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-   -   Mod: Caelis Immolatum ON HOLD (http://forum.shrapnelgames.com/showthread.php?t=34405)

VedalkenBear April 27th, 2007 08:41 AM

Re: Mod: ME Fiery Caelum
 
There are any number of 'large summoned' units that this nation will be able to summon. About the only 'non-Caelian' national summon I might consider is a Phoenix (at ~Conjuration 8).

llamabeast April 27th, 2007 09:08 AM

Re: Mod: ME Fiery Caelum
 
Ooh, a phoenix summon would be cool. You might want to make it a bit more powerful than the pretender though, since A1F1 wouldn't be so useful.

VedalkenBear April 27th, 2007 11:11 AM

Re: Mod: ME Fiery Caelum
 
Llama: I had intended to, trust me. http://forum.shrapnelgames.com/images/smilies/happy.gif I might also make a 'Firebird' non-commander summon for them as well.

Think a flying Fire Flare mob.

Shovah32 April 27th, 2007 01:18 PM

Re: Mod: ME Fiery Caelum
 
it may not be exceptionally tough but a phoenix will nicely fill the 'big unit' gap for me http://forum.shrapnelgames.com/images/smilies/happy.gif

Hooray for VedalkenBear

Endoperez April 28th, 2007 06:33 AM

Re: Mod: ME Fiery Caelum
 
1 Attachment(s)
I've got some DomII Caelum sprites, a Dom3 raptor sprite, and I'm trying to find what, exactly, is making some Dom3 extracted sprites too big and some the correct size. Expect details early next week.

EDIT:
The Dom2 sprites, and 2 Dom3 sprites, attached. Base raptor, Storm Guard (spire horn wings) and several robes on the DomII sprites.

Sombre April 28th, 2007 07:47 AM

Re: Mod: ME Fiery Caelum
 
You got one the right size??

How are you extracting them?

Feel free to modify and use my sturmheld/sternkind/sternheld graphics as well. They're in the Ulm Reborn mod and look a lot like Caelians.

Endoperez April 28th, 2007 08:14 AM

Re: Mod: ME Fiery Caelum
 
I'm not sure. I took filter off, changed Dom into fullscreen, changed resolution, took screenshot - and it was of the right size. I tried it again, and got wrong size. I got it again, and got correct size. It might be due to going into fullscreen first, then changing resolution, but I'm not sure.

Sombre April 28th, 2007 08:23 AM

Re: Mod: ME Fiery Caelum
 
: O

The implications of having the base sprites (no attack sprites but who cares, those are easy) so easily extacted would be huge. I'd be able to put out certain mod graphics like no tomorrow. This is from the unit display screen you get when you right click on a unit, yes? You change the resolution,.... then?

I have a widescreen so I'm not the right guy to give this a go, but DAMN this could be a big deal.

Sombre April 28th, 2007 08:38 AM

Re: Mod: ME Fiery Caelum
 
WHOOOOOOOOOOOOOOOOH!

It works! It actually works! I turned the filter off (I'd tried that before to get graphics from the recruit screen in order to try resizing and cleaning them up) but then I knocked the resolution to 800x600 as well, something I didn't realise would actually help before.

And I just extracted a perfect (or damn near) peltast standing graphic.

This might be the most significant modding breakthrough so far. THANKYOU ENDOPEREZ http://forum.shrapnelgames.com/images/smilies/laugh.gif

Endoperez April 28th, 2007 08:41 AM

Re: Mod: ME Fiery Caelum
 
In DomII, I just grabbed a screenshot when Dom was windowed (800x600 resolution), pasted it into MsPaint, removed the two hues of black that aren't shadow and recolored the two hues of shadow magenta. I had to use a black map and opacity 0 to get the background/shadow to just four hues, but it was generally worth it. I've posted the method here a couple of times, but haven't gotten it to work for Dom3 yet. Haven't tried it hard, though. :/


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