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pierreluc2012

Second Lieutenant
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Feb 18, 2012
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Hi,

I am wondering how the engine connects events and event pictures.

For instance, event 50000 refers to picture = "GFX_evt_into_the_dungeon", yet there is no file called this (or even something close) in the GFX/event_pictures.

Is the correlation somehow hard-coded? If not, how does it work and can new .dds pictures be added?

thanks
 
Hi,

I am wondering how the engine connects events and event pictures.

For instance, event 50000 refers to picture = "GFX_evt_into_the_dungeon", yet there is no file called this (or even something close) in the GFX/event_pictures.

Is the correlation somehow hard-coded? If not, how does it work and can new .dds pictures be added?

thanks
The names used in event files refer to entries in interface/eventwindow.gfx. "GFX_evt_into_the_dungeon," for example, points to texturefile = "gfx\\event_pictures\\Thrown_into_dungeon.tga"

Note that the actual picture in event_pictures is 'Thrown_into_dungeon.dds", but for whatever reason, it still works.
 
Ok, i see. Conceivably then if we structure the path correctly from event to interface to event_picture new ones could be added then. I will tinker along and report back.

Thanks for the help.
 
Thanks CyberSpyder for your help. I can confirm that one can add new event pictures to the game. Let's say you have an image of a medieval goat.

Step 1 - In an event (in the events folder), make reference to it as picture = "GFX_medieval_goat."
Step 2 - In the interface folder, in file eventwindow.gfx (which is editable with wordpad), add a new sprite section which matches GFX_medieval_goat to gfx\\event_pictures\\medieval_goat.tga
Step 3 - In gfx\event_pictures, put in your image of the medieval goat. Despite the reference to tga in Step 2, the file should be saved in .dds format. I used the free-to-download Paint.Net to convert bmps or jpegs, and used the .dds format that saves the right-sized image as 264k, like the vanilla files.

Cheers
 
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