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Gfx replace

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Name: Gfx replace
Type: Program
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GFX.zip

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Time: June 26, 2025, 07:42 PM
Description:
I'm not sure what section this should be placed in, because I didn't find a specific one for the updated game sprites, I hope the admins won't delete it but will move it to where they think it belongs.

This archive contains two files with modified standard sprites in the game, for those who would like to diversify the game a little and change something)

So, the archive contains the directory GFX.dir and Water.dir(for correct display of sinking objects, unfortunately only for blue water so far), and also if you need the correspondence of the grave icons in the teams editing menu, there is also a folder with these images, although this is not necessary for the game to work.

Here are the changes that were made: Changed the bounce effects of the Holy Grenade, Super Sheep, Mole and Fire Punch to red. Replaced all six animated graves with new ones
[ Gravestone 1 ]= Gravestone from Worms 2
[ Gravestone 2 ]= Loading disk
[ Gravestone 3 ]= Metronome
[ Gravestone 4 ]= Glass of soda
[ Gravestone 5 ]= Flower
[ Gravestone 6 ]= Urn with hot ashes
The cut sprites of the Holy Bible instead of the Holy Grenade and the Cloned Sheep instead of the usual one have been returned. I had to do the animation of the Bible in the hands of the worm myself, I did not want to resort to the help of neural networks, therefore, in some moments it may not look quite neat, so do not judge strictly.)

Worm death animation from the Worms 2 is back.
MB-bomb sprite is replaced.
Dynamite sprite is changed. (The collision with the landscape remains the same, only the dynamite itself looks thicker)
The Salvation Army now has a jumping Elvis Presley=)
Also, worms bleed more!

Some new sprites were taken from here https://worms2d.info/The_Fiddler and slightly reworked and supplemented

Unfortunately, at the moment the network code does not imply that all players online will see these sprites, they will see standard images. Therefore, only you and those who also have these modified sprites will see them.

Tests in online games showed that there were no desynchronizations, but of course I must remind you to make backups, and you can always roll back the changes.

The files in the archive are in accordance with the folders in the game, I think everyone will figure it out)

Enjoy the game everyone!

P.S. And don't pay attention to the quality of the GIF below, this was done to reduce its size to a more or less acceptable level, in the game the colors are of course normal.



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FoxHound

The red effect of Fire Punch looks more like Mortal Kombat, I liked it. I only saw the gif, I didn't try it yet.

kurs

#1
Glad you liked it)

kurs

Quote from: FoxHound on June 27, 2025, 04:00 PMThe red effect of Fire Punch looks more like Mortal Kombat, I liked it. I only saw the gif, I didn't try it yet.
Yeah, and I wanted the amount of blood to be like in the UMK version on Sega old console)  but the frame size of the sprite doesn't allow it) ;D

Kradie

This is really cool, thank you so much. :-*
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King-Gizzard

Nice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.

kurs

Quote from: King-Gizzard on Yesterday at 02:27 PMNice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.

Oh god! You are absolutely right, I did not want to offend those players who have vision problems, and therefore made a version with normal colors not for colorblind people, to be honest I completely forgot about it, but considering that I have very crooked hands, I will hardly be able to fix the palettes, I barely managed to cope with this volume, please take into account that I am a killer and not a coder, just an enthusiast))

kurs

Quote from: King-Gizzard on Yesterday at 02:27 PMNice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.
all you need is just replace GFX.dir in WA/DATA/Gfx according to the path in the archive, you don't even need to use water dir . it's only necessary to display the sprites that drowned
And of course, make a backup) now I play online, no desynchronizations, if you notice any errors, let me know)