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Age of Kings Heaven » Forums » Mod Design and Discussion » SLX Studio - A new SLP and DRS mod tool.
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Topic Subject:SLX Studio - A new SLP and DRS mod tool.
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Tevious
Squire
(id: The Vampire Slayer)
posted 08-22-18 03:14 AM CT (US)         
SLX Studio

SLX Studio is a mod program containing tools for creating and editing SMX, SLP and DRS files. I created SLX Studio as a dev tool for the Expanding Fronts mod for Star Wars: Galactic Battlegrounds,
but it can be used in all genie engine games, such as Galactic Battlegrounds, Age of Empires, and Age of Empires II.

Download SLX Studio v1.4.1 from the Blacksmith here.



Some highlight features of SLX Studio:
- Convert SLX to SLP or SMX / Extract SLP or SMX to SLX (and batch versions of these).
- Support for both 8-bit and 32-bit SLP versions with additional support for Terrain, AoE1, AoE1DE SLP, and AoE2DE SMX formats.
- Extract or Create DRS files for each game.
- Double-click graphic image for fast anchor/hotspot positioning. Also support for importing/exporting CSV files.
- Viewable selection boxes (including rectangular shaped) or selection rings.
- Generate Data Graphics tool with tolerance bars for shadows and player colors, creates outlines, auto-crops images, and can even split shadows into it's own SLX. This tool is necessary to convert from SLX to SLP or SMX formats.
- Color Palette Editor/Viewer that supports multiple formats (Jasc .pal, Microsoft .pal, Photoshop .act, GIMP .gpl, and even rendering as .png images). I've also embedded some palettes, including some commonly used ones.
- Terrain tools. Create terrain SLPs of any size (rows and columns). Includes conversion tools to create an isometric terrain map from a texture image.
- Graphics and DRS Viewer tools.
- File Association support to directly open SLX, SLP, SMX, SMP, DRS, DDS, PAL/PALX, and other formats.
- Animated GIF tool with transparency support.
- Play animation support for SLX with speed settings.
- Zoom image support for frames.
- FX Editor tool to draw various effects on frames such as various sparks, weapon fire effects, engine fire effects, transparency, holocrons, relics, and more!
- Delta Object Positioner tool to determine various object positions for things like snow and fire on buildings. Positions can be exported as CSV files to then manually imported into AGE.
- Adjust settings to your liking in the .ini configuration file.

You can view a guide for using SLX Studio here (WIP).

Video Tutorials:
1. Creating an Aircraft SLP in beta version 0.8
2. Creating a Building SLP in beta version 0.8

You can join the Discord and keep up to date with the latest builds and discussion with this link: https://discord.gg/qEGcVzK

Also, please let me know of any bugs you encounter or requests for new features. I've already had a couple afterthoughts to include.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| OŢ .◊ ŤΡМ ◊. SLX ||
|| ŘĿŦŔ .◊ ŦŚŤĮ ◊. ĶǾŤ ||
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[This message has been edited by Tevious (edited 03-12-2020 @ 02:55 AM).]

AuthorReplies:
Soldiers_TODD
Squire
posted 12-07-18 05:45 PM CT (US)     36 / 62       
Tevious, i'm not a fan of player color. I believe that for each nation there must be a unique set of units.
Tevious
Squire
(id: The Vampire Slayer)
posted 12-07-18 10:13 PM CT (US)     37 / 62       
Those things have nothing to do with one another. You could have two players with the same faction/nation/CIV and player colors exist so you can tell them apart.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| OŢ .◊ ŤΡМ ◊. SLX ||
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Soldiers_TODD
Squire
posted 12-08-18 06:07 AM CT (US)     38 / 62       
It is bad that in AoK there is no ban on playing two identical faction/nation against each other. It is necessary that in the settings of the game there was a ban on the game England vs England, France vs France, etc. (this is purely my opinion)

