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Unit Names, IDs, and Graphics Available
I've compiled a complete list of all the unit names, IDs, and graphics.
Everything is compiled into a single zip file which can be downloaded at: http://home.earthlink.net/~adamschroeder/allUnits.zip (2.5 MB) All units are over pure black so the alpha should be intact. The standard unit graphic is included but not the attack animation Version. You will need to manually add the shadows. Also Johan (from Illwinter) mentioned today the unit graphics should either be 32x32 pixels, 64x32 pixels, or 64x64 pixels large. All of the ones I captured are 203x251 pixels. So you will likely need to size it down once you are done editing it. If you guys have some tips on how to make the images more useful let me know. I know Gandalf may be working on them some. There is one other file you may want as well. I few of larger images got cropped a bit in my batch process. If you want the uncropped Versions you can download them from here: http://home.earthlink.net/~adamschroeder/oversized.zip (.5MB) You will have to manually add black to get the transparancy right on the oversized units. |
Re: Unit Names, IDs, and Graphics Available
Cool! Thanks for doing this!
PvK |
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You can llok the gif one by one from my webpage
http://arrakis.unimo.it/~ligabue/dom2/modding/allunits/ thank you for that Liga PS. the file Thumb.db in which format is ? |
Re: Unit Names, IDs, and Graphics Available
Hi, I have a question.
If I edit the gfx of the legionnaire for example, and I wanna use that image instead of the old one, how can I make it?? |
Re: Unit Names, IDs, and Graphics Available
Sorry, the thumb.db should not be in the file. That is a file windows creates when it renders thumbnails. Don't worry about it.
I don't know any specific details about how you actually mod the units... I just provide the images http://forum.shrapnelgames.com/images/icons/icon7.gif I'm sure some other people can provide the help you need. [ May 14, 2004, 11:49: Message edited by: Maltrease ] |
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The instructions are in the Modding documentation in your Dominions/Docs folder. For each unit you can list the filename to use for the normal graphic, and for the attack graphic.
PvK |
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http://forum.shrapnelgames.com/images/icons/icon7.gif Yup, I kmnow that how to mod the units, the question is: If I modify an existing unit's gfx, how can I use the new unit image, IE replace it with the old one..??..So I should see the gfx created by me in the game, if I recruit that 'normal' unit.
[ May 14, 2004, 12:25: Message edited by: proteus ] |
Re: Unit Names, IDs, and Graphics Available
I've never seen/heard of an Elder Dwarf, Asmeg, Capricorns, Ichtysatyr, mermidon (hahaha), giant ants, or tide warriors
Anyone have some info on them? |
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Mermidon might be Myrmidon, special unit of Arcoscephale theme "Golden age". Giant ants might be one of the critters available from Summon Animals. I don't know Ichtysatyr, but Tide Warrior seems to be an underwater unit. If it is not a unit already in the game it might be a new unit for "the third water nation". As it is based on Pangaea, Ichtysatyr might be one unit for that nation too. |
Re: Unit Names, IDs, and Graphics Available
That's a cool bit of effort you've done. http://forum.shrapnelgames.com/images/icons/icon7.gif
I've been working on an updated Version of the unitattributes.xls, and currently have almost all of the independent unit stats listed, and I can probably lift a lot of the summonables from the original. I've made it sortable by availability (where can you get them), command capability, sacredness, unit_ID, name and a lot of other things, but it's nowhere near ready yet. More news when it gets nearer completion. Edi |
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Very nice job.
Thank you. Sammual |
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[Edit: erm, well, Capricorns, Ichtysatyr, Mermidon, and Tide Warriors, anyway...] [ May 18, 2004, 23:36: Message edited by: E. Albright ] |
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Re: Unit Names, IDs, and Graphics Available
Has anyone made any progress on making a compilation of the base images and attack images in the proper pixel sizes?
I am finally at the point in my mod where I am going to be modifying existing sprites to convert the units since I am absolutely horrible at digital drawing. |
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BTW, the Asmeg/Asmeg Jarl are not part of the new nation. Anyone who mods the units into a nation will see their description, which is quite interesting. http://forum.shrapnelgames.com/images/icons/icon7.gif And, Zen, I don't know how to get all of the images out of the game, or even if we're allowed. I'm trying to learn GIMP so I can make my own images for my own mods. Slow going, though. |
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Now that somebody threadomanced this particular discussion, I might as well post an update on what I've been doing.
