part 3 will cover the graphics. Few information is available about the graphic lines, but I'll try to discover as much about them as possible.
graphics_head section
graphic_count: controls the nr of graphic slots
followed by a huge list of graphic pointers
example of such a pointer:
graphic_header_pointers_000: 20254464
I expect that just as with the units a pointer of just 1 might be enough, but haven't tried it yet.
That's all there's to see in the graphic_head
graphics_other section
graphic_?_name1: name of the graphic
graphic_?_name2: usually same or slightly shorter than name1
graphic_?_slp: refers to an slp nr from graphics.drs
graphic_?_unknown01a: the last 4 characters seem to control draw order (which graphic appears in front of others) and selectability.
00 00 00 00 00 = unused graphics slot (no data inserted, just an empty slot)
00 00 00 00 01 = lot of cliffs
00 00 00 00 0a = ??
00 00 00 00 14 = ??
00 00 00 00 1e =bunch of missiles and explosions
00 00 00 01 00 = wall_med_R, wall_large_R, wall_small_R, artifact D1 and D2
00 00 00 01 0a = ??
00 00 00 01 14 = ??
00 00 00 01 1e =ballista bolt(and fire) and catapult_man
00 00 00 02 00 =mostly cliffs and some trees
00 00 00 02 02 =cliff water
00 00 00 02 0a = ??
00 00 00 02 14 = ??
ff ff 00 00 00 =blank and demon
ff ff 00 00 0a =dock dead
ff ff 00 00 14 = ??
graphic_?_unknown01b:
-1 = majority of graphics
0 = unused graphic slot
10 = ?. For some reason every graphic who has value 10 here has the 8th character of unknown01a: 2
graphic_?_replay: Will the graphic repeat itself (play again)
0 = all unused graphic slots have 0 here, but some other graphics too.
1 = ?
2 = ?
graphic_?_unknown01c: unknown
c0 ff d6 ff 40 00 20 00 = salmon/seal(?)/whale/trout(?) fish
e0 ff ec ff 20 00 14 00 = shore fish jump and swim
00 00 00 00 00 00 00 00 = all other graphics
graphic_?_delta_count: controls how many of the delta slot at the end are present, ranging from 0 to 6.
graphic_?_sound: I'm quite unsure which sounds this might be.
graphic_?_extras: ??
0 = ??
1 = ??
graphic_?_numframes: Matches the nr of frames per angle
graphic_?_angles: nr of angles
graphic_?_unknown02: Seems to determine the speed at which frames switch. in format of: 0(or 1) speed 0
example: 0 0.0465 0 (means that frames switch fast)
graphic_?_unknown03: ??
graphic_?_id: the data nr of this graphic
graphic_?_type: Mirroring mode. Controls how graphics are flipped to create angles
0 = No mirroring. Goes together with angles: 1,32,7,3,2,36, 180,8,0,4,6,25,60 (in other words practically all angles)
1 = goes together with angles: 2
3 = goes together with angles: 4 and 5
6 = goes together with angles: 8
12 = goes together with angles: 16
27 = goes together with angles: 36
54 = goes together with angles: 72
graphic_?_delta_000: all delta's have 8 values. They seem to have the function of combining graphics (source)
so 8 values in each used delta line:
example:
graphic_1_delta_000: -1 0 0 0 0 0 -1 0
graphic_1_delta_001: 838 0 0 0 0 0 -1 0
the format of these values appears to be
graphicID(like sails on a ship) 0 0 0 x y -1 0
what exactly this x and y value do I don't know for sure. They are 0 0 in most cases. If no graphicID is used, it's -1.
graphic_?_delta_001:
graphic_?_delta_002:
graphic_?_delta_003:
graphic_?_delta_004:
graphic_?_delta_005:
-----------------------------------------------------
* Example of the combination of graphics by using the delta slots:
civ_0_unit_70_graphic_stand: 817 (stone age house)
graphic 817:
name1: House Smoke (house + campfire and smoke)
name2: None
slp: -1 (no slp!!, strange)
unknown01a: ff ff 00 01 14
unknown01b: -1
replay: 1
unknown01c: 00 00 00 00 00 00 00 00
delta_count: 4 (4 deltas used)
sound: -1 (no sound)
extras: 0
numframes: 20 (20 frames per rotation or angle)
angles: 1 (1 angle, it's a building)
unknown02: 0 0.075 0
unknown03: 1
id: 817
type: 0 (no mirroring)
delta_000: 407 0 0 0 0 0 -1 0 (407 refers to graphic 407=actual house graphic)
delta_001: 411 0 0 0 0 0 -1 0 (411 refers to graphic 411=player color)
delta_002: 412 0 0 0 11 -13 -1 0 (412 refers to graphic 412=smoke above the fire, 11 and -13 refer to coordinates of appearance but precise meanin is unknown to me)
delta_003: 324 0 0 0 11 6 -1 0 (324 refers to graphic 324=campfire, 11 and 6 refer to coordinates but precise use is unknown to me)
followed by a huge list of graphic pointers
example of such a pointer:
I expect that just as with the units a pointer of just 1 might be enough, but haven't tried it yet.
That's all there's to see in the graphic_head
example: 0 0.0465 0 (means that frames switch fast)
so 8 values in each used delta line:
example:
graphic_1_delta_000: -1 0 0 0 0 0 -1 0
graphic_1_delta_001: 838 0 0 0 0 0 -1 0
the format of these values appears to be
graphicID(like sails on a ship) 0 0 0 x y -1 0
what exactly this x and y value do I don't know for sure. They are 0 0 in most cases. If no graphicID is used, it's -1.
-----------------------------------------------------
* Example of the combination of graphics by using the delta slots:
civ_0_unit_70_graphic_stand: 817 (stone age house)
graphic 817:
name1: House Smoke (house + campfire and smoke)
name2: None
slp: -1 (no slp!!, strange)
unknown01a: ff ff 00 01 14
unknown01b: -1
replay: 1
unknown01c: 00 00 00 00 00 00 00 00
delta_count: 4 (4 deltas used)
sound: -1 (no sound)
extras: 0
numframes: 20 (20 frames per rotation or angle)
angles: 1 (1 angle, it's a building)
unknown02: 0 0.075 0
unknown03: 1
id: 817
type: 0 (no mirroring)
delta_000: 407 0 0 0 0 0 -1 0 (407 refers to graphic 407=actual house graphic)
delta_001: 411 0 0 0 0 0 -1 0 (411 refers to graphic 411=player color)
delta_002: 412 0 0 0 11 -13 -1 0 (412 refers to graphic 412=smoke above the fire, 11 and -13 refer to coordinates of appearance but precise meanin is unknown to me)
delta_003: 324 0 0 0 11 6 -1 0 (324 refers to graphic 324=campfire, 11 and 6 refer to coordinates but precise use is unknown to me)
[This message has been edited by Thompsoncs (edited 07-08-2011 @ 03:34 PM).]