Daji's Graphic mod V.1.00

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

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bogbrush
Posts: 136
Joined: Thu Aug 11, 2011 8:45 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by bogbrush »

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
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SacreDoom
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Joined: Tue Apr 06, 2010 3:14 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by SacreDoom »

It's because it's an entirely different graphic. Should be in a folder called /small somewhere.
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bogbrush
Posts: 136
Joined: Thu Aug 11, 2011 8:45 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by bogbrush »

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
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Robertzon
Posts: 1483
Joined: Mon Jan 03, 2011 11:51 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by Robertzon »

I was thinking, don't you want to make the gate more like the fences are?
Image
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Daji
Posts: 321
Joined: Tue Jan 18, 2011 9:32 pm
Location: I'm a wizard!

Re: Daji's Graphic mod - Flock of Sheep

Post by Daji »

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
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bogbrush
Posts: 136
Joined: Thu Aug 11, 2011 8:45 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by bogbrush »

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
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Daji
Posts: 321
Joined: Tue Jan 18, 2011 9:32 pm
Location: I'm a wizard!

Re: Daji's Graphic mod - Flock of Sheep

Post by Daji »

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.
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Robertzon
Posts: 1483
Joined: Mon Jan 03, 2011 11:51 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by Robertzon »

The gate looks amazing, awesome!
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kohg
Posts: 589
Joined: Mon Feb 21, 2011 2:28 pm

Re: Daji's Graphic mod - Flock of Sheep

Post by kohg »

as Clay Davis would say...

shiiiiiiiiiiiiiiiiiiiiieeeeeeeeeeeeeeeeet
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Nummy
Posts: 489
Joined: Sat Mar 19, 2011 10:01 am

Re: Daji's Graphic mod - Flock of Sheep

Post by Nummy »

I think there are early stages for mulberry tree missing :)

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