Changing Minimap - The Phrozen Keep (2024)

Changing Minimap

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7 posts• Page 1 of 1

Changing Minimap - The Phrozen Keep (1)

CiViC
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Changing Minimap

Postby CiViC » Sat Mar 22, 2003 9:09 pm

how to change the minimap i have thrown in many new features with Paul Simary's Ds1 editor but the minimap stays the same..

Idea Changing Minimap - The Phrozen Keep (3) ?

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Changing Minimap - The Phrozen Keep (4)

*Astalion*
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Re: Changing Minimap

Postby *Astalion* » Sat Mar 22, 2003 9:17 pm

For towns they are saved as dc6 images. They are in data/global/ui/automap.

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Changing Minimap - The Phrozen Keep (5)

Red Havoc
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Re: Changing Minimap

Postby Red Havoc » Sun Mar 23, 2003 1:47 am

Out of curiosity, does somebody know a convenient way to handle maximap.dc6 and maximaps.dc6? They seem to include all other automap parts except towns, but Cv5 is very stinky about these files... all I can do is extract and view single frames, but I can´t view them as a whole nor save them as animated images.

I´m asking because I´m changing some of the act1 wilderness elements and having the right automap display would be nice. But since both files consist of 1499 frames and I don´t have the time (and motivation) to check each of them with Cv5 what the indexes of the ones I need to redo are... Changing Minimap - The Phrozen Keep (7)

Last edited by Red Havoc on Sun Mar 23, 2003 1:53 am, edited 2 times in total.

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Changing Minimap - The Phrozen Keep (8)

Paul Siramy
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Re: Changing Minimap

Postby Paul Siramy » Sun Mar 23, 2003 4:04 am

I wasn't aware of these files. I just check data\global\ui\AUTOMAP\MaxiMap.dc6 with drtest and found that all 1260 frames are 16 * 32 pixels. No exceptions. So it's possible for me to easily make a program that makes 1 big image with all frames in it. It's even easier as it sounding like a simple modification of my dc6font. 1260 frames can fit on a 42*30 frames image, so the image will be 714 * 990 pixels, easy to handle. I'll see if I can make this prog tomorow.

Maybe I'll make it this way : # of frames in width in parameter, that way you'll be able to use it for any kind of dc6 that is a table of gfx, like fonts, and these minimaps. i'll see.

As for the indices, I believe (but I can be wong) that there's an index in the .DT1 for each tiles - in the unknown datas - that tells which index to draw for that tile... but that is a thing I have never really checked, so maybe it's elsewhere.

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Changing Minimap - The Phrozen Keep (11)

Nefarius
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Re: Changing Minimap

Postby Nefarius » Sun Mar 23, 2003 6:57 pm

Just a note, that would be a mem killer, IMO it should break it appart into multiple files or only import/extract a specific frame. Check out Automap.txt its not a direct index but it does control type the tiles are considered and handles map sequences.

Last edited by Nefarius on Sun Mar 23, 2003 6:59 pm, edited 1 time in total.

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Changing Minimap - The Phrozen Keep (13)

Red Havoc
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Re: Changing Minimap

Postby Red Havoc » Sun Mar 23, 2003 11:33 pm

Changing Minimap - The Phrozen Keep (15) Changing Minimap - The Phrozen Keep (16) Changing Minimap - The Phrozen Keep (17)

Heck, it seems to me every time I have a map-related question/problem either Paul Siramy or Joel have to develop a new tool to solve it. Perhaps I should shut up, I start feeling impudent... Changing Minimap - The Phrozen Keep (18)

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Changing Minimap - The Phrozen Keep (19)

Paul Siramy
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Re: Changing Minimap

Postby Paul Siramy » Mon Mar 24, 2003 2:39 am

Don't, as long as there are programers that can solve simple need, ask, anybody can ask, they have nothing to lose Changing Minimap - The Phrozen Keep (22) And really, this need is very simple.

I have make this tool. But it's far from idiot-free, I mean I need to code various checks of invalid parameters and such, but at least it do the job. dc6table.zip (184 kB)

It also lacks a readme, but it's not (shouldn't) hard to figure, since I put some little comments in the .bat. I'll improve it a bit (for errors checks) later.

EDIT : @ Nefarius : you're idea is good & appropriate, and it should be implemented that way, but for a start you can use this one for replacing some icons of your objects / Tiles. I'll work on this other method, but later.

Last edited by Paul Siramy on Mon Mar 24, 2003 2:43 am, edited 1 time in total.

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