View Full Version : Editing the unit animation bifs?
problem solved. I made the (obvious and stupid) mistake of not copying the 'red' low-res images. It seems that the game uses the Low-res images for computer-controlled units on my computer, and high-res ones for human player units...odd.
Lord Krazy
12-09-2002, 08:21
Is this a question?
If it is, what are you talking about.
If you are talking about bifs for the units
then you are not correct in your ideas.
The low res is for far away the high res is for
close up.
I can see how you could make this assumtion
seen as you start off with your troops close and the enemy far away.
Have you ever seen Father Ted? http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif
now I thought this as well...at first, 'I can see how you could make this assumtion'...but http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
when I load up the edited units (take the neginf for example) I see Red and black for my own units...but purple and white for the opponents units, no matter if I get within the 'low-res/high-res' boundry when I get close enough to them, this colour-scheme remains the same. It may be a function of the .lbm's that interpret the colours to keep the changeover from messing with the game, or it may be the same thing that decides whether the high-res .bif is corrupted or not (sometimes the low-res option is chosen even for your own units despite the existance of a modded high-res file, generally if you mess with the weapons...).
As for sprite quality - I can well believe that these sprites I see up close for the enemy are high-res...they look no less detailed than my own troops, but its not as simple as that. The game appears to have a strange set of checks when it comes to the .bif files colours and I am not sure how it works but would like to know...I have a feeling the colours are determined by where the unit starts...if it is on the high side of the low-res/high-res boundry, then it uses the colours from the high-res file all the way through, and the same is true for the low-res units...precisely how it does this I am not sure...
I have a feeling that lbm file has somthing to do with the changeover but haven't got a clue why and don't really have time to check.
Lord Krazy
12-09-2002, 10:48
Whitey the lbm is there as a reference
so you don't have to open the bif to view the
animation.It has no function.How could it
if it doesn't have 12 frames.
Open the lbm in fullplar
you will see the burnos lbm
so how would that work.
And if it did I think we would have noticed
when the the Gotic Foot Knights turned into
a bunch of Murbitians.This would have been
well documented I'm sure.If you remove all
these lbms the game works fine also.
So forget about the lbm thing ok
or I'll call Wellington and then you will
be sorry.He will make you read all of his
guide http://www.totalwar.org/forum/non-cgi/emoticons/eek.gif
I still have not got a clue what you are talking
about.
I'm not an expert but I can safely say
we'v done more non paid work on this than
anybody else.We do not have any problems
with editing these files.
What have you done and what is the problem?
The fact that one army has another
colour is surely not the problem.
I just can't figure what it is sorry.
Have you painted a unit red and put it
on both sides and they had different colours?
This would be a problem.
Have you painted the magnets?
Have you used a colour that is not on the original pallet?.
If you want you can send me you stuff and I'll
tell you for sure.Either way let me know.
I'm willing to help anybody krazy enough to
do work on bifs http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
LK http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif
sorry about the confusion LK - we should probably ignore this problem, as I solved it anyway...
have you checked your e-mail recently...hint...hint...
PS - more updates are now availible that I did not mention in my e-mail - sort of 'finishes' the first draft I am talking about...
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