Age of Empires II (2013)

Age of Empires II (2013)

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Ozhara's guide to graphic objects (slp/dat)
By Ozhara
This guide is thought to help you modding slp files by showing you the used naming conditions.
   
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Introduction
In case you want to mod some non-terrain graphics, you have to deal with slp files.

How to edit them (and mod AoE2 in general) I already explained in my modding guide.

This guide focuses on finding the slp file you are searching for and giving it the 'correct' name.

To do so can be a little difficult, for the extracted (by yourself or by using the already extracted files from patch 4.0 and onwards) are named with the graphics id which isn't that meaningfull.

You can just use the so named slp file later from 4.0 onwards, but you and others will find a specific slp file later much more easily if you rename the slp file to the graphics internal name. That one is cryptic too, but with knowing the used naming conditions you'll find a specific file in no time! :)

This guide is for now wip, for the FE graphics will be changed with the upcoming expansion (that will also add new ones). It already contains almost all AoC slp files, and parts of FE (that I did before 4.0/the expansion was announced - so it makes no sense to finish the FE part right now before the expansion is out).

You can get everything as a color coded excel-sheet from my skydrive here: Link to onedrive[1drv.ms]
This excel-sheet will always contain the last version.

In this excel sheet all different naming sections are color coded which makes identifying a specific part of a slps name or getting into the naming conditions itself even more easy.

The guide contains the same data as the 3 worksheets (still working on adding all content - it's a lot ;) ):

- a list of all slps with their id and name
- an overview for all naming conditions including all possible values for each section
- a list of all units/buildings and their names/abbreviations
1.1 Slp ids & names 1-170
You may have seen some units in the graphics replacement mega mod using the wrong graphics/animations.

This is caused by the new system HiddenPath introduced for modding AoE2 (seperated slp files). Depending on used ids and/or names some graphics are applied to the units different than they are when loaded from the drs files. This is still the case with 4.0 as it seems.
But this is supposed to be fixed with the upcoming expansion.

For now, each id that references several names on the right side and each name beeing used more than once will cause this issue for all animations/graphics referencing either one of the ids or one of the names on any side of each affected row in this table.

As an example, id 75 references 5 names in the second column. Each time a graphics object is used that either points to id 75 or one of these 5 names, they will all use the same grahic in case there is a slp file named like one of these.

If id 200 would also reference one of these names, each graphics object pointing to id 200 (or any other name it might reference) would also use the same slp file for they are all connected by either id or name references.

id
name
description
2
ARCHR_AN
Archer attacking
5
ARCHR_DN
Archer dying
8
ARCHR_FN
Archer standing
9
ARCHR_SN
Archer decaying
12
ARCHR_WN
Archer moving
21
ARRG2NNE
Nort European Archery Range Feudal Age
22
ARRG2NNF
Asian Archery Range Feudal Age
23
ARRG2NNM
Arabic Archery Range Feudal Age
24
ARRG2NNW
West European Archery Range Feudal Age
33
ARRG3NNE
Nort European Archery Range Castle Age
34
ARRG3NNF
Asian Archery Range Castle Age
35
ARRG3NNM
Arabic Archery Range Castle Age
36
ARRG3NNW
West European Archery Range Castle Age
50
ARROW_NN
Arrow
53
ARTCT_FN
Piece of the True Cross
57
ARTCT_WN
Relic
61
BCANN_AN
Bombard attacking
64
BCANN_DN
Bombard dying
67
BCANN_FN
Bombard standing
68
BCANN_SN
Bombard decaying
71
BCANN_WN
Bombard moving
73
BEXP1_NN
BEXP2_NN
Explosion Smoke
75
BEXP3_NN
BEXP4_NN
BEXP6_NN
BEXP8_NN
KOH-FLAG1NN
bigger Explosion Smoke
90
BLAC2NNE
North European Blacksmith Feudal Age
91
BLAC2NNF
Asian Blacksmith Feudal Age
92
BLAC2NNM
Arabic Blacksmith Feudal Age
93
BLAC2NNW
West European Blacksmith Feudal Age
98
BLAC3N1E
North European Smoke from Blacksmith
99
BLAC3N1F
Asian Smoke from Blacksmith
100
BLAC3N1M
Arabic Smoke from Blacksmith
101
BLAC3N1W
West European Smoke from Blacksmith
102
BLAC3NNE
North European Blacksmith Castle Age
103
BLAC3NNF
Asian Blacksmith Castle Age
104
BLAC3NNM
Arabic Blacksmith Castle Age
105
BLAC3NNW
West European Blacksmith Castle Age
118
BOLTF_NN
Rocket / Burning large Arrow
119
BOLTX_N0
Scorpion Arrow Shadow
120
BOLZX_NN
Scorpion Arrow
130
BRKS2NNE
North European Barracks Feudal Age
131
BRKS2NNF
Asian Barracks Feudal Age
132
BRKS2NNM
Arabic Barracks Feudal Age
133
BRKS2NNW
West European Barracks Feudal Age
142
BRKS3NNE
North European Barracks Castle Age
143
BRKS3NNF
Asian Barracks Castle Age
144
BRKS3NNM
Arabic Barracks Castle Age
145
BRKS3NNW
West European Barracks Castle Age
160
BRSRK_AN
Single Handed Axe Man attacking (AoE1)
163
BRSRK_DN
Single Handed Axe Man dying (AoE1)
166
BRSRK_FN
Warrior with Round Shield and Sword (beta)
167
BRSRK_SN
Single Handed Axe Man decaying (AoE1)
170
BRSRK_WN
Warrior with Round Shield and Sword moving (beta)

