Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » 1.13 Xml Editing
Re: 1.13 Xml Editing[message #238569] Tue, 24 November 2009 07:09 Go to previous messageGo to next message
Void296
Messages:4
Registered:November 2009
I have a quick question:

I noticed that in the Alpha Items mod for Wildfire 1.13 that certain items and weapons that are in-the game do not appear inside the XML editor.

Since I am going to remove and make some weapons unbuyable, how would I do the same thing?
I'm guessing changing the class to "nothing" would accomplish this? I don't think that's what he did though, since it's just that the ammo magazines don't show up in the XML editor (but the ammo boxes do as they should). I imagine if you changed an ammo mag to "Nothing" it would cease to work as ammunition...

So how do you think this is done, or could be done?

Any help would be appreciated. The XML editor is starting to look cluttered and I want to remove things if possible so that I don't have to go through lots of entries to get to what I left in there.
Re: 1.13 Xml Editing[message #238572] Tue, 24 November 2009 11:00 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Use Notepad++ to set
1
for the relevant items in items.xml.


Re: 1.13 Xml Editing[message #238578] Tue, 24 November 2009 13:08 Go to previous messageGo to next message
Void296
Messages:4
Registered:November 2009
Thanks, but I just want to double check:

Is the above tag the same as hitting the "Not Buyable" tag for items within the editor? I have done that for all the items in the editor already, I just checked items.xml in PSPad (basically the same thing as Notepad++) and the element you posted above and those elements already still show up in the editor.

Reading my prior post, I'm not sure if I was being all that clear:

What I want is for certain items not to appear at all when I open up the XML editor, if this is possible.
Does the element serve this purpose? I looked at the wiki and it said it didn't do anything, unless it's outdated? Does throwing them in the "Nothing" category also work to get rid of my having to see them?

If what I'm asking isn't possible it's not that big of a deal. I just don't like to sort through things I'm not editing and don't have in the game anymore. If I can't do the above I'll just make a listing of all the items I removed and put them in a text document so I remember.
Re: 1.13 Xml Editing[message #238585] Tue, 24 November 2009 15:46 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Well, what you first wrote made me assume that you cannot see some items in the editor, and that you want to get them out of the dealer inventories.

If you want to get them out of the XML-editor, you'd have to delete them, which could make for some trouble if you delete some important things (like the LBE default items).

Changing them to 'nothing' changes them essentially into NADA-items, but they may still retain their pic and name, as this is just a change of the item's class.


Re: 1.13 Xml Editing[message #238609] Tue, 24 November 2009 19:34 Go to previous messageGo to next message
Void296
Messages:4
Registered:November 2009
Ok, I think I understand it then. I think what I want to do would be way too complicated then, as I would have to delete them. I'll just make sure I made the things unbuyable that are necessary, and I will just keep track of what not to edit.

Does the source code for 1.13 also contain the source for the XML editor? If so I might see if I can rig up a version that will let me sort by which ones do or don't have the "Not buyable" tag (I'm a very poor coder though so I will have to see if I can even do it Razz).

Sorry for my dumb noob questions, you have been very helpful Smile

BTW, just noticed you're on the 1.13 team. All I can say is that you guys have ton a fantastic job. Keep up the amazing work! I'm really looking forward to the next release =)
Re: 1.13 Xml Editing[message #238610] Tue, 24 November 2009 19:38 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
Void296
Keep up the amazing work! I'm really looking forward to the next release =)

next release? yeah right......
Re: 1.13 Xml Editing[message #238611] Tue, 24 November 2009 19:54 Go to previous messageGo to next message
Void296
Messages:4
Registered:November 2009
I don't have a clue what craigmsandy is even talking about so I shouldn't have replied.

Whatever it was I don't care anyway Razz

[Updated on: Tue, 24 November 2009 23:39] by Moderator

Re: 1.13 Xml Editing[message #238612] Tue, 24 November 2009 21:07 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
uhhhh.....ok
Re: 1.13 Xml Editing[message #240275] Sat, 19 December 2009 02:56 Go to previous messageGo to next message
Schmidt

 
Messages:31
Registered:September 2009
Location: Br
BTw, is there any way of exporting the xml data?

