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Topic Subject: Frame-Number and Graphic-Resource Unit Editing
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posted 09-20-05 08:07 AM CT (US)   
Oliver has just asked me on MSN how to edit unit's graphic 1 hour ago. After some conversation, I finally get some light onto the issue. Oliver has immediately carried out some test, and has successfully created an attacking bushes as preparation of his scariest town contest.

Archer's Attacking Graphic

41524348525F414E0000000000000000000000000041524348525F414E00 0000000002000000000114FFFF0100000000000000000300FFFF010A0008
00
00000000295C8F3D000000000373020600D00800000000000000000000 FFFF0000FFFF00000000000000000000FFFF000072020000000000000000
0000FFFF00000500380107003A01FFFFFFFF0500380107003A01FFFFFFFF 0500380107003A01FFFFFFFF0500380107003A01FFFFFFFF050038010700
3A01FFFFFFFF0500380107003A01FFFFFFFF0500380107003A01FFFFFFFF 0500380107003A01FFFFFFFF

41524348525F414E: Test String "ARCHR_AN"
0200: SLP Resource ID, 0002(h) =2(d)
0A00: Frame(s) per direction, 000A(h) = 10(d)
0800: Direction

Tarkan's Attacking Graphic

5441524B4E5F414E000000000000000000000000005441524B4E5F414E00 0000000034130000000114FFFF0100000000000000000000FFFF010E0008
00
00000000713D0A3E0000000003271906000700F101FFFFFFFFFFFFFFFF 0700F101FFFFFFFFFFFFFFFF0700F101FFFFFFFFFFFFFFFF0700F101FFFF
FFFFFFFFFFFF0700F101FFFFFFFFFFFFFFFF0700F101FFFFFFFFFFFFFFFF 0700F101FFFFFFFFFFFFFFFF0700F101FFFFFFFFFFFFFFFF

5441524B4E5F414E: Test String "TARKN_AN"
3413: SLP Resource ID, 1334(h) = 4916(d)
0E00: Frame(s) per direction, 000E(h) = 14(d)
0800: Direction

Example:
[JPEG, (108.10 KB)]

bad
c54
3156
2989
4411

SPLASH2 5507

53504C41534832000000000000000000000000000053504C415348320000 00

0000002F120000000014FFFF0000000000000000000000BD01000F000100 00
Recycle Boolean
000000CDCCCC3D000000000983150000

DOCKXN1G 4411

444F434B584E314700000000000000000000000000444F434B584E314700 00

000000A6110000000114FFFF0000000000000000000000FFFF003C000100 00
Recycle Boolean
0000009A99193E00000000053B110000

SPLASH 2989

ARROW_DW 3156


[This message has been edited by scenario_t_c (edited 12-13-2005 @ 07:27 AM).]

Replies:
posted 09-20-05 08:14 AM CT (US)     1 / 63  
Here's some more. I changed the slp graphics of the longboat to become an old greek trireme. Expect more to come...

I hope you all realize how big this breakthrough is. There is virtually nothing we can't do with the editor now.


EDIT - I was trying to make a walktroughable tree, and I ended up with this....

I guess it can be used for something...


EDIT 2 - Even more. Clouds are floating over the heads of the players. And yes, they do move slowly, just like real clouds.

[This message has been edited by Oliver (edited 09-20-2005 @ 09:55 AM).]

posted 09-20-05 11:27 AM CT (US)     2 / 63  
Wowie! Wow! Wow! Triple Wow! As said previously, there is virtually nothing that isn't possible....

˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-20-05 04:39 PM CT (US)     3 / 63  
Is a mod-pack needed for this? Or can you just edit the unit's stats using GenEdi...
posted 09-20-05 05:07 PM CT (US)     4 / 63  
MW,

Neither. You must hex edit.


Scenario_tc,

Thank you for posting how to do this. It will make modding easier.

