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Post by Boaster on Oct 2, 2012 15:40:43 GMT -6
Here's a small layout of plans for the GS6 mod.
New colorized models and roster sprites. New Building sprites, maybe? More spell icons. More artifact icons and portraits (Baldur's Gate, D1/D2). [The WC3 artifact icons and portraits will remain, but will go unused. They don't really fit.] Colorized portraits (Elbus' work?) Shins portrait pack New SFX (includes sped up and slowed down versions of existing casting sounds, and other new misc. sfx).
No expected release date.
Will do an open Beta.
Other plans include scaling down Artifacts and Unit stats to return to a more raw version of LOMSE.
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Post by Boaster on Oct 4, 2012 13:22:30 GMT -6
Here's what I've come up with for artifacts so far... Click to EnlageGenerating the icons is the easiest part. Generating the portrait so LOMSE will read is another. I already have all of the D1 and WC3 portraits finished and readable in game, per the PIC5R3. The second big step will be getting the BG and D2 portraits readable. In addition, I'm trying to get the colorized portraits readable in game as well.
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Post by Boaster on Oct 12, 2012 15:00:24 GMT -6
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Post by Boaster on Oct 13, 2012 16:17:29 GMT -6
Well now, I've actually created the Fire Dwarven Warlord sprite, but I've got a few problems.
[1] The file is more than twice the size it should be (I'll speak on this shortly).
[2] The transparent background in addition to the sprite is fully selectable.
The problem I'm having with [1] is... the sprite mirroring isn't working. SNV, who created LOMUT, mentioned this in his program note. But a work around can be done, but this will make the file twice as large.
The problem I'm having with [2] is that... sprites are required to be 512 x 512 pixels. So the full selectable area of the sprite is a 512x512 area. This makes the sprite broken, in a sense, and unusable.
I have tried to contact SNV, the creator of LOMUT and have offered compensation to him if he can get this fixed and perfected. However, I don't know if the email he used for registration for this message board was created solely for this board or not.
So, we're about as close as we can get to making this happen as we can for the moment. We need those two things fixed.
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Post by myrddin on Oct 27, 2012 13:41:33 GMT -6
Wow, that red dwarf is extremely cool. Well done. I like the idea of new building sprites, and this is something that even I might be able to contribute to (I'm decent at modifying existing graphics, but don't have the know-how to create new ones of much value) Also, are there plans to shift artifact positions around? (I hope not, if possible, except to restore them). I just bring this up because I noticed that the GS mods shift a scroll (raise shade in the death campaign) to Ban's Crown from the order quest. Sounds like cool stuff tho, keep up the good fun.
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Post by Boaster on Oct 27, 2012 13:45:28 GMT -6
Wow, that red dwarf is extremely cool. Well done. I like the idea of new building sprites, and this is something that even I might be able to contribute to (I'm decent at modifying existing graphics, but don't have the know-how to create new ones of much value) Also, are there plans to shift artifact positions around? (I hope not, if possible, except to restore them). I just bring this up because I noticed that the GS mods shift a scroll (raise shade in the death campaign) to Ban's Crown from the order quest. Sounds like cool stuff tho, keep up the good fun. This had mostly to do with adding a new spell, and thus creating a new artifact for it by way of scroll. I need to add "dummy spells" to one mod update, that way when I add spells later, it shouldn't shift things. There are dummy artifacts created though, so it helps when I create new artifacts in-game. But with what you're talking about, existing saved games become problematic with any new spell or artifacts in the game.
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Post by skitarii on Nov 5, 2012 9:39:19 GMT -6
WHOA!
Never thought this was possible.…
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Post by Boaster on Nov 5, 2012 14:40:59 GMT -6
WHOA! Never thought this was possible.… It's still technically not possible, because there are two issues with recompiling the IMP files. Read in the post below the one with the images.