-I just used Regex

[Updated on: Sat, 19 December 2009 03:34] by Moderator

Re: 1.13 Xml Editing[message #242402] Sun, 24 January 2010 03:05 Go to previous messageGo to next message
vikcasar
Messages:9
Registered:November 2009
Hello, i hope this is a right place for my questions. curently playing lates 1.13 with HAMSTOPM

first of all, how is xml editing done?

i would like to achieve two effects:
1) give the Army some conventional equipment (no, dual uzis are not conventional) - so basically, more emphasis on SMGs, ARs, LMGs etc, also earlier in the game. Plus, maybe some personal armor... I understand that i somehow have to edit the corresponding xml so that these weapons are preferred over pistols even at the beginning of the game at the lowest coolness levels (but i have no idea how to do it)
2) I would still like the Army to wear MPs and guns as backup weapons - so i guess they will have to remain in the xml for them to have chance to choose them. But is it actually possible to implement two weapons per soldier when one is the primary and the other a backup one?
2.1) Would it be possible to set the country-side patrols (and roaming militia) to prefer ARs and city assault squads to prefer close/mid range weapons?

also, is it possible to edit this for militia alike?

thanks
Re: 1.13 Xml Editing[message #242443] Sun, 24 January 2010 21:27 Go to previous messageGo to next message
profound

 
Messages:66
Registered:October 2004
Location: Lithuania
1) You have no control about enemies going akimbo with dual pistols. If handguns(one handed machinepistols) are assigned to army equipment, expect soldiers to wield them in both hands.
You can assign appropriate weapons to Deidranna's army by writing Items.xml gun number in EnemyGunChoices.xml. Soldiers will choose weapon according to general game progress. Elite soldiers will jump few rosters ahead.
You can assign same gun twice or more times in the same progress roster: the amount of identical values covering large proportion of roster does impact weapon choice for enemy.
Armor adoption is listed in EnemyItemChoices.xml. Armor choice should depend on coolness value in Items.xml.

2) Current JA2/v.1.13 code does not support possibility for backup weapons.

3) It is not possible.

About militia: seems that militia armament is controlled by EnemyGunChoices.xml, too.
Re: 1.13 Xml Editing[message #242455] Mon, 25 January 2010 00:23 Go to previous messageGo to next message
vikcasar
Messages:9
Registered:November 2009
Thanks for you answer,

Will notepad suffice, or do i need some program to produce compatible results?

One more question about progress level: do they still use outclassed weapons (from earlier progress levels)? Does level 5 override levels 1-4, or does it add to those weapons?

Also, is it enough to list the armor in the appropriate tier, or do i have to adjust the coolness level of armor lower so they start using it earlier?

Other question about the Army: i can adjust % of elite in the squads, is there a way to also adjust the % for green troops? So i would encounter mixed groups of enemy for the whole campaign instead of slaughtering the green guys on the day one.
edit: for purposes of testing, does xml apply to a saved game before i enter a battle? (i write some xml, load a game, enter battle, check if it is good, quit, rewrite xml and so on)

[Updated on: Mon, 25 January 2010 00:46] by Moderator

Re: 1.13 Xml Editing[message #242489] Mon, 25 January 2010 17:18 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
This is not XML editing, but you might want to try using the Map Editor to achieve some of what you're trying to do. Enemy forces placed directly into maps can be customized for traits (ambidextrious) and loadout, including a the inclusion of a backup weapon. Unfourtunatly this means you have to go through each placed soldier individually to get a consistent force.

[Updated on: Mon, 25 January 2010 17:19] by Moderator



Re: 1.13 Xml Editing[message #242504] Mon, 25 January 2010 21:08 Go to previous messageGo to next message
profound

 
Messages:66
Registered:October 2004
Location: Lithuania
Notepad is sufficient, though crudely comfortable. I use ConTEXT, quite universal word processor. For intense xml multitasking I pick XMLPad.

