Thanks again for your generous and thorough help Implode. I had some success, though I must say adding the graphics in took longer than I thought. I much preferred actually making them, though like my first spearman frame I'm sure future ones will go faster. I'm well on my way to some wolf riders as well, but for now, we have some brave goblin spearmen taking the field against a fire giant.
I have a feeling I can get the resolution to a more attractive size, but for now it's tiny goblins on a tiny subscreen lol.
http://i282.photobucket.com/albums/kk24 ... blins4.jpg
http://i282.photobucket.com/albums/kk24 ... blins2.jpg
There will be more to come as I have it.
Lucern
Let's talk graphics MoM style (again).
- Implode
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Re: Let's talk graphics MoM style (again).
Heh, awesome, its great to see someone fiddling with MoM IME this much and actually having some success :)

Yeah... there's a LOT of XML entries for units due to all their different animations in combat, but in this & most other instances I focussed on customizability and assuming as little as possible about e.g. how many walking frames there are. And I of course "cheated" creating the graphics XML file in the first place, and just wrote some code to spew out all the thousands of entries for the original 190-or-so units :) Although I had to do all the spell and city graphics entries by handLucern wrote:I must say adding the graphics in took longer than I thought

Re: Let's talk graphics MoM style (again).
Where exactly is the 33rd image located for each figure? For example, if I'm modifying the draconian bowman unit, I need to pull up 32 image files from figure5.lbx picture number 72 (file72 ..000.bmp) to 79 (file79... 003.bmp), but I don't see another image for the overland map.
Re: Let's talk graphics MoM style (again).
Likewise, is there a means to return these updated bmps back into the lbx file so the program can read them (and I'm referring to the 1.31 engine here, not IME).
Re: Let's talk graphics MoM style (again).
If you've extracted all of them into a folder, and have them in alphabetical order, they're right at the end. Look for .bmps starting with "Units1_000_000".Aureus wrote:Where exactly is the 33rd image located for each figure? For example, if I'm modifying the draconian bowman unit, I need to pull up 32 image files from figure5.lbx picture number 72 (file72 ..000.bmp) to 79 (file79... 003.bmp), but I don't see another image for the overland map.
Re: Let's talk graphics MoM style (again).
Thanks. I overlooked those. Do you have an idea how to "unextract" these images back into the original .lbx?
Re: Let's talk graphics MoM style (again).
Hah, what, you mean you missed the little detail among the thousands of tiny frames? :D
As for your other question, I haven't a clue. I'll wait for Implode to field that one.
As for your other question, I haven't a clue. I'll wait for Implode to field that one.
- Implode
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Re: Let's talk graphics MoM style (again).
I don't know of one. I could put something together pretty easily to merge a bunch of files back into an LBX, the tricky part is converting them back from BMPs into the weird image format that the original MoM uses, including reducing the 24 bit colour BMP back to the fixed 256 colour palette that MoM uses. I've never seen code anywhere to convert back from modern image formats into the MoM format, only the other way around!Aureus wrote:Likewise, is there a means to return these updated bmps back into the lbx file so the program can read them (and I'm referring to the 1.31 engine here, not IME).