Thread: Mod help?
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Old March 29th, 2007, 02:11 AM

Sombre Sombre is offline
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Default Re: More information, more questions....

I'm not as talented as you might think. I'm just very good at using images as templates. I work over the top of images culled from a variety of sources (dom 3 being the major one).

You can put the sprites wherever you want, as long as you 'code' a line pointing to where they are. For instance, here's the code for the bandit cur unit in Jomon Broken.

-------------------------------------------------

-- Bandit Cur
#selectmonster 1238
#spr1 "./Jomon Broken/Bandit Cur.tga"
#spr2 "./Jomon Broken/Bandit Cur2.tga"

#name "Bandit Cur"
#descr "In breaking the spirit of the Samurai the women of Jomon ensured their grip on power, but they soon realised that broken men make for poor soldiers. In the process of creating the Dog Samurai the new masters of Jomon emptied the prisons with various cruel experiments. Bandit Curs are effectively forerunners of Dog Samurai, a mix of lessor dog demon and convicted criminal. They are capable of infiltrating enemy provinces and have some degree of canine loyalty, but they are not particularly adept fighters. All halfbreeds can cover long distances without tiring."
#mor 11
#ap 14
#mapmove 3
#stealthy
#weapon "short bow"
#weapon "short sword"
#armor "ashigaru armor"
#armor "jingasa"
#end

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Now the important bit for graphics is the bit I've put in bold. That tells it where the two sprites to use for the unit are and what they're called.

If your mod graphics are going in a folder called 'barb horde' and the files are called 'Barbarian Hero.tga' and 'Barbarian Hero2.tga' or whatever, you just need to have;

#spr1 "./Barb Horde/Barbarian Hero.tga"
#spr2 "./Barb Horde/Barbarin Hero2.tga"


It's easy once you get used to it. Just copy, paste and change details.
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