1.2 Slp ids & names 171-...
id
name
description
171
BTRAM_A0
Battering Ram (shadow as non-moving part)
173
BTRAM_AN
Battering Ram Swinging Part
176
BTRAM_DN
Battering Ram dying
179
BTRAM_FN
Battering Ram standing (same as 171)
180
BTRAM_SN
Battering Ram decaying
181
BTRAM_W0
Battering Ram (shadow as non moving part, same as 171)
183
BTRAM_WN
Battering Ram Wooden Wheels turning
186
CARCH_AN
Crossbowman attacking
189
CARCH_DN
Crossbowman dying
192
CARCH_FN
Crossbowman standing
193
CARCH_SN
Crossbowman decaying
196
CARCH_WN
Crossbowman moving
199
CATAP_AN
MAGYA_AN
Cataphract attacking / Magyar attacking
202
CATAP_DN
MAGYA_DN
Cataphract dying / Magyar dying
205
CATAP_FN
MAGYA_FN
Cataphract standing / Magyar standing
206
CATAP_SN
MAGYA_SN
Cataphract decaying / Magyar decaying
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
xxx
2. Naming conditions
For a colored version, download the excel sheet from the introduction.
(For the different sections of a name are different colored there, it might help to get into the naming conditions more quickly.)

General naming conditions

This is a list of the general types of naming conditions and the possible values a section can contain.

  • [unit] _ [animation type] [layer type]
  • [building] [age] [animation type] [layer type] [graphic set]
  • [M] _ [missile name] _ [missile type]

Missile
  • R: default
  • F: Flaming
  • S: Shadow
  • D: Dead

Age
  • 0: ?
  • 1: dark age
  • 2: feudal age
  • 3: castle age
  • 4: imperial age

Animation
  • A: attacking
  • D: dying
  • F: standing
  • S: decaying
  • W: moving (wandering)
  • N: no animation
  • R: running
  • T: second action (tracking?)
  • C: carrying/construction
  • B: ?
  • W: water
  • U: ?

Layer
  • N: main image
  • 0: additional layer 1 (mostly shadows)
  • 1: additional layer 2 (mostly additional animations)
  • 2: additional layer 3
  • 3: additional layer 4
  • 4: additional layer 5
  • 5: additional layer 6
  • 6: additional layer 7
  • 7: additional layer 8
  • z: ?

Graphic Set
  • E: north european (european)
  • F: asian (far east)
  • M: arabic (middle east)
  • W: west european
  • G: all (gaia?)
  • X: South American

  • H: Goths
  • I: Vikings
  • J: Japanese
  • L: Celts
  • N: Mongoloan
  • P: Persian
  • R: Frank
  • S: Saracens
  • T: Turkish
  • U: Teutons
  • Y: Byzantines
  • B: Britons
  • Z: Chinese
  • C: Spanish
  • G: Huns
  • M: Mayan
  • A: Aztec
  • K: Korean

Special naming conditions

Some units/buildings use even further sectioned naming conditions than their type of graphic uses in general.

Villagers
[[V] [sex: F/M] [job type]] _ [animation type] [layer type]

Job
  • BAS: - (basket/gatherer ?)
  • BLD: Builder
  • FAR: Farmer
  • HUN: Hunter
  • LUM: Lumberjack
  • MIN: Miner
  • REP: Repairer
  • GLD: Gold (Miner with visible gold)
  • FOR: Forager
  • SHE: Sheppard
  • FIS: Fisher

Gates
[[GT] [direction: A/B/C/D] [gate part]] _ [animation type] [layer type]

Gate Part
  • A: Closed
  • B: Raised
  • C: Tower
  • X: building

Sea Gates
[[SG] [direction: A/B/C/D] [gate part]] _ [animation type] [layer type]

Gate Part
  • A: Closed
  • B: Raised
  • C: Tower
  • X: building

Town Center image layers
  • N: Main Building (corner)
  • 0: Shadow
  • 2: Roof left (doesn't block units)
  • 3 + 4: Roof left support/pillar (blocks units)
  • 5: Roof right (doesn't block units)
  • 6 + 7: Roof right support/pillar (blocks units)

Bridge
[[BG] [direction: A/B] [Bridge part}] _ [layer type]

Bridge Part
  • A: End right
  • B: Middle
  • C: End left
  • D: Broken Middle
  • E: Broken End left
  • F: Broken End right

Ships
  • 1H: Hull

Sails
  • A: front to behind?
  • B: behind to front?
  • W: wind
  • F: flat
  • S: ?
  • C: ?