P.S. You can distinguish the color of the player on the mini map.
Sebastien
Dark Samurai
posted 12-08-18 07:23 AM CT (US)     39 / 62       
It is bad that in AoK there is no ban on playing two identical faction/nation against each other. It is necessary that in the settings of the game there was a ban on the game England vs England, France vs France, etc. (this is purely my opinion)
Literally every other RTS works in the same way.
P.S. You can distinguish the color of the player on the mini map.
But that doesn't help when you've got units all over the screen or fighting close together.
Fedemantoni94
Squire
posted 12-27-18 05:50 AM CT (US)     40 / 62       
Hi Tevious. Since the 1.0 update, when loading some slp files like the loading screen or the standard game menu, the game stops working and closes. Will it be an update problem? If you want I can send you the files by mail

#========{O}========#
-\\ Legendary Edition //-
Total conversion coming soon
Enhanced Interface Edition
Sounds of Empires
#========{O}========#
nKo_D
Squire
posted 01-08-19 02:31 PM CT (US)     41 / 62       
Made this icons because I always use Adobe


chiruscan
Squire
posted 01-10-19 01:46 AM CT (US)     42 / 62       
Are there any tutorials on how to make good grass or shoreline textures with slx studio?
Sebastien
Dark Samurai
posted 01-10-19 06:24 AM CT (US)     43 / 62       
SLX Studio isn't a graphics editor, so you'll need to find the images or textures you want yourself.

If you're modding for HD edition, you don't need to use SLX Studio because all terrains are png's simply located in the HD directory.

However, to make the SLP for the original version or UP edition, you'll need to create the SLP's in SLX Studio.

First of all, you need to get the DRS extracted. For adding things to AOC, you're better off adding things to the gamedata_x1_p1.drs. Anything in this DRS file will bascially overrule every other DRS file. Adding SLP's to this will keep your file size smaller and easier to manage. So...

1. Go to DRS -> Extract DRS -> To Folder.
2. Select the gamedata_x1_p1.drs from your AOK directory to a new folder (anywhere you like). This will extract all SLP's from that DRS into a folder. You then can ADD new SLP's to this folder later.

4. Find a texture you like.
5. Open SLX Studio, go to 'Create Terrain Map from Texture' in the Tools tab.
6. Browse for the image, set as 10x10 (default size and auto created in SLX) and save the image.
7. Open Terrain Builder in the Tools tab.
8. You don't have to do much here with the settings. Select the Terrain Map you just saved and make sure to select the AOK palette in the palette section, choose dithering if you wish, then preview to check how it looks, then save the SLP into your gamedata_x1_p1.drs folder (the one you extracted earlier).


*For AOC, the terrain SLP ID's go up to 15031. Save as a new terrain number above 15031, for example, 15033.

Alternatively, if you know exactly which terrain you're replacing, you can just save it as that number directly in the gamedata_x1_p1.drs. So for example, Grass 1 uses SLP number 15001 and shore line uses 15017.*

9. Go to DRS -> Build DRS -> From Folder.
10. Select your extracted gamedata folder, then save as your new DRS. You can overwrite the old gamedata_x1_p1.drs if you like, but keep a backup first. Make sure you change the DRS type from SWGB to AOK.

Done.

If you didn't save as the exact SLP number that you're repalcing; open AGE --> Go to the terrains tab. Go to the grass texture you want to change and change the SLP ID to 15033 (example used above, but you obviously use whatever number you saved it as).

[This message has been edited by Sebastien (edited 01-10-2019 @ 06:41 AM).]

chiruscan
Squire
posted 01-10-19 02:21 PM CT (US)     44 / 62       
Thanks @Sebastien

Seems rather easy then.
Tevious
Squire
(id: The Vampire Slayer)
posted 01-12-19 05:36 AM CT (US)     45 / 62       
Updated SLX Studio to version 1.2! You can download it from the Blacksmith or the Discord server.

