but kept secretSm


RE: Creating .def, help - solitaire345 - 19.09.2009 00:01

master of puppets? never heard about him.
hmm.. looks like we completely changed the topic of this thread :D



RE: Creating .def, help - Valery - 19.09.2009 14:37

Just Google translate the russian forum http://forum.df2.ru/index.php?showforum=4. Too bad there is no connection, because there are awesome things inside.


RE: Creating .def, help - Qwertyus - 21.09.2009 02:49

I can't spent my time to translate it on english, but check this thread:
Create 3200 artifacts.


RE: Creating .def, help - Valery - 24.12.2009 22:36

I have a question for Grayface regarding the last def tool. I came across several issues with complex color creatures and I need to know how it works:

1) If the creature is repositioned the indexed bmp are automatically changed to RGB colors. Normal? (anyway I always backup the indexed so not big issues)
2) I had several issues with weird graphics, and I noticed the follow thing:

If the box "transparent" is checked BEFORE adding the first frame, I had different results than checking it after adding all frames. Sometimes my creature has weird white pixels, if the box is checked, sometimes it has same pixels if the box is not checked. In all, I need to test in both ways before making the def, and sometimes I have a surprise. I could not say why the white pixels were added, in 90% of cases the creature is ok. I guess it depends of its specific palette if need several checks up.

When you make a creature with a 0.255.255 background, do you check that box and when? Before the first frame or after the last?

I noticed that in general it is less risky to fix the desired position BEFORE going into the def tool, moving all frames may give different results.


RE: Creating .def, help - GrayFace - 25.12.2009 01:31

I keep that box chacked, as it is by default. I'd love to test the def list and cadres that produce those white pixels.

(24.12.2009 22:36)Valery Wrote:  1) If the creature is repositioned the indexed bmp are automatically changed to RGB colors. Normal?
Yes. DefTool ignores palettes anyway.


RE: Creating .def, help - Valery - 25.12.2009 02:12

Ok I will send you the last ones (a few) which created white pixels when replacing. I had to try over 10 times and different set ups until I got the right colors.