[This message has been edited by qaz123tfg (edited 09-20-2005 @ 05:08 PM).]

posted 09-20-05 11:11 PM CT (US)     5 / 63  
Hey, scenario_t_c,

That problem you have with the units standing on the trees, I know how to fix that. But, I'll have to trace an "unknown" from GeniEd 1, I'll find it and get back to you.

posted 09-21-05 00:29 AM CT (US)     6 / 63  
@Mandalorian

That's not my problem, but Oliver's. BTW, I guess the unknown attribute you mentioned is the z-axis. Still, it will be kind for you to post the location of it.

[This message has been edited by scenario_t_c (edited 09-21-2005 @ 00:30 AM).]

posted 09-21-05 04:12 AM CT (US)     7 / 63  
Amazing development...the clouds are sweet! I answered another topic concerning this, but again kudos all around!

MW:
Sharing the aspect with players was touched on in another topic created by Oliver, so I'll let him explain what he will of it.


"I take it that this is the Anastasia Scud pines for?" - Epic Commander
"What Ana said. Use sugar and the whip." - aka the Pilot
"I think you will realize the emphasis was on Ana and Cake." - Monk
posted 09-21-05 09:57 AM CT (US)     8 / 63  
I'll probably make a tutorial for the tsuniversity in some time, where I try to easily explain how to hex edit the hard coded data files of AoK.

In the meanwhile, I'm asking Mandalorian if he has any knowledge of what numbers decide if a unit should be visible under fog of war. Hawks are, military units aren't. The reason I'm asking is that when the clouds move through fog of war, the flicker very badly. It only happens when the clouds are moving, and it doesn't happen when they're fully revealed. If I can turn off their ability to be seen through fog of war, I can get rid of the flickering. So far I haven't found any solutions...

posted 09-21-05 10:16 AM CT (US)     9 / 63  
Awesome find, you two. Possibly like AoM and AoE3's "Modify Protounit"?

Yay! We live!


¯\_(ツ)_/¯

[This message has been edited by SonicShadow (edited 09-21-2005 @ 10:17 AM).]

posted 09-21-05 11:27 PM CT (US)     10 / 63  
Hmm.... You know, in all my work with genie editing, I never thought to look for that, maybe I'll delve back into GeniEd 1 and look for it...
posted 09-24-05 01:16 PM CT (US)     11 / 63  

Quoted from SonicShadow:

Awesome find, you two. Possibly like AoM and AoE3's "Modify Protounit"?
Yay! We live!


I finally find out what a Protounit is, as I played a copy of AOM at my friend's home.

And I can answer you, "Yes", when co-operated with MPS & GE2.


[This message has been edited by scenario_t_c (edited 09-24-2005 @ 01:16 PM).]

posted 09-28-05 07:12 AM CT (US)     12 / 63  
That cloud thing is FANTASTIC! How exactly is it done? I've been somewhat left behind in the rapid expansion of the MD'ers recently.

D_B


Đąŗķ_ßļąđę - ĄőĶĦ Főŗųmmęŗ Şįŋčę 2003
__________________________________________________

an era of glory has passed - may the arcade live on
posted 09-28-05 09:33 AM CT (US)     13 / 63  
Its done by Hex editing. If you want, I'll help you out sometime. Its done with the help of DiGiT's Decompressing Utility and a good Hex editing program. I can email you how to do that too, if you want so.

˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-28-05 09:58 AM CT (US)     14 / 63  
As ROH stated, that's done by hex-editing. I am using Hex Workshop to do the work, but others should work fine as well. You have to decompress dat files by digit's program first. And after alteration, compress the files back to dat with his other programs.

I'm not sure if there're any basic hex-edit tutorial on the internet, but if you have been editing dll files for aoe1, you should know how to do it. Hex editing is basically entering and deleting numbers with some rules.

BTW, the 0800 after the frames number seem to be direction.

posted 09-30-05 01:13 PM CT (US)     15 / 63  
I finally get into unit-editing today. My initial results include:

-We can do heroization without the 16777216-method, but only changing 00 to 01.
-We can change which graphic shot (just like those examples in top thread) each unit is using.
-We can add more types of attack or armour strengths.