SLX Studio (v1.2) changes:
- SLX Studio now utilizes the %temp% folder. All progress, including graphical changes, is only applied to your SLX project once saved.
- Added "Undo" option to the Edit menu to undo all unsaved progress.
- Added "Refresh All Images" and "Refresh Selected Images" options to the Edit menu to update frames with their source images and data images.
- Added "New" (blank SLX) option to the File menu and moved "New Custom SLX" from the File menu to the Edit menu as "Generate Custom SLX Data".
- Replaced the Color Picker dialog with a new one by "Cyotek". Now supports 32-bit colors and features a screen capture eyedrop tool.
- Added "DRSPath" in the .ini configuration file as the default browse folder location for building DRS files.
- Added "QuickDRSPath", "QuickDRSFilename", and "QuickDRSType" to the .ini configuration file and added a Build > Quick DRS option in the DRS menu. Use these to set up a DRS that you frequently build.
(A "QuickDRSType" value of 1 = Galactic Battlegrounds, 2 = Age of Empires.)
- Added a 4th Player Color button to the Data Graphics tools and "PlayerColor4" to the .ini configuration file.
- Added Mirror Image tool.
- Added a multi-file select option for Decode Voobly SLP (Selecting mutliple files will have a "_decoded" suffix in the file name)
- Added a multi-file select option for Resize Image, Mirror Image, and Rotate Image. (Note that multiple files will overwrite the selected images rather than prompting you to Save As each individual file)
- Added dither options to palette applications. (Note that "Diffusion" can be a little slow.)
- Updated EF_Graphics color palette and the EF Color Set.
- Added palettes from AoE: DE and AoK: HD to the palette list and updated the "Palette#Name" and "Palette#Path" entries in the .ini configuration file.
- Auto-palette now correctly selects the palattes for AoK:HD SLPs with special palettes (trees/cliffs).
- Changed the way Auto-palette records color palette indices within SLX Studio created SLPs, which should fix certain types of AoKHD SLPs from crashing.
- Added "Advanced SLP" option when exporting to SLP to customize variables such as the SLP version, comment, frame palette offset, frame palette properties, and other settings.
- Removed Directory and Options groups from the FX Editor, as they are now unnecessary. All results from using the FX Editor can now just be saved as a new SLX project to avoid overwriting your initial SLX project.
- Splitting shadows in the Data Graphics tool will now prompt you to Save As a new SLX project for the generated shadow SLX. Frames will be created at the location of the SLX file that you save.
- Loading a Shadow SLX now prompts you to open a shadow SLX file instead of using the "Shadow Sub-Folder" field.
- Replaced the "Shadow Sub-Folder" text box on the main form with a SLP Color Palette combo box for convenience.
- The .ini configuration file will update entries upon first loading a newer version of SLX Studio and without overriding your existing changes.
- Preview image on the main form will no longer crash.
- Fixed crashes with Generate Data tool when auto-cropping blank frames.
- Fixed an issue where certain SLPs that were both 32-bit and 8-bit weren't reading correctly.
- "Batch Extract SLP to SLX" now functions again.
- Other fixes and improvements.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| OŢ .◊ ŤΡМ ◊. SLX ||
|| ŘĿŦŔ .◊ ŦŚŤĮ ◊. ĶǾŤ ||
@)₪₪₪₪₪₪₪₪₪₪₪₪₪(@

[This message has been edited by Tevious (edited 01-12-2019 @ 06:23 AM).]

Tevious
Squire
(id: The Vampire Slayer)
posted 01-12-19 05:56 AM CT (US)     46 / 62       
@nKo_D Those are rather nice. If you wanted to make a complete icon set for the .EXE, SLX files, SLP files, and DRS files, for all the icon sizes, then I could incorporate them into the next build.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| OŢ .◊ ŤΡМ ◊. SLX ||
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nKo_D
Squire
posted 01-13-19 08:06 PM CT (US)     47 / 62       
Tevious
Squire
(id: The Vampire Slayer)
posted 03-29-19 09:06 AM CT (US)     48 / 62       
Updated SLX Studio to version 1.3! You can download it from the Blacksmith or the Discord server.