Damaged Walls
[[WDS] [wall type 1/2] [damage type A/B/C]] [animation type] [layer type] [graphic set]

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

Names ending with 'X' mostly come from an expansion, or the name is too short (units < 5).

While buildings have seperate shadow files, units don't.
Shadow files are displayed transparent, therefore units have black shadows.
3. Unit names and abbreviations
A list of all units/buildings and their abbreviation/internal name:
(incomplete!)

ACOAR arbalest (?)
ARCHR archer
ARRG archery range
BRKS barracks
BTRAM battering ram
BLAC blacksmith
BCANN bombard
LANCE camel (?)
CANOE canoe
CBATR capped ram (capped battering ram)
CSTL castle
CATAP cataphract
PALDN cavalier (paladin)
CVRCH cavalry archer
HEROI champion (hero infantry)
CHUKN chu-ko-nu
CLF cliff
CNST construction
CARCH crossbowman
DEER deer
DOCK dock
FLM fire (flames)
FSHSP fishing ship
HLBDM halbedier
HCANR handcanoneer
HCLRY heavy camel (heavy cavalry)
HCVAR heavy cavalry archer
HWBAL heavy scorpion (heavy ballista)
HJODA hero joan the maid
HOUS house
JANNI janissary
WCTW keep (watch tower)
KINGX king
KNGHT knight
LTCAV light cavalry
LNGBT longboat
LNGBW longbowman
THSWD longswordman (two-handed swordsman)
MAGYA magyar
DERVI mameluke (dervish)
SWDMN man-at-arms (swordsman)
MANGO mangonel
MOSUN mangudai (?)
MRKT market
SPRMN militia (spearman)
MILL mill
CRCH monastery (church)
MONKX monk
RMONK monk with relic
ONAGR onager
HEROC paladin (hero cavalry)
WALL pallisade / wall
ISPKM pikeman (?)
PORT port
RUBL rubble
SMURI samurai
SCBAL scorpion (scorpion ballista)
SCOUT scout cavalry
SNAGR siege onager
SGRAM siege ram
SIWS siege workshop
XBOWM Skirmisher (?)
HXBOW elite skirmisher (?)
PKEMN spearman (pikeman)
TKNIT teutonic knight
TAXEM throwing axeman
RTWC town center
TCARE trade cart empty
TDWS trade workshop
TREBU trebuchet
HTHSW two handed swordsman
UNIV university
MPCAV war elephant (?)
WCTWR watch tower
WBRSK woad raider (woad berserker)
51 Comments
Capaq Amaru 16 Nov, 2020 @ 1:31pm 
Can you provide other link to your slp list for graphics? One drive does not open. I used Turtle pack to find the slp ID in the drs editor but now with steam it doesn't work. Thanks in advance
Seb 6 Jan, 2020 @ 8:23am 
Finally I can recommend Turtle Pack for viewing .slp textures on 64-bit. Haven't explored the program fully yet, but note (!) that "SLP with less than 5 frames is not supported", meaning that you can't review some textures (like mountains).

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.

-

@robertcaseydavis Check out Turtle Pack listed above! :)


Have a nice day everyone! :)
Seb 6 Jan, 2020 @ 8:23am 
[PAL]=Palms/palm trees (again, these can be different than JUN they just aren't in vanilla)
[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.

-
Seb 6 Jan, 2020 @ 8:23am 
Thirdly! I think the "BAS" regarding villagers just mean "Basic" or "Base". Bush gathering is the same as foraging (not the other way around, though, literally).

[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)
Seb 6 Jan, 2020 @ 8:22am 
My second point: I've done this for myself really, but in case the community could benefit from it, I have to ask if I could borrow some land textures from you in a compilation? As far as I recall, this is all grass from normal V7 or v6, and all snow except the default from either v7 or v8 (yes I tested all your texture packs lol). Oh and the roads I think, some older version(s) that was included in one of your pack that is not from XI, XII or default standalone pack, but I have to recheck this maybe.

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.

-

Seb 6 Jan, 2020 @ 8:21am 
Hello Ozhara!
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!

-


robertcaseydavis 21 Jun, 2019 @ 1:59pm 
Hello! There are a TON of .slp files that aren't even on the spreadsheet, which is totally understandable. Is there a way to scroll through and see what each .slp is before opening it in an editor?
Ozhara  [author] 23 Sep, 2018 @ 1:45am 
It seems I forgot to update the list when I did so for my mod manager ...
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.
harooooo 4 Sep, 2018 @ 1:51pm 
Is there any place where we can find updated list for Africans and Rise of Rajas
Ozhara  [author] 3 Jun, 2017 @ 6:15am 
Basic actions of the slp editor are explained in my other guide.

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.