Answering the question. If you encounter group which is marching towards a patrol rout or a garrison, than I would say: yes, choices are overridden, and enemies should not use first level weapons if you are counting half of full progress. Though gun choices are fluctuating around progress meter a bit.
But if a soldier group has reached it's anticipatory sector, e.g. predefined garrison, then weapon choices are picked anew according to choices given to soldiers in that garrison through Map editor. Basically, it's what wil473 said. Soldiers, whose positions in sector are defined by map editor, have 5 possibilities of relative equipment(from poor to great) which you can choose manually. So if your progress is 40%, but you entered a sector, where enemies with predefined "poor relative equipment" reside, then be sure that some crude, low coolness pistols might show up in a fight.
At least these are my speculations Very Happy

About armors: I believe you don't have to list them accordingly to coolness. Though I advise you to check already existant choices and see if they are sorted by this criterium.

Regular and elite soldiers ratio is controlled by ArmyComposition.xml. Though I am not sure what will happen if you change garrison X to 100% elite, while that garrison X in Map editor contains only regular soldiers.

Cannot answer you about save games and xml changes. Try it and tell us Smile

Edited: OK, I've just changed garrison composition in Omerta to 100% elite, and predefined regular troops became low level elites with better equipment in A9. So it seems ArmyComposition.xml selected ratio overrides soldier type choices visible through Map editor without any complications.

[Updated on: Mon, 25 January 2010 21:51] by Moderator

Re: 1.13 Xml Editing[message #242528] Tue, 26 January 2010 01:21 Go to previous messageGo to next message
vikcasar
Messages:9
Registered:November 2009
thanks, i think a have everything a could achieve
Re: 1.13 Xml Editing[message #242996] Mon, 01 February 2010 12:37 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
Hello everyone!
My question: I set the value of "Max Head-pop Distance" = 500 to 12.7 and .50 caliber, but the special animation (separation of the head, discarding the body is accompanied by a fountain of blood from the back) will not turn on ((( What's wrong?
Re: 1.13 Xml Editing[message #243000] Mon, 01 February 2010 16:26 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Maybe the value is capped some way, or depending on the type of variable the value is stored in, it may be interpreted as negative if over 255. Try 250 instead, then try 300, and tell us if it works or not Wink


Re: 1.13 Xml Editing[message #243015] Mon, 01 February 2010 19:34 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
Check the value of 250 then 300 - the effect of 0. Max distance at which employs special animation = 6 tiles between mercs Sad

[Updated on: Mon, 01 February 2010 19:34] by Moderator

Re: 1.13 Xml Editing[message #243033] Tue, 02 February 2010 13:11 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
So it is not an overflow effect. I guess someone needs to check the code to find out whether or not there's a maximum value for this.


Re: 1.13 Xml Editing[message #243034] Tue, 02 February 2010 13:26 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
didn't you write at some point that it's a bug and value is actually ignored in 1.13? Like burst/ autopenalties that are said to be largely ignored as well?
Re: 1.13 Xml Editing[message #243041] Tue, 02 February 2010 15:57 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
My English is far from perfect Smile. Last Post (the scorpion), I did not understand.

[Updated on: Tue, 02 February 2010 15:58] by Moderator

Re: 1.13 Xml Editing[message #243042] Tue, 02 February 2010 16:26 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
Sorry. English is a foreign language for me as well. I was basicly saying: "it's a bug" Smile
Re: 1.13 Xml Editing[message #243043] Tue, 02 February 2010 16:35 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
Is there any hope that someone will undertake to correct this error?
I myself, unfortunately, not coder, but I suggested that it was probably in this case:

/ / Special deaths can only occur within a limited distance to the target
# define MAX_DISTANCE_FOR_MESSY_DEATH 50

/ / If you do a lot of damage with a close-range shot, instant kill
# define MIN_DAMAGE_FOR_INSTANT_KILL 55