SLX Studio (v1.3) changes:
- AoE Deluxe Edition 4.0X SLPs are now fully readable with shadows.
- Implemented "4.0X DE SLP" as an export option for Export To SLP.
- Using 0 padding (X and Y) with Auto-Crop in the Data Graphics tool should now correctly have no background padding. If using outlines, a minimum padding of 1 is forced due to how outlines are drawn.
- Corrected SLP and DRS Viewers to properly use only Read status, except while saving, to prevent locking of files.
- SLP and DRS Viewers now support saving color palette frame indices to the palette offset field of each frame. A "Set" button has been added next to the Color Palette box to set the current palette (not in auto-mode) to the frame. Changes must be saved before loading another SLP to be permanent. (This feature is not supported with AoE1 SLPs.)
- Terrain Builder now has a save option for "User Patch Terrain SLP" with advanced options. (Brightest color index is automatically determined.)
- Converting to SLP with missing data frames will now be read as if they had pure white data frames. (Useful for creating icon SLPs)
- Updated Delta Object Positioner to work with newer SLP options.
- Improved the way files are renamed and deleted. Deleted images are now sent to the Recycle Bin.
- Added "AnchorColor" to .ini configuration settings to change the color of the anchor crosshair.
- Added SlpMaskOnToggle, SlpShadowOnToggle, and SlpOutlinesOnToggle to .INI configuration settings for SLP and DRS Viewers.
- Replaced "CustomPlayerColorSet" items in the .INI configuration settings with "CustomPlayer#StartIndex". Set the start index for each player color and then each entry in the custom palette from that point for "CustomPlayerColorsLength" colors in length will be set to the colors for that player.
- Updated EF color palette and grey color set.
- Double-clicking the graphic image now gets anchor point coordinates for zoomed graphics.
- GIF images can now be inserted as frames. Each frame of the GIF will be extracted as either .PNG or .BMP images and added to your SLX project. (Drag-drop also supported)
- Added new file association options for .PAL, .ACT, and .GPL.
- Updated icons, including a new logo design, courtesy of "nKo_D". (Re-set file associations to get the new file icons)
- Palette files opened with SLX Studio will now automatically load straight to the Color Palette Editor.
- Added some "Omit Alphas" checkboxes to Tolerance bars which will ignore differences in color opacities.
- Added "Select" button next to the "Reset" frames button on the main form to set the selected start and end frames.
- Added shortcuts "Shift + S" to select the frames range and "Shift + A" to reset the frames range to all frames.
- Added new "stun_sparks" FX to FX Editor.
- Added an 8 direction (E, SE, S, SW, W, NW, N, NE) option for some FX.
- Added a "Sort Frames Alphanumerically" option to the Rename tool.
- Added additional zoom options by clicking the graphic while pressing Ctrl to zoom in and Alt to zoom out.
- Fixed anomalies with zoomed graphics that contained transparent pixels or the mask turned off.
- Fixed Auto-Crop in the Data Graphics tool from converting 32-bit graphics to 24-bit.
- Fixed SLP Import to properly open the created SLX project.
- Fixed lag when using "Apply to All" or the "Ctrl + A" shortcut to select all frames.
- Fixed blurred edges with Resize Image tool.
- Fixed an issue with SLPs where pixels would be displaced by 1 pixel after a very large gap.
- Fixed a crash with "Create Terrain Map From Texture" tool.
- Several other fixes and improvements.

[EDIT] Updated again (04/11) with version 1.3a:
- Fixed bugs introduced with new features from v1.3.
- Rearranged some keyboard shortcuts.
- Fixed "Save All Frames" options in SLP and DRS Viewers to correctly display 4.0X SLP shadows.
- Fixed crashes for OpenFileDialog and SaveFileDialog with High Contrast Mode.
- Ctrl key + shift buttons now shifts selected frames to the top or bottom.
- Fixed crashes when trying to save an SLP that is already opened or in use.
- Added "gun_smoke_big" FX to FX Editor.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| OŢ .◊ ŤΡМ ◊. SLX ||
|| ŘĿŦŔ .◊ ŦŚŤĮ ◊. ĶǾŤ ||
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[This message has been edited by Tevious (edited 04-11-2019 @ 04:39 AM).]

