Author
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Topic: Replacing Nest Graphics
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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 31 January 2002 13:42
I was wondering, while it is possible to turn the Nest type monsters (Crow nests, sarcofogi(sp) and the minion spawners) into normal creatures through use of changing AI and replacing .cof files. Is there any way of adding blocks into animation.d2 file so that the proper pal shifts and animation frames can be used?

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 31 January 2002 13:52
I doubt it. I wondered if the animations were referenced by looking up the text in AnimData.d2, but some testing revealed that it does not look up the text, rather a DLL tells it the adress to go to in AnimData.d2 by some method unrelated to AnimData.d2's content.Edit: but what you can do is copy the Nest's DCCs into another graphics token with more animations/frames, replace those other animations/frames as desired, and use that token instead. [This message has been edited by FoxBat (edited 31 January 2002).]

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 31 January 2002 14:11
I think I was a bit unclear in my terming the question. I meant if it would be possible to use a newly created monster graphic over the nest, not nescicarily turn the nest itself into a monster. I figured out the problem with the pal shift, but have yet to test if putting in the appropriate .cof will make a diferance------------------ "I have destroyed planes, I can unmake you!" -Transcendant One

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 31 January 2002 18:58
Colors: no problem. The "code" in monstats.txt is actually color code, it will use the colors associated with the key you put in code (but NOT the graphics, that is controlled in montype) You can also hex-edit the palshift.dat files easily enough, as I have detailed in the second advanced monster editing tutorial.Frames: easy. Just edit AnimData.d2, again in the tutorial. Animations: this is what isn't possible. You can't add new animation modes (GH, A2, etc.) for a key if they aren't in AnimData.d2.

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