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Post by myrddin on Nov 20, 2012 15:39:54 GMT -6
Here are some of my ideas for "new" buildings. "New", because they are all taken from LOM already, and I think some of them work fairly well. Some may require additional touching up, but let me know if you want to use any of these: Attachments:
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Post by myrddin on Nov 20, 2012 15:43:13 GMT -6
The lich castle and hut are just include for size/comparison purposes. Here is a picture of how these buildings would look on LOM terrains. Attachments:
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Post by Boaster on Nov 24, 2012 18:00:29 GMT -6
Adding new building sprites is a lot easier than adding new unit sprites due to the problems I mentioned above.
Looks very good! I know you took these from existing graphics, but they look very nicely cropped and modified.
Did you already make these?
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Post by myrddin on Nov 28, 2012 1:32:52 GMT -6
Adding new building sprites is a lot easier than adding new unit sprites due to the problems I mentioned above. Yes, hence even a noob like myself can contribute. But no, I haven't modded them into the game (that might be more your department, if you want to use them). But there are several more that I want to add, as well as touch up the existing ones a little. One thing that I have absolutely zero knowledge of is how to extract/edit/compile images from LOM files.
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Post by Boaster on Nov 29, 2012 16:20:18 GMT -6
Adding new building sprites is a lot easier than adding new unit sprites due to the problems I mentioned above. Yes, hence even a noob like myself can contribute. But no, I haven't modded them into the game (that might be more your department, if you want to use them). But there are several more that I want to add, as well as touch up the existing ones a little. One thing that I have absolutely zero knowledge of is how to extract/edit/compile images from LOM files. I might try to convert those when I get a moment to and test to see how they work.
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Post by myrddin on Dec 6, 2012 16:44:53 GMT -6
That would be great if you could figure out how to import these (I imagine it would be similar to adding new portrait/artifact graphics.) A little while longer and I'll have a complete set of "new" buildings to send.
Also, do you know whether most LOM images (portraits, buildings, etc) are 256 color?
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Post by Boaster on Dec 6, 2012 17:01:07 GMT -6
256 color. First color in palette has to be green, and the second has to be red. These colors are used for transparent and translucent effects.
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Post by umburns on Dec 7, 2012 22:12:17 GMT -6
I'd like to start off by thanking you for making these great mods and would gladly beta test gs6 for you. Just let me know when and I'll try to get back to you ASAP.
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Post by Boaster on Dec 7, 2012 22:41:05 GMT -6
I'd like to start off by thanking you for making these great mods and would gladly beta test gs6 for you. Just let me know when and I'll try to get back to you ASAP. Much appreciated. Unfortunately, it looks like the GS6 has been moved back to being a pipe dream for the time being. Need to hear back from SNV, or a new programmer who can fix/improve his LOMUT program so I can recompile unit sprites.
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Post by Boaster on Feb 14, 2013 17:33:11 GMT -6
As a side note, I'm still working on some things, in the eventuality I do release a new mod generation (six).
I've been working on consolidating all of the tilesets into one file. This way, access to ALL tiles can be achieved with one tileset.
I've combined the graphics, but combining the data to make it all work is going to be one LOOONG and laborious processing. This doesn't even count the trial-and-error of testing.
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orzie
Official
Posts: 365
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Post by orzie on Feb 14, 2013 22:24:04 GMT -6
Will it be some kind of United.til which allows user to draw all existing tiles in SMP editor? If so, it would give an amazing opportunity for new creative material, including revised game encounter maps.
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Post by Boaster on Feb 15, 2013 12:04:12 GMT -6
Will it be some kind of United.til which allows user to draw all existing tiles in SMP editor? If so, it would give an amazing opportunity for new creative material, including revised game encounter maps. Yep, basically. Additionally, I've worked on correcting some multi level encounters where the two opposing armies start incredibly close. This is problematic for multiplayer, because for whatever reason, the second level of a dungeon always starts with about a 3-5 second delay after unpausing and before any unit will respond..
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