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  #1  
Old November 23rd, 2006, 03:54 PM
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Default A bit frustrated

About 3 hours ago I finished the framework for a new mod. I tried it out wihout sprites as often Dom III can just assign approximately appropriate sprites to new critters, and I just wanted to see where I was at that point.

I got the 'critter has too high sprite# error" so I knew I needed to actually put in sprites. I fired up the Gimp and got to work.

I made a bunch of first pass tga files and tried them out. Dom III crashed with a "bad tga file" error. I checked and sure enough I had saved them with compression on, so I resaved them.

Same error. So I resaved them to new file names and then deleted the old compressed files and renamed all the new files to the correct filenames.

Same error. So I checked filenames referenced in the dm file and sure enough had one filename misspelled wrong "batelmage.tga" instead of "battlemage.tga". I fixed it.

Same error. So, I got rid of all references to all tga files except one.

Same error. I checked the file. targa--check. uncompressed--check. 24 or 32 bit? I have not a clue. I have no idea how to check that. Sigh.

I decide to change the one file over to SGI rgb format. I do it, make sure it is uncompressed.

Same error. Well, the manual says 'must be targa or sgi, 24/32 bit color, and uncompressed or RLE.' Maybe it means that in sgi it must use RLE. So I resave it.

Same error. Even though it is not a tga file any longer. What the heck?

I try a few other things. No joy. Very frustrating. I have wasted my day--In No Small Part because the error codes are so dang vague and unhelpful.

How about Helpful Codes like:
bad tga file--batelmage.tga
bad tga file--battlemage.tga should not be comprssed
bad tga file--battlemage.tga is 16 bit, must be 24 or 32
bad tga file--batelmage.tga does not exist
bad tga file--directory battlemages does not exist
bad sgi file--battlemage.rgb is whateveraslongasitisinformative.

Sigh. Ok, any body have any helpful hints? I will attach a sample file to take a look at.
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Old November 23rd, 2006, 03:55 PM
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Default Re: A bit frustrated

Looks like it won't let me upload a tga file. I will try a zipped version. Sigh.
Attached Files
File Type: zip 472909-battlemage.zip (2.5 KB, 100 views)
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Old November 23rd, 2006, 04:55 PM
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Default Re: A bit frustrated

I'd suggest using "#copyspr" for now. That's what my mod uses, and it lets you copy existing sprites by unit #.
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Old November 23rd, 2006, 07:23 PM
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Default Re: A bit frustrated

Thanks! I like that.
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Old November 24th, 2006, 02:52 PM
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Default Re: A bit frustrated

Quote:
Uh-Nu-Buh said:
Looks like it won't let me upload a tga file. I will try a zipped version. Sigh.
6.5 #spr1 �<imgfile>�
The file name of the normal image for the monster. The
size of the image should be 8, 16, 32, 64 or 128 pixels
wide/high. A human being should be about 32 pixels
high and there should be 2 pixels of free space between
his feet and the bottom of the image.



picture size: 32x53 pixel

.. bad tga ...



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Old November 25th, 2006, 09:35 AM
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Default Re: A bit frustrated

I checked out some other sprites people have made, and noticed they are pretty much all 128X128. I took my 32X53 files and added a larger transparent canvas to make them 128X128, even though the pics are much smaller. It works.

I am not an artist by any means. I hate this kind of stuff... it just does not come naturally to me.

Thanks to everyone who helped me out!
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Old November 25th, 2006, 05:03 PM
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Default Re: A bit frustrated

Wait... Do you need to have the width and height the same number? I had a 16X32 unit, and am trying to figure out why the mod won't run...
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Old November 25th, 2006, 07:09 PM
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Default Re: A bit frustrated

32x32 is minimum I think. But the width and height dont have to be the same. I just change most of my canvas to 128x128 to be safe.
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Old December 1st, 2006, 09:32 AM
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Default Re: A bit frustrated

Quote:
picture size: 32x53 pixel

.. bad tga ...
The bad tga is from an incorrect conversion. Its not because of incorrect size. He probably tried to convert gif into tga.
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