[This message has been edited by scenario_t_c (edited 09-30-2005 @ 01:26 PM).]

posted 09-30-05 02:00 PM CT (US)     16 / 63  
We can do heroization without the 16777216-method, but only changing 00 to 01."

"heroization" meaning it auto heals? or does that mean it shows up under the hero's tab in the editor?

Also, could you change the fireship graphic into a sheep? (change the slp id.)

I think it would be hilarious for a sheep to zoom about on the water and spit out a stream of fire. lol


Is it possible to change the dimensions of a unit/building? For example, making a foot unit take up more than one tile, or making a building graphic take up more/less tiles.

[This message has been edited by qaz123tfg (edited 09-30-2005 @ 02:02 PM).]

posted 09-30-05 02:11 PM CT (US)     17 / 63  

Quote:

"heroization" meaning it auto heals? or does that mean it shows up under the hero's tab in the editor?

Both of them. If you have never heard of the 16777216-method, go search my name in SD forum.

Quote:

Also, could you change the fireship graphic into a sheep? (change the slp id.)

There are two methods. One is changing fireship graphic shot's SLP number like the example in main thread (recommended). The second one is to change the grahpic shot ID of fireship into sheep's graphic shot ID.

Quote:

I think it would be hilarious for a sheep to zoom about on the water and spit out a stream of fire. lol

I agree with that.

Quote:

Is it possible to change the dimensions of a unit/building? For example, making a foot unit take up more than one tile, or making a building graphic take up more/less tiles.

Quite possible. I spotted in GeniED2's source code, there are some numbers called "size" or something.

PS: qaz123tfg, have you updated your GE2 tutorial with my new atk numbers here?

[This message has been edited by scenario_t_c (edited 09-30-2005 @ 02:12 PM).]

posted 09-30-05 03:23 PM CT (US)     18 / 63  
Wouldn't an exploding sheep be funnier? I mean, replace the saboteur graphics with that of a sheep? Everytime you type the "to smithereens" cheat, you'll get a sheep by your TC. But beware, don't try to kill it for food....
posted 10-03-05 00:36 AM CT (US)     19 / 63  

Quote:

Wouldn't an exploding sheep be funnier? I mean, replace the saboteur graphics with that of a sheep? Everytime you type the "to smithereens" cheat, you'll get a sheep by your TC. But beware, don't try to kill it for food....


You know, I remember back in the Warcraft II days, when a few people managed to make their own scenario editors that literally had no limit on what you could do, because the unit data was stored in the scenario file. I remember playing around with one of these editors; my fondest memory was making sheep that acted like Dwarven Demolition Squads (WarII equivalent of Saboteurs). Dang was that fun.

zyxomma100- Age of Kings Heaven forumer
Proudly thwarting Dark_Aro's evil plans since 2002
"There is nothing more sad than watching a teutonic knight chasing a petard."
posted 10-06-05 05:59 AM CT (US)     20 / 63  
Yes Yes YESSSS!!!!!!!!!
I knew it all the time!!!!!!!!!!
that it should be possible)
When I saw genied2, I saw that there were many restrictions, such as death people can't move, alter the number of frames of a object, in(de)crease attack, and range of BUILDINGS, the option that enables/disables the pssibility of selecting a object, making GAIA units attack,
Editing the cirkle or square of a selected object.

And there were also undiscovered units:
beta trade cart.
two new knight types.
the centurion from aoe.
And I think many more things...

posted 10-06-05 06:10 AM CT (US)     21 / 63  
Oh yes! I saw the image of the moving trireme graphic!
Does the person who editited that empires2 data file send it as soon as possible to me?! Must be below 10MB or in parts of 10MB (i DON'T KNOW HOW LARGE IT IS)

SEND IT TO: thijsluikens@planet.nl
OR:
75107@rocaventus.nl

New images of the break thoughs are also wanted!

I realy want to know the break thoughs!

posted 10-06-05 06:36 AM CT (US)     22 / 63  
More or less everything you've mentioned Ancient Warrior can/has been done. Scenario_t_c is more familliar I think with other numbers than the graphics related. Just email him with any questions you have. There's still a lot of unindentified numbers in the dat file, so expect more to come.

