How to open .def sprites?

Yeah, that might be necessary…
H3 always uses 256 colors, even when image actually has less than that (by adding unused colors).

Not sure how to do it with image editing. You can try copying palette from H3 image, but other than that - no idea. Not familiar enough with image editors.

hdl file from .def has this string:

ColorsBox.PlayerColors=$401F13|$4F2618|$552819|$5A2C1D|$632F1D|$69321F|$6D3320|$6D3420|$653828|$6E3420|$713521|$713622|$733622|$733722|...

is there such thing in vcmi json/png format?

indexed files and packed in .def file (worked with borders) and no result. still blue for a red player.

i stop attempts to work with autocoloring.

fixed artifacts in skeleton transformer.

added pavilion town screen overriding. i believe that all town hall screens should be as creative as pavilion’s one. also added shadows and replaced status and res bars’ backgrounds:

now i’m thinking about images embedded in these backgrounds. something like this:

image

i doubt i can do better. should i continue in this direction?

it’s time for more… experiments.

yes, quite enjoyable new visuals!

Would be curios to see something like this, but more similar to Fallout 1 / 2 style interface. I think it would fit Forge Town pretty good.

do you know if it’s possible to override mage guild background for one town?

retreat town:

I didn’t try it, but I think - yes.

Try:

{
	"retreat:retreat" : {
		"town" :
		{
			"guildBackground" : "filepath-to-your-graphics"
			}
		}
	}
}

or

{
	"retreat-town:retreat" : {
		"town" :
		{
			"guildBackground" : "filepath-to-your-graphics"

			}
		}
	}
}

For vanilla town, code should be:

{
	"core:dungeon" : {
		"town" :
		{
			"guildBackground" : "filepath-to-your-graphics"

			}
		}
	}
}

haven:

"hallBackground": "ruins/town/hall",
"guildBackground": "ruins/town/mage",

didn’t work.

submod “Medusas are the best girls”

1 Like

well, probably this whole scalie theme is for another whole mod. with redrawing buttons and backgrounds. not something i can handle.

or maybe i can just override high res menu mod’s config like it is done in ai generated mod’s submods.

medusas are in repo.

unfortunately interface scaling scales main menu background as well and vcmi uses some bad scaling algorythm. i believe main menu background shouldn’t be scalable.

2 Likes

highlands (will replace with something better when i find something)

courtyard: