Age of Empires II (2013)

Age of Empires II (2013)

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Ozhara's Remastered Resource Icons
   
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New Workshop General: Graphics
File Size
Posted
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14.270 MB
8 Apr, 2015 @ 9:58am
21 Nov, 2015 @ 2:58am
3 Change Notes ( view )

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Ozhara's Remastered Resource Icons

Description
You probably know storm_andy's Classic Icons - Remastered V2.

This great mod just lacked icons for the new FE and AK civilizations.

So here you get it updated.

For the updated content changes, take a look at the change notes. :)

All credit for creating the ressource icons themselve goes to storm_andy.
Many thanks for your great mod! :)
40 Comments
Balam Ajaw 9 Feb, 2020 @ 6:17pm 
@Ozhara Don't worry, I already figured out by myself, but thank you anyways XD.
Ozhara  [author] 9 Feb, 2020 @ 2:03pm 
@Balam Ajaw
Long time since I worked on those. Not sure I'll have time in the next few weeks, but I'll try to write something together if you still need/want some info. :)
Balam Ajaw 26 Nov, 2019 @ 5:14pm 
Hey Ozhara, can you make a guide of how to mod the resource icons? I was trying to do something, but it didn't worked. At least can you help me?
Taichi 23 Feb, 2017 @ 6:07am 
also seems that palette index "07" of the frame stands for 32 bit, but it wont work in-game anyways
Ozhara  [author] 22 Feb, 2017 @ 11:27pm 
That would be great! :D:
Taichi 22 Feb, 2017 @ 2:48pm 
so, if all goes right, my the making of mod will be probably the first one ever with 32 bit slps :)
Taichi 22 Feb, 2017 @ 2:45pm 
I have an expert friend who works on this and the 32 bit slps show up with transparency, its interesting
Ozhara  [author] 22 Feb, 2017 @ 12:59am 
Alpha channel is for transparency, right.

I'm not sure about real 32bit and transparency ingame though - this is for AoE uses a special 256 color palette that also includes specific values used for the player colors (so if a pixel is identified to be in one of the 8 values of a player color, it is automatically replaced by the corresponding value of the player color an actual player uses ingame).
The terrain system was build from scratch to support png images instead of the old slp solution and 32bit though. So I don't think the slp files - that still use the old routines - are actually able to use such enhanced 32bit frames - you can see this from using a frame not converted to AoEs color palette before importing it into the slp container - colors are messed up then.
Transparency is also something beeing applied ingame. If a slp frame is considered to be transparent (n0 layer for most units) it is shown transparent ingame although the color of the bmp image is gray/black).
Taichi 21 Feb, 2017 @ 4:02pm 
so, I uncovered the 32 bit slp frame by copying the frame section to a 32 bit bmp made by the freeware editor called pixelformer and manually remove all "800F" data with an hex editor and the picture showed up
Hopefully this information can be utilized to make our first 32 bit mods!!! btw alpha channel means transparency if im right? so we could even make stuff transparent :)
Taichi 21 Feb, 2017 @ 4:00pm 
Format: 32 Bit Bitmap Picture
Channels: RGBA (Red Green Blue Alpha Channel)
4 Bytes per pixel
But here is the catch:
At the very start of the 32 bit slp frame, you got a byte in heximal value "80"
Then the first row of pixels start consisting of bytes each color, my example image has 32x32 pixels, so it was followed by 128 bytes of RGBA data
But attention! at the end of the row you get another hex value "80 0F" and then the next row of pixeldata starts and each row ends with a "80 0F" heximal value and the final row of pixels only ends with "0F" like the pic started with "80" so you see its both 80 and 0F
Seems 80 0F is used for spacing!