/ / If you happen to kill someone with a close-range shot doing a lot of damage to the head,
head explosion
# define MIN_DAMAGE_FOR_HEAD_EXPLOSION 25

/ / If you happen to kill someone with a close-range shot doing a lot of damage to the chest,
chest explosion

/ / This value is lower than head because of the damage bonus for shooting the head
# define MIN_DAMAGE_FOR_BLOWN_AWAY 25

/ / If you happen to hit someone in the legs for enough damage, REGARDLESS of distance,
person falls down

/ / Leg damage is halved for these purposes
# define MIN_DAMAGE_FOR_AUTO_FALL_OVER 15
Re: 1.13 Xml Editing[message #243075] Wed, 03 February 2010 01:43 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
/ / If you happen to hit someone in the legs for enough damage, REGARDLESS of distance,
leg explosion
Re: 1.13 Xml Editing[message #243100] Wed, 03 February 2010 17:26 Go to previous messageGo to next message
james_bonk
Messages:1
Registered:February 2010
Hello folks!

How can I make a new caliber and guns to go with it in 1.13 XML editor?
I added new line in data-ammo-calibers and made couple of magazines. But then problem arises: a gun that is using this new caliber (.22Lr) is missing from my mercs inventory.
New magazines are working just fine.
Is there something obvious there that I have missed??
Re: 1.13 Xml Editing[message #243172] Thu, 04 February 2010 10:28 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
@Schmidt: You can find HTML tables and Excel downloads of some of the XMLs on my Wiki, link is in my signature (below).


Re: 1.13 Xml Editing[message #243611] Tue, 09 February 2010 11:30 Go to previous messageGo to next message
LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA

Actually, I could use some help with the "Ammo Types" data. I'm trying to add some new ammo types and I am not sure what some of the fields do exactly, or specifically how the divisor works in damage calculation as opposed to the multiplier. I guess I am asking for is if there is some kind of tutorial for Ammo Types!

In addition, what is the effect of "Deadliness" as opposed to "Damage" in regards to a weapon?

LordHaHa
Re: 1.13 Xml Editing[message #243679] Wed, 10 February 2010 01:27 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
ubDeadliness - this is the "scare" value of the gun. Mercs complain if their guns are too low in this.
http://ja2v113.pbworks.com/XML%20-%20Weapons
Re: 1.13 Xml Editing[message #243685] Wed, 10 February 2010 03:07 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
Sot
ubDeadliness - this is the "scare" value of the gun. Mercs complain if their guns are too low in this.
http://ja2v113.pbworks.com/XML%20-%20Weapons
Can someone confirm this? Never experienced a mercenary complaining about a weapon not being deadly enough, although; I have experienced a mercenary complaining about a broke weapon.
Re: 1.13 Xml Editing[message #243687] Wed, 10 February 2010 03:18 Go to previous messageGo to next message
Sot

 
Messages:86
Registered:April 2009
I only heard that something like "Oh, great gun" or "long dreamed to try this gun", when the mercenary received some sort of a cool gun; not remember the exact words.
Replicas with complaints of bad weapons in general is in sound files mercs?

[Updated on: Wed, 10 February 2010 03:21] by Moderator

Re: 1.13 Xml Editing[message #243693] Wed, 10 February 2010 04:30 Go to previous messageGo to next message
LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA

I've never heard of mercs complaining about a weak gun either. A disabled feature? That said, I'd rather have a S&W .38 over a knife in a fight, beggars can't be choosers when you are a part of an irregular force.

BTW, thanks for the link, Sot. I found the "Ammo Types" descriptions on the wiki. Should be able to seal the deal with my editing now.

LordHaHa

UPDATE: I do have one question, though. Regarding the field "fontColour" in AmmoTypes, what pallet does this reference? The one in MDGUNS.STI? Or one of the item STI's? Or some other pallet that is not readily apparent?

UPDATE #2: Never mind. Figured out that it was "tinyfont1.sti" in the "Fonts" directory.

