Daji's Graphic mod V.1.00

Forum for alternative clients, mods & discussions on the same.

Moderator: Phades

Re: Daji's Graphic mod - Flock of Sheep

Postby bogbrush » Thu Mar 08, 2012 1:51 am

firstly , thanks for all your hard work Daji. its just awesome

and the use of the custom_res folder was a great idea, as i can easily omit some things if i wish (like terrains,,,, i am much too old for bright colors :D)

i do have a few questions tho...

I downloaded the 'complete mod file' but it does not contain kritters subfolder (have now downloaded deer res separately,,, are bears available?)

also a .. perhaps .. silly question, that you may not be able to answer... i am trying to add my own additions to your custom_res file structure using TheTrav's image utility, (namely a different government statue), shown here..

Image

The large image works fine (i just throw it in gfx/terobjs) and it appears ingame as it should,
but the small image (30x30 version) used in the options menu just wont apply (had to create folder custom_res/paginae/gov).
You seem to be rather adept at all this, and was hoping you might have a clue, why the small image wont show up on the menu (even tho the image is edited) but instead the old image shows up ingame.
I think I've discovered the secret of life - you just hang around until you get used to it. - Charles M. Schulz
User avatar
bogbrush
 
Posts: 136
Joined: Thu Aug 11, 2011 8:45 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby SacreDoom » Thu Mar 08, 2012 6:28 pm

It's because it's an entirely different graphic. Should be in a folder called /small somewhere.
User avatar
SacreDoom
 
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby bogbrush » Thu Mar 08, 2012 8:35 pm

i have applied a small menu version in the paginae/gov folder as i said

(this is pre-re-compression)..
Image

and its added to the recompressed res in exactly the same way as the in-game large graphic(which works fine)
the only thing i have noticed, that may have an impact, is that this image appears in the .haven/cache(whereas the res containing the in-game large version does not), and wonder if cache files override any custom manipulation, which would be odd, but i wouldn't be surprised about anything in java :D
I think I've discovered the secret of life - you just hang around until you get used to it. - Charles M. Schulz
User avatar
bogbrush
 
Posts: 136
Joined: Thu Aug 11, 2011 8:45 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby Robertzon » Thu Mar 08, 2012 10:19 pm

I was thinking, don't you want to make the gate more like the fences are?
Image
User avatar
Robertzon
 
Posts: 1464
Joined: Mon Jan 03, 2011 11:51 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby Daji » Sat Mar 10, 2012 1:29 pm

First thanks you, then nothing new to show for now

bogbrush wrote:the only thing i have noticed, that may have an impact, is that this image appears in the .haven/cache(whereas the res containing the in-game large version does not), and wonder if cache files override any custom manipulation, which would be odd, but i wouldn't be surprised about anything in java :D

You're right, the cached files override, thoses take the priority not because there are here but because this is the new versions that Jorb and Loftar don't download in the client but online
but you can use TheTrav's tool with the files from .haven/cache
the only thing you must change at the end is to rename the .caches in .res when you have rencode the files
User avatar
Daji
 
Posts: 321
Joined: Tue Jan 18, 2011 9:32 pm
Location: I'm a wizard!

Re: Daji's Graphic mod - Flock of Sheep

Postby bogbrush » Sun Mar 11, 2012 12:59 pm

oh, what a pain,
well, thanks for answering (you are a true guru of the cat variety).
I think I've discovered the secret of life - you just hang around until you get used to it. - Charles M. Schulz
User avatar
bogbrush
 
Posts: 136
Joined: Thu Aug 11, 2011 8:45 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby Daji » Sun Mar 11, 2012 4:36 pm

Robertzon wrote:I was thinking, don't you want to make the gate more like the fences are?
Image


You've got it, but don't look for the paved floor right now, it's now a finished version
Image

and the files are avaible
Last edited by Daji on Sun Mar 11, 2012 4:55 pm, edited 1 time in total.
User avatar
Daji
 
Posts: 321
Joined: Tue Jan 18, 2011 9:32 pm
Location: I'm a wizard!

Re: Daji's Graphic mod - Flock of Sheep

Postby Robertzon » Sun Mar 11, 2012 4:47 pm

The gate looks amazing, awesome!
User avatar
Robertzon
 
Posts: 1464
Joined: Mon Jan 03, 2011 11:51 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby kohg » Sun Mar 11, 2012 6:03 pm

as Clay Davis would say...

shiiiiiiiiiiiiiiiiiiiiieeeeeeeeeeeeeeeeet
User avatar
kohg
 
Posts: 589
Joined: Mon Feb 21, 2011 2:28 pm

Re: Daji's Graphic mod - Flock of Sheep

Postby Nummy » Sun Mar 11, 2012 6:28 pm

I think there are early stages for mulberry tree missing :)
User avatar
Nummy
 
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

PreviousNext

Return to The Wizards' Tower

Who is online

Users browsing this forum: Claude [Bot] and 0 guests