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  #1  
Old May 3rd, 2007, 05:20 PM
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Default Re: The new units

woot, there is an undead version? This patch is getting better by the moment.
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Old May 3rd, 2007, 05:24 PM
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Default Re: The new units

My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit
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Old May 3rd, 2007, 05:34 PM
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Default Re: The new units

Quote:
Foodstamp said:
My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit

My AllView doesn't crash when I use unitnrs higher than those used in game, so there are hundreds of empty units in the end of the list. I created it with an active mod, and the mod in question creates a unit somewhere in the range of 2900 or so, and thanks to it all the nonexistant units between the last existing unit and it become copies of unit nr 1...



I use a .bat file created with the help of friendly neighbourhood lch. Essentially:

ren guiborder2.tga guiborder2.old
ren guiborder2.new guiborder2.tga
dom3.exe -w -r 800 600 --opacity 1 --filtering 0
ren guiborder2.tga guiborder2.new
ren guiborder2.old guiborder2.tga

or "all the right extraction settings in a window of correct size, with an even-colored background that gives a slight hue (opacity 1) to the black map I use for extraction so that the shadow of the sprite is of slightly different black than the background."
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