However, I can mod any graphics you want. If you want a trireme, sure, I'll mod you a custom dat file. It's only about five or six minutes of work. Which unit do you want me to replace? You see, we aren't yet able to make completely new units, but I'm sure we'll find a way within some time. Oh, and the filesize of the .dat is approx. 970 kb, so it's not that big.

If you want me to add some more modded units in the custom dat file, just list them. I can make the beta trade cart, the new horse units, the guy with a kite shield.... you name it, I've got it.

Just remember two things. If you intend to use this in a custom campaign, you must send the altered dat file with your campaign when you upload it to the Blacksmith. If you want to go multi with it, everyone in the game must have the altered dat file.

posted 10-06-05 07:02 AM CT (US)     23 / 63  
Thanks!
if it only takes about 5-10 minutes, to make a moving trireme, i suggest you to send it.

And maybe, if you have the time for it, you can send the location of some stats of the data to me.(if u want)
And the edited file (if u want)

I mean the the line, and byte number(s) of the stats.
example:
000005f0 0000 0000 (04)00 0000 0000 0000 0000 0000
= attack of a unit of the ... tribe.

posted 10-06-05 07:08 AM CT (US)     24 / 63  
Controlling that funny stormy dog would be funny.
And: I discovered that when the PMANG unpacks, and doesn't chrashes the game, it will load up. 1-100% like a monk.
But when you abbort this operation, you can get a bridge selected of something else, and every % makes another unit, so when all 100percents are indentefied, you can change the PMANG into what you want!
posted 10-06-05 07:10 AM CT (US)     25 / 63  
You'll have to tell me which unit's graphics you want me to change to the trireme graphics. For example, I changed the graphics of a longboat, but instead of that I can change anything different, like trade cog, war galley, cannon calleon etc. Just tell me which unit I should replace.

And btw if you've got the official patch (c-patch), then you must first send me your dat file, because I haven't this patch on my computer. Send it to the email in my profile.

EDIT - This one's for Kor, a nice, dutch windmill.

[This message has been edited by Oliver (edited 10-06-2005 @ 07:42 AM).]

posted 10-06-05 09:00 AM CT (US)     26 / 63  
Funny graphic.

> i don't have the C-Patch, that makes it more easy.

The following things could be edited:
The irritating can't move bug of the OMTO galley.

Maybe there are new units discovered.

Stormy dog that can attack.
4ATK, 9Range, 12LOS, no armor, Fire rate of skirmisher. Projectile: fireship.

The selectable trireme.
Atk:9 Armor:4/12 range:9 LOS:14 Speed:0.924 Projectile: Heavy scorpion normal War Ship fire rate

[This message has been edited by Ancient Warrior (edited 10-06-2005 @ 09:02 AM).]

posted 10-06-05 09:37 AM CT (US)     27 / 63  
Heh, I just discovered that I have no 'clean' copy of the original .dat file. This means if I'll send you a file with the edits you want, you'll get a lot of other crazy stuff like transport ships created at the lumbercamp instead of the dock - at the cost of 2 wood. Please send a normal empires2_x1.dat file to my email, and I'll work on that one instead.
posted 10-06-05 10:00 AM CT (US)     28 / 63  

Quote:

This one's for Kor, a nice, dutch windmill.


That's great. Now to kill the French invader.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
posted 10-07-05 03:16 AM CT (US)     29 / 63  
Ancient Warrior,

Check out my genied2.1 guide. The link is in my sig. Geniedet2.1 does things geniedit2 didn't do.


Oliver,

Could you replace the fireship graphics (all of them, standing, moving, attacking,) with the graphics of the sheep? Leave the fire as a projectile though. Where can I send my c patched dat file? i.e. need your email address. Thanks.

posted 10-07-05 05:29 AM CT (US)     30 / 63  
Sure, qaz, at least I'll give it a try. Just send it to the email in my profile, olifver at gmail dot com.
posted 10-07-05 10:12 AM CT (US)     31 / 63  
I'm back from a "long" time!
I saw that I should receive a wheird data file, that doesn't matter. It's funny to see crazy stuff like that
Just send it, because i can't wait to see that crazy stuff in my game! And I can fix the most BASICAL things with genied2.1. Yes, I have it now, and i readed the guide.

