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Gfx replace

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Total Members Voted: 1
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 June 28, 2025, 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 June 28, 2025, 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)

h3oCharles

pretty sure this is the first time in 3.8+ days I see someone do sprite swaps, great work

King-Gizzard

Quote from: kurs on June 28, 2025, 05:12 PMOh 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))

I think we might be talking about different things but I see what you mean.  I was talking about the wkTerrainSync feature where you can replace individual sprites for a custom terrain rather than changing sprites globally.  But I've just had a look at the sprites and noticed that you've created a new palette for all assets so replacing individual sprites for terrains won't work so well without palette conversion.

But as an example, I've updated my Halloween terrain to include the Worms 2 death animation and the new blood animation.  I converted these sprites to the global (stock) gfx palettes for gfx0 and gfx1 : https://www.tus-wa.com/files/file-2415

So the Level.dir.txt file for the terrain has the following entries to replace the sprites :

gfx0\wdie.spr
gfx0\wormhit1.spr
gfx0\wormhit2.spr
gfx1\wdie.spr
gfx1\wormhit1.spr
gfx1\wormhit2.spr

kurs

#9
Quote..so replacing individual sprites for terrains won't work so well without palette conversion..
I don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.

QuoteSo the Level.dir.txt file for the terrain has the following entries to replace the sprites :

gfx0\wdie.spr
gfx0\wormhit1.spr
gfx0\wormhit2.spr
gfx1\wdie.spr
gfx1\wormhit1.spr
gfx1\wormhit2.spr

And again, I don't understand at all why the Level.dir file has entries about the main sprites, which the game stores separately in Gfx.dir... :o  but I like your landscape and by the way I also tried to make my own, nothing special but you can still appreciate it) https://www.tus-wa.com/files/file-3202/

kurs

Quote from: Kradie on June 28, 2025, 11:14 AMThis is really cool, thank you so much.
Thanks a lot! ::)

King-Gizzard

Quote from: kurs on Yesterday at 11:59 AMI don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.

You created a new gfx.dir file which includes some new animations with the intention of replacing these sprites globally in the game. This is cool and fine (although replacing gfx.dir doesn't work for me, I had to replace gfx0.dir / gfx1.dir)

But this got me thinking about a feature in wkTerrainSync where you can SELECTIVELY replace sprites for a custom terrain by simply including the .spr files with the terrain. wkTerrainSync supports replacing sprites from gfx0 and gfx1, so it's wise to include files for both.

So then I thought, wouldn't it be cool if you could upload just those changed .spr files so people could use them in wkTerrainSync for custom terrains if they wanted.
But then I found an issue.  wkTerrainSync merges the replacement .spr files with the gfx set that the player uses (gfx0 or gfx1) and so the palettes must match.  Your gfx.dir has a new palette so the replacement spr files wouldn't work directly, so I had to extract what I wanted to use and convert to the default gfx0 and gfx1 palettes.  This way, when people play the Halloween terrain, they will see the new animations regardless of if they use gfx0 or gfx1.

I changed wormhit1.spr so that it always shows blood (and I tweaked the image a bit), to go with the Halloween theme.


kurs

#12
Quote from: King-Gizzard on Yesterday at 05:07 PMalthough replacing gfx.dir doesn't work for me, I had to replace gfx0.dir / gfx1.dir
It seems I'm starting to understand what's going on, I didn't even think that this was happening since in my version of the game gfx0.dir and gfx1.dir are completely absent, I think I simply deleted them sometime ago because they weren't needed

Quote from: King-Gizzard on Yesterday at 05:07 PMSo then I thought, wouldn't it be cool if you could upload just those changed .spr files so people could use them in wkTerrainSync for custom terrains if they wanted.
I didn't even know about this possibility of recording animstions into a Level file.If I understood everything correctly. That is, it is possible to force the game engine to give priority to animated sprites from the level file, and not from the global sprite directory... ???

Quote from: King-Gizzard on Yesterday at 05:07 PMYour gfx.dir has a new palette so the replacement spr files wouldn't work directly, so I had to extract what I wanted to use and convert to the default gfx0 and gfx1 palettes

I tried to adjust the palette as much as possible to match the general for the whole game, that is, to use the colors that it uses and, if possible, with the same indexes in the table for the corresponding replaced object, Alas not for all graves it turned out this way, but those animations that you edited for yourself have complete identity of indexes with the old ones, that is, wdie.spr and wormhit2.spr, Especially! in wormhit2 nothing has changed in terms of colors (there is nothing to change there))), only the number of drops in the frame size has been added.
But as I already said, this is all of course designed for a standard set of colors, and not the one you have, and I'm sorry that it didn't quite work out for you and you had to mess around with it yourself.

Anyway, thanks for the feedback, I don't know if I'll find the desire and time to convert sprites to gfx1 and 0, although perhaps this can be done automatically using a script on ImageMagic or something like that...

PS
QuoteI changed wormhit1.spr so that it always shows blood..
By the way, great idea, it's a pity I didn't think of it before)