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Scenario Design
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Age of Mythology Heaven » Forums » Scenario Design » Spotlight Picture
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Topic Subject:Spotlight Picture
Mythos_Ruler
Mortal
posted 28 August 2004 03:38 AM EDT (US)         
I need to know these four things:

1. The dimentions a spotlight picture must be.
2. The file type the spotlight picture must be.
3. Where to place the spotlight picture.
4. The path I must type in the Objectives/Spotlight editor.

It'd be nice for others to know as well!

PS: Please don't tell me it's in the FAQ - I'll shoot you.

[This message has been edited by Mythos_Ruler (edited 08-28-2004 @ 03:41 AM).]

AuthorReplies:
Celer
Mortal
posted 28 August 2004 03:42 AM EDT (US)     1 / 22       
I don't even understand what the hell you're saying
pftq
Mortal
posted 28 August 2004 03:43 AM EDT (US)     2 / 22       
Click on Objectives in the game then click on Spotlight.
oddy
Mortal
posted 28 August 2004 04:42 AM EDT (US)     3 / 22       
1. 256 * 128
2. DDT (Conversion parameters: not paletted, 16-bit, no alpha [0], 5 MipMap levels)
3. In textures\ui\.
4. The path "starts" in textures\ui\, so you don't have to type a path. Unless your file is in a subfolder, like textures\ui\mythos_ruler, then you'd type mythos_ruler\pic.ddt in the objectives editor.

A condition is not a trigger.
An effect is not a trigger.
A trigger is a combination of one or more conditions and effects.
It causes effects to happen if and when conditions are met.
Period.
Mythos_Ruler
Mortal
posted 28 August 2004 05:41 AM EDT (US)     4 / 22       
Thanks Oddy - that's exactly what I needed... however, it seems as iff Photoshop doesn't make ddt files. What program do I need to convert jpeg to ddt?
AoMPlayer000
Banned
posted 28 August 2004 06:05 AM EDT (US)     5 / 22       
bmp to ddt.

Use AoMED.

Mythos_Ruler
Mortal
posted 29 August 2004 11:33 PM EDT (US)     6 / 22       
Okay, used AOMED, and spotlight picture is NOT working. I tried a million things.
Auron_
Mortal
(id: auron 2)
posted 29 August 2004 11:43 PM EDT (US)     7 / 22       

Quote:

textures\ui\

actually, i think is in the textures folder.....


Auron: || Aurons Site || Aurons AoM:TT Creations || MY POETRY WEBSITE ||
filmdirector2
Mortal
posted 30 August 2004 10:01 AM EDT (US)     8 / 22       
Felix Hermanson had his own spotlight picture in his scenario, The Reluctant Heroine. Maybe you should ask him if he turns up somewhere.
AoMPlayer000
Banned
posted 30 August 2004 11:07 AM EDT (US)     9 / 22       
There're many people who include costum spotlights. Oddy, for example, too.
oddy
Mortal
posted 30 August 2004 12:13 PM EDT (US)     10 / 22       

Quote:

textures\ui\


Hmm... you're right, the structure starts in textures...

A condition is not a trigger.
An effect is not a trigger.
A trigger is a combination of one or more conditions and effects.
It causes effects to happen if and when conditions are met.
Period.
Felix Hermansson
Mortal
posted 30 August 2004 12:58 PM EDT (US)     11 / 22       

Quote:

Felix Hermanson had his own spotlight picture in his scenario, The Reluctant Heroine.

Actually, I didn't. But so far I've always managed to find an existing one (from one of the campaigns) which fitted.

Mythos_Ruler
Mortal
posted 30 August 2004 03:17 PM EDT (US)     12 / 22       
What I am doing is taking a BMP file, 256W x 128H, using AOMED to directly convert the file. First, I converted a DDT Spotlight to BMP after extracting it from the textures.bar. Once it did that, it told me the settings I needed to convert it back to ddt. So, I converted my BMP to ddt using the settings indicated, placed the new spotlight ddt into the texture folder, then typed the correct filename in the SL Pic field in the objectives window. I playtested the game, check the spotlight, and this was the result...


AoMPlayer000
Banned
posted 30 August 2004 03:47 PM EDT (US)     13 / 22       
Weird. Does one have to use a mask, oddy? I don't think so...
reyk
Mortal
posted 30 August 2004 05:09 PM EDT (US)     14 / 22       
@Mythos Ruler: Perhaps have You use AoMED 0.6 B, thatīs why it doesnīt work correctly, only with 0.6 A.
The name must written without .ddt (in the /textures folder).
The image format is 16 bit, no alpha, 5 mip-map levels.
Then will it work.
AoMPlayer000
Banned
posted 30 August 2004 05:13 PM EDT (US)     15 / 22       
It works with v0.6 A?! So what's the advantage (or the exact differences between both) of v0.6 B?
Mythos_Ruler
Mortal
posted 30 August 2004 08:22 PM EDT (US)     16 / 22       
Ack! Reyk, I bet that is the problem... *sigh* I racked my brain a million times to get this to work, and yes, I did everything you said, including leaving the file extrension out of the name.

So, does anyone have a link to AOMED v.06A?

AoMPlayer000
Banned
posted 31 August 2004 04:35 AM EDT (US)     17 / 22       
Reyk's site (lol)... Check my sig.
sziggi
Mortal
posted 31 August 2004 10:22 AM EDT (US)     18 / 22       
I think the prob I was having was fixed by changing the bmt to a 24 bit and saving it, then converting it to a ddt. It could also have to do with the palleted colors used.
reyk
Mortal
posted 31 August 2004 03:28 PM EDT (US)     19 / 22       
http://games.build-a.com/aom/files/aomed06a.zip

With the version A one cannot convert the terrain *.ddt files correctly, but with B.
With B the other ddts cannot convert correctly.

Mythos_Ruler
Mortal
posted 01 September 2004 05:23 AM EDT (US)     20 / 22       
Are you sure it isnt the other way around? I DLed "A" and the aomed.exe was the same filesize of the aomed.exe I already have. Well, even though I knew they were probably the same I used the new exe anyway and got the same result(!). Anyone have a good link to "B" so I can try it?
AoMPlayer000
Banned
posted 01 September 2004 06:54 AM EDT (US)     21 / 22       
Here at AoMH, in the Library, there's somewhere sth called "Modding Resources", there's a link.
reyk
Mortal
posted 02 September 2004 01:34 PM EDT (US)     22 / 22       
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