![]() It features native high resolution support and new multiplayer servers. The last 3 numbers for every SLP ID is the same for each graphic, so for example, the Feudal Barracks is always xx144, with "xx" being what the architecture set it belongs to, which includes the civilizations in the above example.Age of Empires II: HD Edition (silently renamed on the Steam store page to Age of Empires II (2013) on Aug) is an updated version of the 1999 Medieval RTS Age of Empires II: The Age of Kings and its The Conquerors expansion pack. Slavs, Indians, Malians, Khmer) because they are very uniform. The Second thing is that each civilization has an unique set of SLP files and the SLP files are structured the same as majority of the DLC civilizations (ie. Otherwise, it is no different from making a normal graphic mod. While they can be added to the "gamedata_x2" like normal, since I have made the "SLP Name" the same as the Unique SLP ID Numbers, The HD Workshop has conflicts using that method, which is why the mod uses the SLP Names instead. The first thing you need to know is that the SLP files needs to be directed into the "slp" folder ( "resources / _common / slp") and NOT the "drs / gamedata_x2" folders. If you have never made graphic mods before, I recommend checking out Ozhara's Modding Guide. Making Graphical Mods is structured a bit differently than making mods directly for AoE2, both AoC & HD, but the general idea is the same. How to create Architecture Mods for Independent Architecture This mod also separates the Indian Ship Sails, which used the SLP files from the old, Middle Eastern SLPs. ![]() This provides unique SLP's for the Feudal Dock, both Mills, all Town Centers, Lumber Camp & Mining Camp. Independent Architecture also fixes the Mediterranean Architecture, used now by only the Italians, which has a common problem of sharing SLP files from other sets and even themselves.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |