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Real-Time Game Tweaker

Hello I like Serena,

First off, I want to thank you for this awesome tool!

I have some bug reports to make:

the mine and depletion events do not currently work, the event appears but does nothing;
selecting sorcery conjunction triggers chaos, chaos triggers sorcery, nature is fine.

I have also played around with the lbx editor, using BACKGRND.LBX.

I have managed to extract and replace some little graphics for the buttons, but I have been unable to replace (extract is still fine) some bigger images (320x200).

No matter what I do, it still gives the error "Please select an lbx set of images and replace them by the same number".

I should mention that while the small icons show two previews (the lower one being how it will appear in game from what I understand), the bigger ones only show one.

Do you think you could maybe find a way to allow importing for these graphics too? That would be really useful!
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I'm having importing problems too.

I started replacing the default wizards, so far doing fine, but...

"it can only replace pictures and sequences of pictures"

So I'm now at Moodwiz.lbx and it contains sequences.

I named my files name, name_1 and name_2, even tried throwing in name_3, and it's still saying the usual "Please select an LBX set of numbers and replace them by the same number" despite the 3 images properly appearing in the window.

What am I doing wrong? The image is the correct size, too.

It doesn't even seem to accept the same image(s) extracted from there.
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Hmm... just verified that I can see the same problem...
Let me see what I can do...

Just for the record, since you posted over a month ago (not to mention raddeg who posted over a year ago), are you still interested in a solution?
--I like ILSe
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Found the problem.
The images are decompressed and the resulting size for the 3 images in MOODWIZ.LBX is 3 x 109 x 109, which is bigger than 32767, which is currently an upper limit.
I'll have to do some more digging to see if I can work around that limit.
--I like ILSe
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(September 28th, 2015, 14:33)I like Serena Wrote: Found the problem.
The images are decompressed and the resulting size for the 3 images in MOODWIZ.LBX is 3 x 109 x 109, which is bigger than 32767, which is currently an upper limit.
I'll have to do some more digging to see if I can work around that limit.

Hi!
Although it's a different file now but I still want to be able to change animated images. (spell of mastery at the moment), thanks for the answer.
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(September 28th, 2015, 14:54)Seravy Wrote:
(September 28th, 2015, 14:33)I like Serena Wrote: Found the problem.
The images are decompressed and the resulting size for the 3 images in MOODWIZ.LBX is 3 x 109 x 109, which is bigger than 32767, which is currently an upper limit.
I'll have to do some more digging to see if I can work around that limit.

Hi!
Although it's a different file now but I still want to be able to change animated images. (spell of mastery at the moment), thanks for the answer.

Turns out it's an arbitrary limit that I set myself. At the time I only wanted to get the unit images working.
It's only later that I extended it to cover all LBX files.
So I've increased the limit and now I can replace any LBX artwork.

Still, there are some problems with the palette.
That's the problem with the special screens - each of them uses a different palette and I currently only support the standard in-game palette.
For the record, when talking to a wizard, we get an animation that is coming from somewhere else, and it ends in one of the MOODWIZ pictures.
The animation is unchanged, but the final picture comes up with a slightly skewed palette.
The same would happen with the Master of Magic animation sequence.

Ah well, I should be able to figure it out, since I've also been able to decode the images using the proper palette.
--I like ILSe
Reply

(September 28th, 2015, 15:25)I like Serena Wrote:
(September 28th, 2015, 14:54)Seravy Wrote:
(September 28th, 2015, 14:33)I like Serena Wrote: Found the problem.
The images are decompressed and the resulting size for the 3 images in MOODWIZ.LBX is 3 x 109 x 109, which is bigger than 32767, which is currently an upper limit.
I'll have to do some more digging to see if I can work around that limit.

Hi!
Although it's a different file now but I still want to be able to change animated images. (spell of mastery at the moment), thanks for the answer.

Turns out it's an arbitrary limit that I set myself. At the time I only wanted to get the unit images working.
It's only later that I extended it to cover all LBX files.
So I've increased the limit and now I can replace any LBX artwork.

Still, there are some problems with the palette.
That's the problem with the special screens - each of them uses a different palette and I currently only support the standard in-game palette.
For the record, when talking to a wizard, we get an animation that is coming from somewhere else, and it ends in one of the MOODWIZ pictures.
The animation is unchanged, but the final picture comes up with a slightly skewed palette.
The same would happen with the Master of Magic animation sequence.

Ah well, I should be able to figure it out, since I've also been able to decode the images using the proper palette.

Indeed, I have been having some problems with palettes, most colors are fine but a few actually end up completely wrong like red->white where it deviates from the standard. I usually reapply whatever palette there is in the original image which reduces the problem although not eliminates it.
For moodwiz and similar files I dodged the animation replacing problem by simply hex editing the lbx file into it believing it is only one image in the sequence, which allowed me to change it normally with a different still image, and it worked fine in the game. My portraits are non-animated anyway so no problem with that solution.
However, the spell of mastery animation would not work as a still image, there is no way around it I have to somehow animate the portrait being absorbed into the blue flame.
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You are aware that the regular in-game images have a couple of special palette entries?
They've been encoded as pink for transparent, green for shadow, and a couple more green entries for the flag indicating the player.
Tweaker matches those specific colors to re-encode the images, meaning those colors should not be used for anything else.
The special screens each have a different palette.
--I like ILSe
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Yes, thought so.
I guess I can live with a few incorrectly colored pixels here or there for now. I rather fix real bugs first, and work on game balance. Portrait changes are an optional thing I just did for fun, the mod is playable without them.
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Is there a way to save the changes you make permanently? Im trying to edit the pop growth bonuses for races/buildings but the save button is permanently grayed out for some reason...
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