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Ogodei's modding attempts
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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 12 Jun, 2015 13:48    Post subject:

what do you mean by framesize? the width of their animation? if so... is there a way to resolve this problem?
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Noktis
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Joined: 29 Jan 2008
Posts: 1228
Location: Polska

PostPosted: 12 Jun, 2015 14:02    Post subject:

You can change size in Photoshop or change right code in exe (i don't know how to find the code).

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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 12 Jun, 2015 14:05    Post subject:

is GIMP ok for that? I don't use photoshop because it's pay to use.
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Noktis
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Joined: 29 Jan 2008
Posts: 1228
Location: Polska

PostPosted: 12 Jun, 2015 14:18    Post subject:

Yes. This should help you. http://speedy.sh/3RHvz/Odin.rar (Odin's GFX tutorial).

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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 12 Jun, 2015 14:24    Post subject:

thanks Noktis. I will take a look during this evening Smile I'll let you know what I'll find out.
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noname



Joined: 17 Jan 2014
Posts: 21

PostPosted: 12 Jun, 2015 14:25    Post subject:

Try to open .cl2 casting anims in tdg. If you still get the bug, problem with file. If anims ok in tdg, so problem with game frame rate/frame width.

How fast did you recolor mage's anim with your method? Did you recolor all anims or only heavy with sword and shield?

To Noktis, I used gimp, ps, few plugins for gimp and ps, action recording tools. It took 3 full days to recolor light and Mail anims. Not so fast as need. Smile
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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 12 Jun, 2015 17:09    Post subject:

@noname : the problem resides on game's calculation of the width. I opened the gfx with TDG23 and it works properly.




Also, the whole procedure with TDG23 is quite fast. I think I've replaced the whole heavy and light animations in less than 45 minutes. Do you want the heavy/light animation of the blue mage? I also have heavy dark red ready (still need to make the light dark red, though).
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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 16 Jun, 2015 15:04    Post subject:

Hello, I have a problem : my subjugated monsters missiles pierce the enemies without damaging them (while enemy missiles hit them and inflict damage). I tried to follow TheDark notes in order to correct this issue, but it leads to no result.

Here's the tutorial :

"Disabling old modification that made all missile spells from monsters or spells fully piercing towards monsters. Now such spells terminate again when they succesfully hit Golems and Charmed monsters (This kills them faster with splash spells, but increases their decoy value against ranged attackers):"

file offset 0002E673

:0042F273 6A00 push 00000000
changed into
:0042F273 6A01 push 00000001

Any ideas guys? :/
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noname



Joined: 17 Jan 2014
Posts: 21

PostPosted: 17 Jun, 2015 15:30    Post subject:

Quote:
the problem resides on game's calculation of the width. I opened the gfx with TDG23 and it works properly.

Looks like i've got same problem with glad bow animation.


And i dunno how to solve it. Btw if someone got a correctly extracted .bmp files, pls share it somewhere. Also i will try to find and check frame width in game code for you.
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noname



Joined: 17 Jan 2014
Posts: 21

PostPosted: 23 Jun, 2015 9:35    Post subject:

Finally got the clue :

Do you still interested?
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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 23 Jun, 2015 12:25    Post subject:

Yes , I am! Sorry noname, i've been busy with university and wasn't able to connect .-.
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noname



Joined: 17 Jan 2014
Posts: 21

PostPosted: 23 Jun, 2015 20:17    Post subject:

Check pm...
Anyway here is solution (not checked) for hellfire (no frame resize needed), you can try by yourself :

- open olly
- find 00457823 . Here is casting anim frameset for warrior.
Code:

MOV DWORD PTR [ECX+EAX+30C],ESI   

to
Code:

jmp <your.dll>
MOV DWORD PTR [ECX+EAX+30Ch],ESI
push eax
push ecx
push edx
mov eax,DWORD PTR ds:[6EADE8h]
MOV ECX,DWORD PTR ds:[6EAE14h]
imul eax,eax,55C8h
movsx edx, byte ptr [eax+ecx+160h]
cmp edx, 0  // check if warrior
jne end
movsx edx, byte ptr [eax+ecx]
cmp edx, 9  // check if casting
jne end
mov byte ptr [eax+ecx+30Ch], 80h //set new framesize to 128 pixels
end:
pop edx
pop ecx
pop eax
jmp <backtogame.0045782Ah>


Also you can just cut/remake all .bmp frames. You can't just resize, coz you will get smaller hero appearance, than original. Also don't forget to change native hex sizes of frames, if you cutting it through.

Good luck!
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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 24 Jun, 2015 7:48    Post subject:

Hi noname,

Thanks for what you've found and decided to share. But... how do I change the code via Ollybdg? my changes were made via w32dasm : i looked at the HEX code and then modified the exe via hex . I never changed the ASM code directly :/
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Noktis
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Joined: 29 Jan 2008
Posts: 1228
Location: Polska

PostPosted: 24 Jun, 2015 12:51    Post subject:

Quote:
how do I change the code via Ollybdg?

1. Go to asm offset
2. Double click -> paste new code
3. Export to exe.

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Ogodei



Joined: 11 Jul 2014
Posts: 103

PostPosted: 25 Jun, 2015 12:35    Post subject:

I tried modifying the code using Olly, but sometimes (i.e the "jne" and the "end:" lines give me error : the program says they're unrecognized. What to do now?
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