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#51
by Veteran Dark Rain - 6/21/2003 8:47:08 PM
Mmmmmm the pixels are harder to decode than a I thought. There's some parts I just cant figure out yet. I'm afraid it'll take a while, so don't hold your breath for a finished version too soon.
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#54
by Veteran Dark Rain - 6/22/2003 1:35:02 AM
Thanks, wouldnt help thought. The name is in plain text so that's easy and I imagine the money is really obvious too, I just didnt think of looking into it yet.
I'm orienting my search more into editing the star type and coordinates, planet stats etc. I think I just need to find the x y coordinates of the stars now and you'd be able to generate a map via an editor.
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#57
by Senator CariElf - 6/24/2003 1:24:03 PM
Hmm...the links aren't working for me.
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#58
by Veteran Dark Rain - 6/24/2003 4:46:14 PM
Well only the last one is valid. As I said in the last post, I changed the file names.
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#60
by Senator CariElf - 7/1/2003 3:25:37 PM
Most of our sprites are encoded from 2 pcx files, both indexed. The first one is the color image. The second one is grayscale and is used to get the alpha channel.
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Is it hard to understand?
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Ok, i have all the how-do-make things down... however, MUtil i think has a problem because when i create an .mtd file it doesn't come out at all, the colors get screwed up and everything, so i was wondering if any one knows how to solve that problem...?
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Ok, i have all the how-do-make things down... however, MUtil i think has a problem because when i create an .mtd file it doesn't come out at all, the colors get screwed up and everything, so i was wondering if any one knows how to solve that problem...?
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#64
by Citizen turgotZ - 7/17/2004 9:56:38 PM
Are you loading a sperate palatte file into mutil? If you are dont bother, just load your image file and save them. Mutil support 16bit colour depth.mtd?if your making ships or other animated graphics mdl is the normal extention, it likely doent maker though.
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