Some of my old findings which maybe you are not aware of.
Game engine can use not only 256x256 and 512x512 textures but 1024x1024 too. What does it mean? We can have 4 times more detailed, less pixeleted units or we can quadruple the amont of units. Each unit folder can be used for 4 totally different unit graphics, not only with different shields and weapons. Example:
As you can see the image contains 3 types of mounts (camel, warg and ring-wraith horse), all of them functioning in game as default camel (-4 attack to all horse based cavalry). They are declared in UNIT_PROD_FILE like this:
Code:
1 |
2 |
48 |
Camel |
MOUNT |
CAMEL, NO, YES |
Warg |
MOUNT |
CAMEL, NO, YES |
RingWraithHorse |
MOUNT |
CAMEL, NO, YES |
To make them look different in game we have to add appropriate frame coordinates in ..Textures\Men\ActionsPage\ - modify Camel.txt and add Warg.txt and RingWraithHorse.txt. Coordinates can be easily tuned with ReadBIF 2.3c editor (Excel helps too). Similar procedure works for all units, not only mounts.
BUT this method has disadvantages. Units are 4 times smaller than normal units (half hight, half width). It can be partially countered by SCALE factor (24th column in gnome editor) but SCALE works in 0-225 range. Units set to 225 still lacks about 20-30% of their size comparing to old ones. So, you have to reduce the scale of old units to match the new ones or rework all of them to 1024x1024 textures. IMHO in MTW, units' are a bit too big comparing to castles/buildings so small reduction won't hurt.
That's all for now. If I find somethings else I will post it in this topic.
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