Hi to all. Tooks me two weeks to figure out many things, and I've managed to do the following things:
I've made a tga that compiles to .CEL page
- the problem is that I still need to be able to create new SETxxxx.file to use the new .cel page as a graphic source
for an unit.
I made new units with new stats etc but existing sprites. and got them to work in game,
only the Icon thingies in the codex and company card build screen isn't working how I wanted,
I always get a rough rider icon for everything.
So here's a question for you all: Does anyone understand how the SET files work, and how could
one possibly compile all the new sets within the SET.MUK file.
And if You read this all the way here; The .CEL file isn't a file at all that You could view or read in anyway,
think of it as more like a library has some of the orders for the engine.
*for example I'm describing the space marine tga*
The CEL has the following info:
- The tga image, consisting 180 images of a space marine doing various things, drawn in their own boxes
- how big portion of the image is one cell (one portray of the unit), ie: how many pixels wide and how many pixels tall
- how many cells are there on the tga image, ie: Space marine tga template has 180
- and where on the cell is x-, y- and z-axis zero points. basically a "x" on the image to tell the engine where the unit is.
I think when the game is drawing an unit, it calls up the SET file for the unit, and the SET file then calls up for the graphics
in other words: It seems that how the game pulls a graphic (animated sprite) to represent a certain unit is written in the
SET file, not the .CEL
So here's a question for you all: Does anyone understand how the SET files work, how to make a SET file and how could
one possibly compile all the new sets within the SET.MUK file.
Post edited May 27, 2018 by Muotinen