And I have a editing problem:
-I have the decompressor, and all nessesary software, but when I try to open the decompress program, it doesn't work
My data file is on my PC located at:
C:\Program Files\Miscrosoft Games\Age of Empires2\Data\Empires2_x1.dat
What went wrong?

And I discovered a funny thing:
Allright, I know that piracy is forbidden, but I patched my game for PRIVATE USE so that it starts faster, so that it takes less time to edit multiple things, but when I put accidentaly the age of kings CD in the drive, I had the age of kings music in the conquerors version!
I also discovered that the patched version allows both the C, and A version of the .dat file!

posted 10-07-05 10:18 AM CT (US)     32 / 63  
Send messages before Ten AM, otherwise, I have the time to chat on Monday, and after that other messages about the decompress bug and other things are also welcome, but i think that the chance isn't big that i will see them before monday.
posted 10-07-05 12:21 PM CT (US)     33 / 63  
I'm doing the hex editing now, AW. I cannot promise to do all the changes you requested, but I will do my best.

EDIT

Quoted from me at another forum:

How to edit the dat file:
1) Download digit's decompressor from http://www.digitization.org/download/zlibnoh.rar.
2) Create a new directory and unrar the files to it.
3) Copy the "empires2_x1.dat" file from your data directory to the directory you've just created.
4) Click start and 'run'.
5) Type this into the message box when you want to uncompress:

"(the directory you've just created)\uncompr.exe" empires2_x1.dat empires2_x1.hex
(The quotation signs (") must be typed, or it won't work!)

6) Now open the .hex file with a hex editor of any choice and do your edits. Hex workshop is a nice choice.
7) To compress, type this into the 'run' box:

"(the directory you just created)\compr.exe" empires2_x1.hex empires2_x1.dat

8) Copy the new dat file to your aok directory.

If you've got the c-patch, then the file you're supposed to work with is "empires2_x1_p1.dat"

[This message has been edited by Oliver (edited 10-07-2005 @ 12:25 PM).]

posted 10-07-05 02:05 PM CT (US)     34 / 63  
Sorry 'bout the double post, but I didn't want to edit my previous post again. I've done with the hex edits now, but couldn't do the stormy dog thing because we cannot yet enable them to be controlled by another player than gaia. The edits in this custom dat file are these:


  • A lot of beta units enabled
  • Transport ships cost 2 wood and are created at lumbercamps
  • Two new cactuses (unit modded: cactus)
  • Windmill wings (unit modded: flag B)
  • Waypoint flag (unit modded: flag C)
  • Sheep pen (unit modded: MNG_FLM)
  • New horse unit 1 (unit modded: cavalier)
  • Greek trireme (unit modded: longboat)
  • Throwing sabremen (unit modded: mameluke)
  • Man with kite shield (unit modded: heavy swordsman)
  • New horse unit 2 (unit modded: knight)
  • New horse unit 3 (unit modded: paladin)
  • Exploding sheep (unit modded: saboteur)
  • Fire-throwing sheep (unit modded: hunting wolf)
  • Moving clouds (modded unit: stormy dog)(flickers badly when moving through FOW)
  • New greek ship (modded unit: strbo)
  • Onagers throwing big balls of fire (modded unit: trebuchet)
  • New kind of arabic houses (modded unit: trade shop)(this one has a bug though, it only works with north european civs).

I think that's all. Link to the dat file. Perhaps it's worth to upload to the blacksmith?

Anyway, funniest pic of the week?

[This message has been edited by Oliver (edited 10-07-2005 @ 02:43 PM).]

posted 10-08-05 10:16 AM CT (US)     35 / 63  
This is amazing stuff guys...absolutely amazing. This might get me back into my campaign. I love you all in the most ungay way possible.

___________Zero___________
I only wish I had wit.
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