The unit database project I mention a few Posts down has come along quite nicely. Included so far are all independent units that I've managed to dig out of the game, all national units (save Oceania, I'll do those when we get access to the nation, because they might change in the meanwhile), almost all summons (apart from some unique ones, like the ice devils), all pretenders and all units that can be recruited from magic sites. Every unit has all of its stats listed, along with its ID number. Included is also a population type database which lists all units that a certain population type puts in a province (And boy do they have interesting units in poptypes 69 - 73... !!!). Now, I saw once something that looked suspiciously like a weapons and equipment list for Dom2, so if somebody would be kind enough to point me where that is, I'll start adding that into the file, with all the weapons and armor and their stats so that we will have a single, well organized document as a map making and modding resource. Any interest? And before you ask, no, the file is not Online, as I do not have web space on my internet accounts. I've sent the DB file to Sunray for comments, and if he feels like it, he might put it up on his site, but in the meanwhile I can email the file to those who are interested. If you want it, pipe up. Oh yes, and state whether you want it as an Open Office or MS Excel spreadsheet. If you don't, you'll get OO as default, because I don't use Excel. Edi [ June 15, 2004, 19:47: Message edited by: Edi ] |
Re: Unit Names, IDs, and Graphics Available
For myself, I would prefer an .xls file. Can Excel read Open Office files? If so, I don't care. http://forum.shrapnelgames.com/images/icons/icon7.gif
What's really needed right now, as far as modding goes, are all of the image files for the units in the game so that modders have images that can manipulate without having to make them from scratch. Any way you can include that in your file? http://forum.shrapnelgames.com/images/icons/icon7.gif |
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[ June 15, 2004, 21:19: Message edited by: Gandalf Parker ] |
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[/qb][/quote]That was already done pretty slickly by a guy using a recorded macro. Theres a thread about it somewhere. He was working to extend it into more than a picture collection by adding in all the description text. [/QB][/quote]
This is the thread if you go to the first page http://forum.shrapnelgames.com/images/icons/icon7.gif I'm still working on the unit database. I'm anxious to see what Edi has created because that may ease my work considerably. If you want to download all the images you can get them from the link on the first post. These are only the base animations, and they are a large filesize than what is needed in the game. |
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Is there any way for you to 'rip' them out in the proper sizefile for ease of changing? Only because there are a few of us (me in particular) who have no skill in image editing.
Also is there any way to pull the animation images or would you have to go into the game, take some sort of SS then port it out? |
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I tried many settings to get the best image before I took the screen capture but was unable to find one where the images were displayed in there ACTUAL resolution. If someone comes up with the perfect settings I can run the scripts again. It takes about 4 hours to go through all 1100 units. I can't think of anyway to automate the capture of the attack animation. If anyone has some ideas I'm open to them. The absolute best method would be for someone to actually rip the data directectly from the game files. I don't have any expierence in this area. |
Re: Unit Names, IDs, and Graphics Available
You could get most of them from Dominions I: PPP, where they were always the same size... except I think they are lower res there. And it might be harder to automate.
Even with the screenshots, there is some tricky work in engineering an image of the same size as the original without too many artifacts from the process. PvK |
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What settings are you looking for? Just Pixel size, or do you need resolution? If you use the largest pixel size availiable. 64x64 was it?
If you do that, then all people will need to do is edit the base image for attack animations. I can't think of any good way to get attack animations since there is no stable command except for pause to try to get them and that is an incredible pain in the ***. |
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Hmmm I havent played with MODs yet. Since mods do make reference to image 1 and image 2, is there any way in a mod to switch them? maybe create a new unit where they are reversed?
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Re: Unit Names, IDs, and Graphics Available
Nice idea, Gandalf, but no, not for the build-in units. That's because the only image mod commands refer to .TGA file names, and not unit numbers. If we could do that, then there would be little need for this.
That is, one thing IW could provide which would solve all of this would be if we had a mod command to use the images from an existing unit, by unit number. PvK |
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Considering that a 3D algorithm is at work on the images, with varying distances, I don't think it will be possible to use the battlefield view to get the images the right size. It might be possible to use the unit character sheet view, and/or the pretender view, to get a flatter Version of the image. PvK |
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After speaking with him this is the best alternative. Unfortunately people will have to find out how to resize and crop their images down to the game parameters. Which if you are like me and Gimp, takes a long drawn out proceedure to shrink down the image.
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Re: Unit Names, IDs, and Graphics Available
All the images were captured from the unit detail screen. That seemed to be the way to get the cleanest and most detail out of them.
They are like 200x250 pixels. So they need to be sized down signifantly. I think it is easier to edit them at this size though. Once you have finished modify the image you just need to get a clean alpha by selecting the black, crop the image to a square dimension, size it down, reapply the black, add a shadow (purple grid or something), and save your image. |
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I think we would get alot more people trying out modding if we had a collection at 64x64. I agree they wouldnt be the best but Id still like to have access to such a collection.
[ June 16, 2004, 02:40: Message edited by: Gandalf Parker ] |
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Re: Unit Names, IDs, and Graphics Available
Great! Thanks.
If anyone wants to browse abit, or just snag one particular image, here they are http://www.dom2minions.com/~minion/icons/ |
Re: Unit Names, IDs, and Graphics Available
All right, the Unit_ID file has finally been sent to the following people: Zen, Gandalf Parker, Cohen, Sunray and Maltrease.
Sunray is going to put it on his site, so you will be able to get it from there in a few days if you are not one of the people listed above. Edi |
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For people who are Gimpadepts. Can anyone tell me how to resize an Image in Gimp to a specific Pixel size. My limited experience makes it so the image just cuts it up instead of shrinking it down.
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righ click on the image and select: Image -> Scale Image and than you have access to the menu with teh possibility to scale the image good luck Liga PS. so many questions on image ... I think your mod project is running fast ... tha also means that your Spell Guide project is sleeping ? |
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I'm just waiting for it to be PDF'd. As soon as it gets ripped to high quality PDF then it will be ready for public consumption.
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Was it made for view/reference? I thought we already had PDFs for that.
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It was made for reference, in theme with my other QR's with icons and usable on any platform.
Right now what is waiting is the fixed Version of the MIQR (with edited Fire Brand). A new Version of the SCQR and the RQR. I have a very ugly, very hard to read Version of the Battlefield QR which is going to take a little more time to complete. |
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http://forum.shrapnelgames.com/images/icons/icon7.gif Liga |
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