Omkar
Banned
posted 04-28-19 11:54 AM CT (US)     49 / 62       
Can you do some feature to easily increase/decreasing frame counts of a slp by evenly repeating/removing the frames?

It can be very useful for Independent Units mods for HD and Wololo Kingdoms which do not involve dat editing for introducing SLPs but just adjusting frame counts.

Also is it possible to make something for creating SN(decaying) graphics SLP quickly out of DN(dying) graphics SLP last frame? Maybe by simple repetation of last frame 5 times or step wise edge anti alias erosion to create the 5 frames..

Thanks for this amazing tool by the way.

Also some bug report. Batch SLP to SLX is not working on latest version, it fails to recognize SLPs. Previous version worked fine.
The preview and convert button for batch data graphics generator is out of visibility and is not selectable. It is there but not on screen. I select it by clicking TAB and guessing the location and pressing enter.

[This message has been edited by Omkar (edited 04-29-2019 @ 12:31 PM).]

Tevious
Squire
(id: The Vampire Slayer)
posted 04-30-19 05:05 AM CT (US)     50 / 62       
Can you do some feature to easily increase/decreasing frame counts of a slp by evenly repeating/removing the frames?
This should be possible using the FX Editor. You would first need to create a set of empty frames for the total number of frames you want and then load the SLP (in SLX format) as an FX that you want to condense or expand. In Animation settings, you set the frames to the first and last frame of the direction (ex: 1 to 8 for 40 total frames at 5 directions) and leave Loop off. It will automatically condense or expand frames to fit. Eventually, I'll have to get around to making some new tutorial videos and I'll need to do one explaining the FX Editor.
Also is it possible to make something for creating SN(decaying) graphics SLP quickly out of DN(dying) graphics SLP last frame? Maybe by simple repetation of last frame 5 times or step wise edge anti alias erosion to create the 5 frames.
I'll consider it. I've had this requested before.
Also some bug report. Batch SLP to SLX is not working on latest version, it fails to recognize SLPs. Previous version worked fine.
I've recently fixed this with v1.3b on my Discord.
The preview and convert button for batch data graphics generator is out of visibility and is not selectable. It is there but not on screen. I select it by clicking TAB and guessing the location and pressing enter.
The reason it's being cut off to begin with is because of either a screen resolution that's too small or there's a high DPI setting causing the screen to clip the window. I've added a scrollbar to address this for some of the tools that are too long. You should be able to scroll downward now to reach the buttons.

@)₪₪₪₪ ŤΣVŮS ₪₪₪₪(@
|| OŢ .◊ ŤΡМ ◊. SLX ||
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Omkar
Banned
posted 04-30-19 10:11 AM CT (US)     51 / 62       
Thank you for the prompt reply!
The way I create decay is by repeatedly selecting the background color region with some anti alias or color tolerance and then painting the selected area the same as background color. I hope this can be coded to be done programmatically...
CarolKarine
Squire
posted 05-05-19 01:08 PM CT (US)     52 / 62       
I'm having issues with the batch slp to slx convert, It's seeing all my slps as "unrecognizable" and skipping them. However, the slp viewer will open them up fine.

my end goal is to batch make sprite sheets out of all the slps, and it would be super duper awesome if I could also batch make mirrors of the unit rotations so I have a spritesheet with all 8 directions instead of just the 5 AoE/AoK/SWGB use before mirroring them in-game.

