Ok people, let's eat these little illegitimate childs for diner, shall we?
There are 5 overlays, whose meaning I hope to be found or at least researched thanks to this topic. Also, this is a topic that will concentrate particularly on the LO? files, and their interworking in Stacraft.
Overlay 1Entries using it (+LO-type):
Drone LOG
Guardian LOG
Hydralisk LOG
Mutalisk LOG
Arhon-Being LOL
Battlecruiser LOX
Bunker LOA
Wall flame trap1 LOA
Wall flame trap2 LOA
Devourer LOG
Lurker LOG
Dark Archon-Being LOL
Hypothesis: After testing this one, it seems that it controls some part of the unit's attack animation or something, because removing it hangs the game when the unit is instructed to attack, no matter which LO-type it uses. However, I have no clue what is the interworking of this property and the X/Y offsets from weapons.dat. Maybe one sets the base point for another?
A strange thing happens with the Battlecruiser because removing its LOX doesn't seem to affect the unit at all. I tested both normal attack and the Yamato Gun.Maybe it has to do with the fact that BC has a LOL file linked as "Overlay 3"?
Overlay 2It is pretty much clear what it does, if you browse through images.dat and see which entries use it - it's the "Flames overlay" (as may suggest the last letter of the only LO-type used in it - LOF), which controls where does the flame/blood graphics appear on a building when it is damaged.
An interesting thing here is that it is not enough just to give this overlay to a unit to make it "bleed/burn". Try to give an already used overlay to, say, Ultralisk, and watch the game freeze when its HP reaches around 80% (precise values when the overlays appear are unknown...anyone?). I found out that this can be avoided if you give the Ultralisk the Iscript animation of a building (the units.dat Building property has nothing to do here, I tested it), say the Nydus Canal, which clearly points to Iscript as the decisive factor. However, nothing in the Nydus Canal iscript seems to have a similar meaning (to the extent I analysed it).
Hypothesis:My current hypothesis is: the activation of the "Flame/Burn overlay" is dependent on the
presence of a specific Iscript.bin animation set. The question is - which one? To the extent I had tested it I was getting only instant crashes after starting the map, so I'm asking for assistance in finding this out
Also, there is no property that dictates which particular variant of flames/blood should be shown. Is it random or controlled?
Overlay 3:
Entries + LO-types:
Drone LOO
Extractor LOS
Probe LOO
Assimilator LOS
Battlecruiser LOL
Goliath Base LOL
Wraith LOL
SCV LOO
Siege Tank (Tank) Base LOL
Siege Tank (Siege) Base LOL
Siege Tank (Siege) Turret LOA
Science Vessel (Base) LOL
Refinery LOS
Vespene Geyser LOS
Unknown547 LOB
Hypothesis: The partial meaning of this overlay can be read from the units using it:
For the Resource-Miners, this is the overlay that controls where they "hold" the resources after harvesting them from a mineral field or a geyser.
For the gas-related units, it probably controls the smoke graphics (LO
S), as the game hanged after I removed it for the Refinery and launched the map. Iscript-connected via the "creategasoverlays" (0x38) opcode.
For the base-turret units, maybe it controls the location where to put the turret ("imgol" connection?)
For the Battlecruiser, it is the location where to create the Yamato Gun graphics, as the game hanged when I tried to do so after removing the overlay.
For the remaining units (Wraith, Unknown), I have no idea.Maybe wraiths were to have afterburners or something?No visible effect on removal.
Overlay 4Entries + LO-types:
Scourge birth LOB
Zergling birth LOB
Infested CC LOU
Dropship LOU
Science vessel (base) LOU
Barracks LOU
Command Center LOU
Factory LOU
Science Facility LOU
Starport LOU
Engineering Bay LOU
Valkyrie LOU
Hypothesis: The meaning of this can also be guessed I think:
For the buildings, it's the landing dust location.
For the zerg units, the location where to put the 2 spawned units (LO
B, for
Birth)
For the terran units, I think it's the same as for buildings, because if you dig deep enough (for example here:
Evolution of SC) you will know that both the Dropship and Science Vessel were originally destined to take-off and land, and not not only fly. As for the valkyrie...I have no idea, maybe same thing?
Overlay 5Entries: (the LO-type is
LOD)
Infested CC
Dropship
Science Vessel (base)
Barracks
Command Center
Factory
Science Facility
Starport
Engineering Bay
Valkyrie
Hypothesis: Complementary to Overlay 4, this one controls the lift-off dust for the buildings using it, and is a remainder of the unimplemented features for the other units.
I think that's it, any ideas for new labels for these properties?
For overlays 4 and 5, the LO-type may be misleading, because you have LO
U for landing dust, yet the
U may suggest the
Upwards direction, and the LO
D for lift-off dust, when you might have taken the D for
Downwards direction. I've fallen for this one, so...
always test your hypothesis! -------------------------------------------
Oh, last note: the overlays are SPECIFIC. This means that even though their properties may seem a bit randomly spread, the game engine looks for a particular overlay in a particular place, it does not browse through the overlay list for a target LO-type. Putting an overlay normally found under "Overlay 1" in "Overlay 4" won't work.