Albion graphics (PC/DOS)
- Deniz Oezmen
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- Deniz Oezmen
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You'd like to have a converter now, wouldn't you? 
(Until now, I have constructed the images by hand. Will see if I can whip something up.)
Edit: Try this here, example syntax:
(Until now, I have constructed the images by hand. Will see if I can whip something up.)
Edit: Try this here, example syntax:
Code: Select all
ALB2BMP *.img special.pal shared.pal-
Darkfox
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Works great so far, looks like you even included converting animation frames in separate BMPs from the # part, I'll have to try out an animated monster and see how that goes. 
Edit: Another success!
Edit 2: Also I found the shared palette is I believe the one that isn't in a library but is an external one called "Palette.000" and it seems to be working just fine.
Edit: Another success!
Edit 2: Also I found the shared palette is I believe the one that isn't in a library but is an external one called "Palette.000" and it seems to be working just fine.
- Deniz Oezmen
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Darkfox
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Without any hitch it has successfully converted a monster graphic and all party full body graphics. Next is to try out 3D textures and objects which are done much like early FPS.
Excellent work!
Still I am confused why a tool to handle XLDs was made but nothing to handle sound or graphics. Well at least now there is something for graphics thanks to you and sound is no big problem.
Excellent work!
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Darkfox
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Strangely they changed something for the 3D Objects. They are 2D images as well but for some odd reason will not convert them. Do they work for you or did they change something for these?
Edit: Backgrounds work but a similar problem is with tactical icons. I think these images lack certain... data O_o
Edit 2: So far what doesn't work is textures, "3D" objects, "3D" overlays, tactical icons. Still testing more. They seem to be raw images without any width data or anything in that manner. Floor graphics seem to be 64*64 block textures while wall textures are oddly variable. Perhaps the width of these would have been told by the 3D maps, which would be a bummer.
Edit 3: Overview character graphics like for walking around party members and NPC are handled differently but DO contain data at the beginning thankfully. Some examples can be seen here: http://download.yousendit.com/77BA5F2019E56B9C
I'd like to apologize for this, I had figured that it would keep this pattern... apparently there were exceptions. I don't exactly see how changing the method would help them any but ah well... converter still worked flawlessly on the things that use method 1.
Edit: Backgrounds work but a similar problem is with tactical icons. I think these images lack certain... data O_o
Edit 2: So far what doesn't work is textures, "3D" objects, "3D" overlays, tactical icons. Still testing more. They seem to be raw images without any width data or anything in that manner. Floor graphics seem to be 64*64 block textures while wall textures are oddly variable. Perhaps the width of these would have been told by the 3D maps, which would be a bummer.
Edit 3: Overview character graphics like for walking around party members and NPC are handled differently but DO contain data at the beginning thankfully. Some examples can be seen here: http://download.yousendit.com/77BA5F2019E56B9C
I'd like to apologize for this, I had figured that it would keep this pattern... apparently there were exceptions. I don't exactly see how changing the method would help them any but ah well... converter still worked flawlessly on the things that use method 1.
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- Deniz Oezmen
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You're right. There are those files without any header and those where the header exists, but is not repeated with each frame.
Strange unstructured formats are no fun.
Anyway, I've updated the converter to try and compensate for this. For the files which only contain one header, call
For those without any header at all, try
Obviously, you have to specify the dimensions yourself, unless we can be sure that only one frame is contained in every file. In that case just the width or height might be enough.
Strange unstructured formats are no fun.
Anyway, I've updated the converter to try and compensate for this. For the files which only contain one header, call
Code: Select all
ALB2BMP *.img special.pal shared.pal /noheadrepeatCode: Select all
ALB2BMP *.img special.pal shared.pal /nohead:width,height-
Darkfox
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I'll try it out now, though one question...
For those like data099.dat (the animated torch, a 3D Object) how would it be handled? One image very long or is there a way the file tells where to cut the frames? Neither way bothers me but just curious.
Hit me off guard. Didn't notice it until it crashed.
For those like data099.dat (the animated torch, a 3D Object) how would it be handled? One image very long or is there a way the file tells where to cut the frames? Neither way bothers me but just curious.
No argument here.Strange unstructured formats are no fun.![]()
- Deniz Oezmen
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It would produce seperate images for each frame, if I hadn't programmed a buggy piece of software.Darkfox wrote:For those like data099.dat (the animated torch, a 3D Object) how would it be handled?
Updated version available.
(That's why the program asks for the image height as well; if it didn't, it could just generate one large strip containing all frames.)
In that particular case, the image dimensions are 24x78.
- Deniz Oezmen
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Darkfox
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No bugs so far but I did put together a small frontend for the program, it's not much but it handles each image and then when all information is filled out one just has to push a button and call up the program. I did it to pick up on things for my programming class but at the same time it streamlines the usage of ALB2BMP and I threw in some tooltips. It would have been done earlier today but I took effort to pretty it up with a custom cursor and icons and such which wasn't covered in class. All in all it was a learning experience to get my feet wet with.
Again thanks for the program.
Again thanks for the program.
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