Proud owner of Splash Splash XLIV: Leave it there for someone to find, Which is on record for being the fastest thread to reach 2500 posts - which was completed in 28 hours and 17 minutes, from start to finish!
Yeah, the republican party is pretty much one big schizophrenic ball of contradictions nowadays. - Ax_man1
double post for milestone, then relentlessly bash on the community for the hell of it... stay classy thymole. - Lurker
Tevious
Squire
(id: The Vampire Slayer)
posted 05-07-19 06:52 PM CT (US)     53 / 62       
Version 1.3b fixes the batch SLP to SLX. It's on my Discord server for now, not on HG yet.

The mirror image tool can be used with multi-selected image files from the Open File Dialog browser.

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Tevious
Squire
(id: The Vampire Slayer)
posted 02-04-20 08:35 AM CT (US)     54 / 62       
I haven't updated here in a long time and so this update is a combination of all updates since version 1.3a.

SLX Studio (v1.4) changes:
- Added support for SMP and SMX formats.
- Added new AoE2 DE color palettes.
- Added DDS saving support to Graphics Viewer (for converting images to icon, terrain, menu, and particle textures).
- Added file association support for DDS format.
- Added file association support for SMP and SMX formats with file icons. (Also changed the PAL icon to green.)
- Setting file associations now stores icons in the `AppData\Local\SLX Studio\` folder.
- Import now uses the temp folder and no longer creates a folder at SLP location.
- Importing 4.0X SLPs now merge shadows into the frames.
- Added "Decay" type and 4.1X SLP option to the 4.0X SLP export form that auto-generates the decay or "sinking" progression.
- Graphics Viewer uses a "Decay Scale" control for version 4.1X Decay SLPs.
- Graphics Viewer uses a "Damage Scale control for SMP/SMX building damage/darkening effect.
- Added palette and palette ID customization options to Export forms. You can now select frames to use different palettes.
- The default auto-palette IDs in the export forms can be changed in the .INI configuration settings with "Palette#ID=".
- The Sprite Sheet Splitter tool now allows for tiles to exceed the boundaries of the sprite sheet image. A background color button and tooltips were also added.
- Added Multi-Select tool under "Edit" (Ctrl + M) to select (or deselect) every N items in the Frames List.
- Added Extend / Truncate Frames tool under "Edit" to increase or decrease the amount of frames. (Increasing creates duplicate frames and decreasing deletes frames.)
- Added flamethrower FX to FX Editor and added 8 directions option to all "spray_flames" FX.
- Added option (checkbox) to Generate Data Graphics to generate a blank damage data graphic.
- Made revisions to some tools: Generate Data Graphics, Color Replace, Batch Generate Data Graphics, Batch Color Replace, and Batch Convert.
- Made changes to .INI configuration settings file and removed some now obsolete entries.
- Added Deassociation option for files in the File Association settings.
- Fixed some issues regarding renaming and saving.
- Fixed some issues regarding deleting and duplicating frames.
- Fixed an issue with loading custom .ACT palettes under some circumstances.
- Fixed an issue with creating a new blank SLX project.
- Fixed an issue with creating AoE1 terrain SLPs in the Terrain Builder.
- Fixed high-DPI over-scaling issues.
- Fixed some issues with the SLP terrain-map viewer option in the Graphics Viewer.
- Fixed X and Y coordinates in Delta Object Positioner tool.
- Other fixes and improvements.


