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  #1  
Old April 30th, 2016, 06:19 PM

cbreedon cbreedon is offline
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Default Creating LBM Pictures

Hi

I am trying to create and LBM that works in the game. I am using paintshop pro. I resized to 160x80 and then tried all the palettes in the Design folder. I try to add it to a units through Mobhack. When I key in the icon number it loads and looks fine but when I hit the 'check' button it disappears and the number in the icon field changes to 34462, a blank.

Any help would be appreciated. I have attached the file.
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File Type: rar PM68002.rar (12.0 KB, 73 views)
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  #2  
Old April 30th, 2016, 06:52 PM
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Mobhack Mobhack is offline
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Default Re: Creating LBM Pictures

Lets see - you press the "commit changes" button, or F12 (same thing). Your changes are now commuted to the OB copy in RAM.

If you think the OOB is good, then you need to replace the copy on the disk. You do that by saving the RAM edited copy, using the load/save tab. Select the OOB, if nt already selected, and then press the save button. Now your edited version will overwrite the disk copy. (Conversely if you think you have made a total hash of your edits, just reload the original unchanged from disk, and restart).

I'll bet you did not save the working copy in RAM to disk. If so, your edits are lost.
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Old April 30th, 2016, 07:39 PM

cbreedon cbreedon is offline
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Default Re: Creating LBM Pictures

Thanks for the reply Andy.

I think the issue is before saving. When I click the "commit changes" button, the picture disappears and in the LBM field, the number changes from 68002, the LBM I loaded, to 2466 which doesn't exist.

I tried saving and reopening the OOB but the picture is blank and the LBM is assigned 2466.
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Old April 30th, 2016, 07:46 PM

cbreedon cbreedon is offline
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Default Re: Creating LBM Pictures

I just renamed the file PM09505.lbm from PM68002.lbm and it took this time. Just for kicks I tried to load 68001 which comes with the game and got the same disappearing picture.

Is there a number range that must be adhered to?
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Old April 30th, 2016, 07:53 PM
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Default Re: Creating LBM Pictures

You are trying to stuff a number larger than 65535 into an unsigned 16 bit value. So it will be converted into something odd.

So 65535 is the largest number you can use for an LBM.

(Ignore any lbms with too-large numbers lying around the folder - those are useless and unused.)

Choose an LBM number that is 0-65535 and unassigned.
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Old May 1st, 2016, 08:25 AM
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Default Re: Creating LBM Pictures

Those PIC's in the folder numbered 68000 and 68001 are holdovers from a decade ago..I forget if I did those or if someone else did...but they ended up in the folder even though they cannot be used....... once in and sent out in a patch they cannot be removed .

As Andy suggested....keep the numbers you use under 65535. There are big gaps, try using anything numbered 62xxx.lbm

Don
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