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Also, to preview, you apparently have to have loaded an SLP to each of the 5 animation slots, even though you only need to load what you want to preview into the 1st slot (Normal stance) if it's inanimate (like trees). It cases like cliff (where there's several versions of the same thing), it will automatically cycle through all of those (01 through 10 apparently).
You can slow the cycling down. Hit "reload" to start/load the texture(s).
Apparently all visible objects have an N "stance" which can be animated or inanimate.
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@robertcaseydavis Check out Turtle Pack listed above! :)
Have a nice day everyone! :)
[PIN]=Pines/pine forest
[SNO]=Snow forest (by default snow covered pine trees, which makes sense tbh)
Trees can/should have a shadow layer (0) in addition to their base (N) skin.
[FORAG]=Berry bushes (should also have shadows)
[GOLDM]=Gold mine
[STONM]=Stone mine
I don't know if these can have one more layer but I'd love to make them have if it's possible?
[MNTNx]=Mountain (haven't tested this yet but I'm 95% sure heh) where x is a number 1-4
[ROCKX]=A huge rock (doodad). Not sure yet if there are more of these.
[WFALL]=Sorry can't remember
[STUMB]=Not sure but should be tree related, maybe tree stump alt. 2 (b)
[STUMP]=A tree stump, same with MNTN I haven't gotten to testing yet.
[TREEA]=Tree related but I don't know which tree it is, maybe a doodad
[PLANTS]=Small group of plants/large tuft
[PLANTS_ROK]=Larger selection of plants, almost bushes sized.
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[NN] = Normal (aka default stance) or "Norm" in my head at least.
Is it possible to animate buildings by the way???
I can also add a few items here that I did not immediately see:
[clfX] - where X is a number 1 through 10 (These are cliffs; the "elevation" illusions in the game)
[Fxxx]; F=Forest, xxx=Three letters defining what kind:
[BAM]=Bamboo
[CAC]=Cactii/cactus
[JUN]=Jungle (no desert base; vanilla use same palm trees for this and PAL)
[OAK]=Oak (this is the same as undefined "forest" in map editor, I'd love to know if these 2 can be different in appearance)
I've made my complete own water "mod" and also have tons of alternatives (too many now...), this was the most fun part but also most frustrating and took the longest time.
I plan to use .slp's from other mods, except maybe your cactus and flowers, have to recheck this.
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First of all I'd like to thank you for all the work you've put into AoE2 modding. I recently wanted to play myself, but was unsatisfied with how my game looked and started delving into the AoE2:HD "behind the scenes". Some of your guides have been excellent reference points. I have to give myself credit for learning by doing, though!
Although I have played around as early as SC1 with maps and spent some good time setting up Overhaul+ for Morrowind and learning along the way, this is new for me; creating textures in Photoshop and understanding what exactly it is that I'm making, and finding correct royalty free samples online for layering.
I think I've spent over 80 hours in total just in-game in regards to mods testing (according to Steam game time). BUT I'm almost done!
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Can't promise when I'll update it right now though. Definatelly want to release the new update first und am way behind with that.
In short:
There is a button (rainbow), click it and in the dialog shoose all bmp files you want to convert to the AoE color palette.
After converting the images, right click the frames in question and replace them with the correct converted bmp file.
If you want to use the default frame as a base, right click the frame in question and export it.
When the slp is done, create a new mod (new folder in AoE\mods), add all needed folder structure and place the modded slp file at it's correct location, just inside your mod.