[Updated on: Wed, 10 February 2010 09:51] by Moderator

Re: 1.13 Xml Editing[message #243697] Wed, 10 February 2010 07:50 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Quote:
I've never heard of mercs complaining about a weak gun either


The feature should be working, I was playing WF with AIM and HAM and Meltdown was complaining about her guns constantly in the beginning when all she had was pistols, SMGs, and even her Ruger Mini-14 didn't seem to please her.


Quote:
fontColour


I wasn't able to figure this one out myself. It "feels" like the fontColour value can be any number, although I couldn't figure out how fontColour translates into a color. I asked this question on this board a long time ago but wasn't able to get this figured out.

What I recommend is look at other mods, they have different colors, and choose one of the existing ones. (Theoretically you could try different numbers and see how they look in the game as well, but this might take a long time and be fairly boring)

In any case, if you figure it out, I would like to know how it works.


Re: 1.13 Xml Editing[message #243712] Wed, 10 February 2010 10:03 Go to previous messageGo to next message
LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA

Dieter
Quote:
I've never heard of mercs complaining about a weak gun either


The feature should be working, I was playing WF with AIM and HAM and Meltdown was complaining about her guns constantly in the beginning when all she had was pistols, SMGs, and even her Ruger Mini-14 didn't seem to please her.


Huh. Well, it was Meltdown, so I'm not surprised. Still, never heard Fox or Static complaining with their early game kit. Of course, I always play with "Tons of Guns", so my force usually gets decent kit after Drassen and/or Chitzina. Although in my recent games with WF 1.13, Drassen always mines out around Day 24, so I have been hitting that up as City #2 quite a bit recently.

Dieter
Quote:
fontColour


I wasn't able to figure this one out myself. It "feels" like the fontColour value can be any number, although I couldn't figure out how fontColour translates into a color. I asked this question on this board a long time ago but wasn't able to get this figured out.

What I recommend is look at other mods, they have different colors, and choose one of the existing ones. (Theoretically you could try different numbers and see how they look in the game as well, but this might take a long time and be fairly boring)

In any case, if you figure it out, I would like to know how it works.


Yeah, I just did after some investigation. It refers to the graphics and palette (I knew I was spelling it wrong) in "tinyfont1.sti" (which is what's used for the ammo count). Top-left color in STI-Edit is Color #0, and you work your way to the right down the rows.

It looks like there might be some duplicate blacks in the first few rows of the palette so if, in a few years, people run out of ammo colors, one could perhaps add some more. Just a thought while giving it a quick look over.

LordHaHa
Re: 1.13 Xml Editing[message #243732] Wed, 10 February 2010 13:37 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Wow LordHaHa, this is really awesome!! So bottom right corner pink (RGB 255 0 255) will have the XML value 255?

How do you know that this is how it works? (Not trying to question you, but this is a major thing - at least for me it is. I tried so many values in the XML and they didn't seem to make any sense, now I know why.)


Re: 1.13 Xml Editing[message #243817] Wed, 10 February 2010 23:35 Go to previous messageGo to next message
LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA

Dieter
Wow LordHaHa, this is really awesome!! So bottom right corner pink (RGB 255 0 255) will have the XML value 255?

How do you know that this is how it works? (Not trying to question you, but this is a major thing - at least for me it is. I tried so many values in the XML and they didn't seem to make any sense, now I know why.)


Yes, I believe 255 is that pink value.

As to how the logical order of the palette is arranged, it took some time but I sort of figured it like this: hollow points use color #24 in the palette. Since in STI-Edit the palette is arranged in rows of 8, if you multiply 8*3, you get 24. However, since the palette is a 0 to 255 deal, you actually land on color #23. You have to go one up to get to 24, the first color of the next row, which is a rich blue color that looks like the HP ammo count color.

Using this process I also arrived at a set of grey colors mid-way down the palette that seem to be where the Ball and Match ammo count colors are (around #133, 16-17 rows down).

LordHaHa
Re: 1.13 Xml Editing[message #243881] Thu, 11 February 2010 09:17 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
You rock LordHaHa!!

