New objects - tips, help, tutorials

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Last Soldier
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Re: New objects - tips, help, tutorials

Beitrag von Last Soldier »

Better is work with colors what are in sust scene or which have similar units. I have identical problems too - graphics not match with sust game and must is fix with filters (colors, contrast..)
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Tovarish
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Re: New objects - tips, help, tutorials

Beitrag von Tovarish »

nevux hat geschrieben:
PS. @Tovarish .. did you make any progress with the building you were drawing?
No mate, not really, weekend is my time to work, during the week I have no time due to my work :wink:

And your jagdtiger looks good now! Maybe a bit more "burn" (it is destroyed), but except this...really good :)
nevux
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Re: New objects - tips, help, tutorials

Beitrag von nevux »

ahh I see :)

I'm really looking forward to your next update. It was already looking very good when you last posted. I really enjoy seeing people create new objects completely de novo.

@Last Soldier

I think the editor automatically filters objects by redefining pixels according to the selected palet.
When i load a given image (e.g the Jagdtiger) with different palets, it appears with different colors in-game. This suggests that the original color-values are not maintained when not corresponding to the color-index of the palet, but in stead are converted to ones that do exist in the palet (most likely equivalents with the most similar color-values).
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JOSS[WildCat]
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Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

I think He say about SS-palettes for new units and objects looking in game without looking dissonance!
As for me i use Color Pilot prog and their plugin for Photoshop.
http://www.colorpilot.com/pilot.html
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Last Soldier
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Re: New objects - tips, help, tutorials

Beitrag von Last Soldier »

@nevux
yes, this little help if you have object +- match in to game (colors, bright, sharpen..) but how say Joss post above or others. Basic is draw with right method and palette in Photoshop or render with good settings (texture, rendering method) in 3D software. For wreck is best use destroyed units what are in *.pck files i think.
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Re: New objects - tips, help, tutorials

Beitrag von nevux »

How can objects be dissonant with the ingame graphics when all ss-graphics are based on a fixed set of palets?

Where can this .pck be located and how is it extracted?

Most of the in-game models for destroyed units don't look that good in my opinion though.. certainly not for persistent objects.
Zuletzt geändert von nevux am 20.02.2009, 15:08, insgesamt 3-mal geändert.
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JOSS[WildCat]
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Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

I think so too...
Maybe exept flying units.

I think where i can use my wrecks? :lol:

But is another trouble. It new schemas i prefer more standing objects without wresk...
`Cos pallete huge (8) but still have some limits...
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Re: New objects - tips, help, tutorials

Beitrag von nevux »

Why not add both additional standing objects AND wrecks to future schemes? The more diverse the better.
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JOSS[WildCat]
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Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

I don`t know about limit... Maybe we can add nolimited...
But see on pic and undesrstand how it work...
Dateianhänge
TNX mzach
TNX mzach
header.png (25.57 KiB) 7035 mal betrachtet
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nevux
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Re: New objects - tips, help, tutorials

Beitrag von nevux »

Joss,

For some reason the following object does not meet editor requirements (error says something about parameter x (width?).

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Do you know why?
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JOSS[WildCat]
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Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

I cannot take out the diagnosis on distance! But the editor demands also a correct marking and miniimage.

mzach wrote:
STAND.EDT
It mainly contains minimap representation of the objects contained in STAND.RES. Each 7x7 pixels minimap tile represents 7x7 cells in the editor. So if you scale your object down to 3.125% of its original size, you should have a correct minitile representation.
TABLE OF RELATIVE POINTERS:
pointer to image data ($A1) of the undamaged object
pointer to image data ($A1) of the destroyed object
pointer to image shadow data ($A3) of the undamaged object
pointer to image shadow data ($A3) of the destroyed object
pointer to image data ($A2) of the undamaged object
pointer to image data ($A2) of the destroyed object
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nevux
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Re: New objects - tips, help, tutorials

Beitrag von nevux »

3.125%?? Shouldn't that be 2.0408%?
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JOSS[WildCat]
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Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

In HS used another ratio...
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nevux
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Re: New objects - tips, help, tutorials

Beitrag von nevux »

Ah ok.

I still don't understand why the editor wont load the above displayed oil drilling rig.

Another file , containing a more bright version of the same object (but identical to this one in terms of size) does work!

When i try to load it an error message is prompted that reads:

Parameter should be positive and < width

Parameter name: x

Any idea what this refers to?
Tijn
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Re: New objects - tips, help, tutorials

Beitrag von Tijn »

nevux hat geschrieben: @Last Soldier

I think the editor automatically filters objects by redefining pixels according to the selected palet.
When i load a given image (e.g the Jagdtiger) with different palets, it appears with different colors in-game. This suggests that the original color-values are not maintained when not corresponding to the color-index of the palet, but in stead are converted to ones that do exist in the palet (most likely equivalents with the most similar color-values).
I can confirm this. The editor does a closest match lookup for each individual pixel. The palette is limited to 256 colors, so you will get some off-color effects. It's a matter of trying per object which palette fits best.

Important note: the sudden strike engine will render your images brighter than the original, it is advisable to render your images slightly darker, and they will turn up just right in the game.
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