--------------------------------------------

SLX Studio (v1.3e) changes:
- Upgraded .NET Framework to 4.6.1.
- 4.0X SLPs now correctly supports the VFX type for semi-transparency with color palettes.
- Renamed "Shadow SLX" to "Attachment SLX" in the 4.0X SLP export options since there is more than one type of attached data in the SLP.
- Renamed "SLP" to "Graphics" and "DRS" to "Data Resources" in the menu strip.
- Renamed "SLP Viewer" to "Graphics Viewer" as it can now view other image formats: .BMP, .PNG, .JPG, .TGA, and .DDS.
- Changed Export options: "Standard 2.0N SLP File" now prompts the user to select a color palette and has 8-bit, 32-bit, and Terrain choices. "AoE1 2.0N SLP File" will now automatically use the AoE_Graphics palette.
- Replaced Gif creator with an improved one. (Should no longer have color anomalies.)
- Added "Resize Graphic Scale" tool to resize SLX project images with adjusted anchors.
- Added "Extract SLPs From AKS or AKX" tool in the Graphics menu.
- Added player color selection to Graphics/DRS Viewer forms. (So you don't have to go into SLP Color Settings every time.)
- Added "Export To Selected Folder" option in the Graphics menu for Batch Convert To SLP that creates the SLP files at the selected browser path instead of the path of the SLX files. This is turned on by default and can be turned off from the menu or in the .INI configuration settings with "ExportToSelectedFolder=0".
- Added 32-bit Terrain SLP option in the Terrain Builder (for AoE1 DE).
- Added a terrain tile size selection option in the Texture to Terrain Map tool.
- Added more terrain tile sizes for AoE1 DE (x2 and x4).
- Added 32-bit checkbox to the color palette options. This removes color palettes and allows the use of dither methods without a palette.
- Added new options to the .INI configuration settings.
- Added a jump to next directional frame shortcut to the Graphics/DRS Viewers for supported 4.0X SLPs.
(Use Ctrl + Down/Right for clockwise and Ctrl + Up/Left for counter-clockwise.)
- "Save All Frames" in the Graphics/DRS Viewers now saves frames at the current zoom size.
- Files with extensions of .PER, .RMS, .PAL, and .BMP now automatically get sent to the BIN table without having to be renamed with a .BIN extension when building DRS files.
- Improved performance for Select All in the Frames List.
- Improved speed of the Diffusion method.
- Improved performance of operations with large SLX files.
- Added progress bars with cancellation support to many operations, such as opening SLX projects, editing frames (Delete, Duplicate, Rename), Undo, and Save All Frames in the viewer tools.
- Fixed an issue with resized images having ghost borders.
- Fixed a continuous loop bug with the anchor buttons.
- Fixed some issues with auto-crop in the Data Graphics tool.
- Made improvements to saving methods.
- Added some protections against invalid image files that cause crashes or bugs.
- Other fixes and improvements.

--------------------------------------------

SLX Studio (v1.3c) changes:
- Added a display terrain map option to the View menu of the Graphics and DRS Viewers to see terrains unsplit.
- Fixed a crash with creating a new DRS file.
- Fixed an issue with color palettes not changing for some people.
- Fixed an issue in the FX Editor where the last frame was not applied in some cases.
- Fixed Import SLP to force a magenta background in the data graphics.

--------------------------------------------

SLX Studio (v1.3b) changes:
- Added a Frames Selected count and a Total Selected count to the main form above the Frames List.
- Added Player Colors option to "Batch Replace SLP Colors" to change only player color indices.
- Fixed "Batch Extract SLP to SLX" to work again.

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nwndev1
Squire
posted 02-15-20 12:47 PM CT (US)     55 / 62       
Hello Tevious, first of all. Amazing program, nice work.

Any chance you could add in the "batch pallet image swap" the option "Green to red" and also "red to brown"?


Thanks!

[This message has been edited by nwndev1 (edited 02-15-2020 @ 12:58 PM).]

Tevious
Squire
(id: The Vampire Slayer)
posted 02-21-20 11:47 PM CT (US)     56 / 62       
Just so you know, you can always make your own custom palette and use the "[Load...]" option from the drop-down list for the Swap Palette. The Color Palette Editor allows you to make your own palette. Just double click on any color and change it to whatever you want it to be, then save it as a new palette file when done.