Now I wonder why this palette has such strange colors, wouldn't it make more sense to have it go through all possible colors (limited of course) this way you can chose any of the let's say base colors for your ammo?

Have you tried changing some of the black colors (there are like 20 of them all the same)? Is there any wierd in game effect? For example user interface is all borked up as a result?


Re: 1.13 Xml Editing[message #244133] Sun, 14 February 2010 02:55 Go to previous messageGo to next message
LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA

Dieter
You rock LordHaHa!!

Now I wonder why this palette has such strange colors, wouldn't it make more sense to have it go through all possible colors (limited of course) this way you can chose any of the let's say base colors for your ammo?

Have you tried changing some of the black colors (there are like 20 of them all the same)? Is there any wierd in game effect? For example user interface is all borked up as a result?


Well, "tinyfont1" is also the font used when you receive messages on the tactical screen (for example, "#MERC Stealth Mode On"), and the notifications on the strategic screen ("#MERC passes 7.62MM NATO" in the dark box in the corner).

However I would assume (without a lot of messing around as I have another project on the burner at the moment) that only one of the black colors functions as the border for the text, and that no other set of graphics uses its color palette. I haven't experimented with the blank colors too much, but if the creation of more specialty ammunition is in order (like dedicated acid ammo for Sci-Fi mode), I'll give it a whirl.

The palette is colorful probably because it would be used in a variety of situations (tactical screen, strategic screen, ammo count, etc.) while still having to work within the STI system like every other font. Plus its less hard-coding for the dev team. At least, that's my best guess.

LordHaHa
Re: 1.13 Xml Editing[message #244143] Sun, 14 February 2010 08:12 Go to previous messageGo to next message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
The biggest problem with fonts is that they use the first black in the palette as the shadow and invisible. It screws up palette editing for the fonts Sad

I tried changing it but certain fonts use black and they call the shadow as the main font colour which again messes with everything.

I don't know how to alter this, though I wish a coder would make the shadow, and font colour calls for black separate and not the first colour in the palette which is also used for invisible.


Re: 1.13 Xml Editing[message #244176] Sun, 14 February 2010 20:10 Go to previous messageGo to next message
LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA

Kaerar
The biggest problem with fonts is that they use the first black in the palette as the shadow and invisible. It screws up palette editing for the fonts Sad

I tried changing it but certain fonts use black and they call the shadow as the main font colour which again messes with everything.

I don't know how to alter this, though I wish a coder would make the shadow, and font colour calls for black separate and not the first colour in the palette which is also used for invisible.


Yeah, the first color or two are taken up, but hopefully at least some of the other ~18 instances of black in the palette aren't used for anything.

I'd actually like the ability for JA2 to utilize common 24/32-bit color non-STI image formats, it'd make item addition and alteration 100% faster (no fiddling around with palette separation or excessive edge sharpening). Perhaps do it for map tiles as well to improve the general color depth of the game over time.

Even better would be if someone inserted an dynamic image scaling routine (even if its just a rubbish "nearest neighbor"-filtered one) so that 24/32-bit BigItem images could be scaled to Inventory-size with a glow edge inserted dynamically as well.

LordHaHa
Re: 1.13 Xml Editing[message #244242] Mon, 15 February 2010 17:06 Go to previous messageGo to previous message
Kaerar

 
Messages:2090
Registered:January 2003
Location: Australia :D
Yeah it would be nice. Birdflu already implemented the possibility of PNG files as an alternative, but the problems arise with the MD and SM items. I don't see why they can't be separated to individual files now anyway allowing full colour depth and transparency for them anyway.

If the shadow and black calls could be separated Font modding would be an instant viability. Currently it's not possible due to multiple sections using the same font causing problems.


Previous Topic: XML Editor Changelog
Next Topic: MercStartingGear editor
Goto Forum:
  


Current Time: Thu Sep 21 18:45:27 EEST 2017

Total time taken to generate the page: 0.02304 seconds