.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old November 23rd, 2006, 03:54 PM
Uh-Nu-Buh's Avatar

Uh-Nu-Buh Uh-Nu-Buh is offline
Sergeant
 
Join Date: Jan 2004
Location: athens, georgia
Posts: 274
Thanks: 0
Thanked 1 Time in 1 Post
Uh-Nu-Buh is on a distinguished road
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.
__________________
--Uh-Nu-Buh, Fire/Death
Reply With Quote
  #2  
Old November 23rd, 2006, 03:55 PM
Uh-Nu-Buh's Avatar

Uh-Nu-Buh Uh-Nu-Buh is offline
Sergeant
 
Join Date: Jan 2004
Location: athens, georgia
Posts: 274
Thanks: 0
Thanked 1 Time in 1 Post
Uh-Nu-Buh is on a distinguished road
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)
__________________
--Uh-Nu-Buh, Fire/Death
Reply With Quote
  #3  
Old November 23rd, 2006, 04:55 PM
DrPraetorious's Avatar

DrPraetorious DrPraetorious is offline
Major General
 
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
DrPraetorious is on a distinguished road
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 #.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
Reply With Quote
  #4  
Old November 23rd, 2006, 07:23 PM
Uh-Nu-Buh's Avatar

Uh-Nu-Buh Uh-Nu-Buh is offline
Sergeant
 
Join Date: Jan 2004
Location: athens, georgia
Posts: 274
Thanks: 0
Thanked 1 Time in 1 Post
Uh-Nu-Buh is on a distinguished road
Default Re: A bit frustrated

Thanks! I like that.
__________________
--Uh-Nu-Buh, Fire/Death
Reply With Quote
  #5  
Old November 24th, 2006, 02:52 PM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
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 ...



__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
Reply With Quote
  #6  
Old November 25th, 2006, 09:35 AM
Uh-Nu-Buh's Avatar

Uh-Nu-Buh Uh-Nu-Buh is offline
Sergeant
 
Join Date: Jan 2004
Location: athens, georgia
Posts: 274
Thanks: 0
Thanked 1 Time in 1 Post
Uh-Nu-Buh is on a distinguished road
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!
__________________
--Uh-Nu-Buh, Fire/Death
Reply With Quote
  #7  
Old November 25th, 2006, 05:03 PM
UninspiredName's Avatar

UninspiredName UninspiredName is offline
Sergeant
 
Join Date: Oct 2006
Posts: 351
Thanks: 0
Thanked 0 Times in 0 Posts
UninspiredName is on a distinguished road
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...
__________________
Just because you're paranoid doesn't mean they're not out to get you.
Reply With Quote
  #8  
Old November 25th, 2006, 07:09 PM
Amos's Avatar

Amos Amos is offline
Captain
 
Join Date: Feb 2005
Posts: 867
Thanks: 0
Thanked 41 Times in 19 Posts
Amos is on a distinguished road
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.
Reply With Quote
  #9  
Old November 25th, 2006, 07:55 PM
UninspiredName's Avatar

UninspiredName UninspiredName is offline
Sergeant
 
Join Date: Oct 2006
Posts: 351
Thanks: 0
Thanked 0 Times in 0 Posts
UninspiredName is on a distinguished road
Default Re: A bit frustrated

Well, I'm pretty sure the manual said 16 was acceptable, and forcing Hoburgs to 32X32 doesn't really make sense. I guess I'll look over the .dm file again.
__________________
Just because you're paranoid doesn't mean they're not out to get you.
Reply With Quote
  #10  
Old November 25th, 2006, 08:00 PM
Uh-Nu-Buh's Avatar

Uh-Nu-Buh Uh-Nu-Buh is offline
Sergeant
 
Join Date: Jan 2004
Location: athens, georgia
Posts: 274
Thanks: 0
Thanked 1 Time in 1 Post
Uh-Nu-Buh is on a distinguished road
Default Re: A bit frustrated

If you make the figure in the sprite the correct size, and the rest of the canvas transparent, then you can't go wrong with 128X128 as Amos has said.

Be interesting to experiment with though.
__________________
--Uh-Nu-Buh, Fire/Death
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:30 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.