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Tevious
Squire
(id: The Vampire Slayer)
posted 03-12-20 03:07 AM CT (US)     57 / 62       
SLX Studio (v1.4.1) changes:
- DRS files can now store filenames (only readable with SLX Studio). Filenames should first contain the ID number, then an underscore, then the name of the file and file extension. Filenames should also not exceed 48 characters (not including the ID and first underscore).
- The Color Replace tools now has "Update" buttons to apply changes to the currently selected item in the grid box.
- The Color Replace tools now remember your color changes in the grid box after closing the form.
- Fixed a problem with exporting SLPs to 32-bit not being signed as 32-bit.
- Fixed player colors when importing 4.1X SLPs.
- Fixed an error with shifting multiple frames to the top or bottom of the Frames List (Ctrl + Shift Up/Down buttons).
- Fixed an issue with deleting frames from the Delete Selected (Advanced) form in the Edit menu.
- Fixed an error when attempting to open the "Extend/Truncate Frames" form from the Edit menu.
- Fixed an issue with the SLX file icon not being created when setting up File Associations.
- Fixed an issue with Batch Convert to SLP/SMP/SMX that ignored SLX files that had blank frames.
- Importing SLPs now automatically determines the color palette based on the signed palette ID used within the SLP file.
- Added a "Force Color Palette on Import" checkbox in the Graphic Color Settings form for using the selected color palette rather than the signed palette ID.
- Added an "Options" button on the main form next to the Import/Export Palette combo-box to conveniently open the Graphic Color Settings.
- Added "Skip Directions" and "Clear Selected" options to the Multi-Select Frames form in the Edit menu (Ctrl + M).
- Added "Preview Selected" button to the Apply Color Palette tool in the Tools menu.
- Added "blast_cannon" FX (for SWGB) to FX Editor.
- Other fixes and improvements.

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Charging_Knight
Squire
posted 03-21-20 04:11 PM CT (US)     58 / 62       
Hi Tevious,

Grateful if you can post a guide to help us use the graphics viewer to edit the decay frames for the AOE1E graphics. The graphic slps for decay of units seems to be a problem.

Grateful if you can also share a guide on how to resize unit graphics (from AOE1E slps) in SLX Studio and then create the shadows, etc for the re-sized graphics.

Domus Dulcis Domus --- Home Sweet Home...ZzZzZzZzZ
Tevious
Squire
(id: The Vampire Slayer)
posted 03-22-20 09:41 PM CT (US)     59 / 62       
I'm too busy to make proper tutorials right now, but if you want to make a decay SLP for AoE1 DE, make a SLX with only the last frames per direction of the dying animation. When you export, choose the AoE1 DE SLP export option, then in the options window set the type to "32 Decay". That will make the frames disappear over time in the game.

As for resizing, just use the Tools > "Resize Graphic Scale" tool. When you do the data graphics, you just need to detect all the shadows in the frame and make sure they show up red in the data graphic. If the background is magenta, use the "Dark Magentas" preset at perhaps about 30 percent tolerance.


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Charging_Knight
Squire
posted 07-30-20 09:12 AM CT (US)     60 / 62       
Hi Tevious,

I have been trying to convert some SLP files from AOE1DE in SLX Studio like how have I have been doing all along. I have converted many SLP files, extracting them by making them into SLX files then converting that into SMX files.

However recently when I attempted this, the SLP files crashed SLX Studio?! I'm using the latest version of SLX Studio in the Blacksmith so what could be the issue? I am running the 64 bit system. Could you advise me please.

Domus Dulcis Domus --- Home Sweet Home...ZzZzZzZzZ
Tevious
Squire
(id: The Vampire Slayer)
posted 08-29-20 04:56 AM CT (US)     61 / 62       
@Charging_Knight Compression was added to AoE1DE SLP files in a recent patch to reduce file size, so SLX Studio no longer reads them. Please wait for the next release to SLX Studio for this to be addressed. I will post again here when I have finished.

You may also be able to reinstall AoE1DE without updating to the patch to access the pre-patch SLP files. Steam should have an option for "Do not automatically update this game."

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nwndev1
Squire
posted 09-15-20 11:10 AM CT (US)     62 / 62       
Nice program!

[This message has been edited by nwndev1 (edited 09-15-2020 @ 11:12 AM).]

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