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Verfasst: 07.02.2009, 13:59
von Last Soldier
Haleluja! 8)

Bild

(i only edit colors, size and make it more for sudden strike graphics, its from blitzkrieg)

questions:
1) for what is blocking 1, 2, 3 ? (1 is for vehicles ?)
2) what is semitransparent ?
3) what is hardness ?
4) what is remain ?

5) how select right palette for my object ? Can i load palettes in graphics editor ? (Photoshop? i use another)

6) object is undestroayble, i must set parameters somewhere ?

Verfasst: 07.02.2009, 14:04
von nevux
Ok... the yield of my first try with the obj editor:

Derelict sherman: (direct copy from game)

Bild

Verfasst: 07.02.2009, 14:13
von Tijn
Last Soldier hat geschrieben:
questions:
1) for what is blocking 1, 2, 3 ? (1 is for vehicles ?)
2) what is semitransparent ?
3) what is hardness ?
4) what is remain ?

5) how select right palette for my object ? Can i load palettes in graphics editor ? (Photoshop? i use another)

6) object is undestroayble, i must set parameters somewhere ?
Looks good, the famous Stalingrad fountain! Nice conversion too, if you can complete it we'll use it for RWM ;) (Mind the direction of the shadow!)

Blocking is for vehicles and inf. As far as I could see it does not affect sight or firing range.

Semi transparent is the groundplane, units will be rendered over this layer

Hardness signifies how easy it is to destroy an object

Remain : blocking remains after object is destroyed.

For new objects you can select any of the 8 palettes that are in stand.pl. You can not open it with regular graphics tool as it has its own format (2 bytes per color - 256 colors * 2 - 512 bytes per palette)

Verfasst: 07.02.2009, 14:26
von Last Soldier
super, thanks

I suppose that be sufficient only if i make basics images and export to *.obr and modders setup right parameters themselves (remain, hardness etc.)

Verfasst: 07.02.2009, 16:01
von Stahlgewitter
wow great.

how i can extract objects from bk?

Verfasst: 07.02.2009, 16:15
von Last Soldier
i was steal it from screenshot :) but: http://bkpforums.com/phpBB2/viewforum.php?f=58

Verfasst: 07.02.2009, 16:18
von Stahlgewitter
this is phenomenal.

good idea, thanks LS!

Verfasst: 07.02.2009, 18:32
von nevux
I tried making a new object of an abandoned jagdpanther by taking a photograph of a miniature model that I've made.

When i try to load the bitmap image in the .obr record editor an error message is prompted that says something about the image exceeding the index (not at home so i can't check atm).

Is this a known problem to which there is a solution? Does it perhaps have anything to do with the colours of the image?

@ Tijn
How exactly did you make the destroyed sd kfz 251 object? Did you draw it entirely by hand?

Verfasst: 07.02.2009, 18:37
von Tovarish
nevux hat geschrieben: @ Tijn
How exactly did you make the destroyed sd kfz 251 object? Did you draw it entirely by hand?
It isn't that hard to do that. Just take the bitmaps from unit-file and edit
I made this one with Paint, and i think with photoshop its more easy
Bild
Bild

Verfasst: 07.02.2009, 18:56
von nevux
Very nice!!

Re: Objects Editor

Verfasst: 02.11.2009, 01:42
von Herr_today
I'm going to take a look at editing these units and see what I can do in Max.

Re: Objects Editor

Verfasst: 24.02.2010, 01:25
von Major Rejchenberg
If I want to edit roads for a given scheme, my approach was the following:

1. unsue the .sue of the scheme.
2. open the trop.res in SuStGraphics 2.04
3. select "Res" -> "unpack" (just ignore the program asking because I want all roads)
4. Now I have all roads in bmp, one for the Alpha mask and one with the actual graphic.

My question: In the info.txt which is also created in the directory are the numbers of all road-pieces (from 1 to 147 in my case), but the first number is 256. does that mean I can potentially add 256 road-pieces to trop.res?
Next question: Can I just add my two graphics (alpha mask and graphic) and they are then automatically recognized by Sudden Strike? Or do I need to add them also to the edit.sue of my scheme?

Please somebody help me with this. : )

edit: After trying what I said above the following problem arises: After putting my additional road-piece (p148.bmp and m148.bmp) into the folder and modifying "info.txt" by adding the number 148 at the bottom, I tried to choose "Res" -> "pack" and entering everything correctly. I'm not sure what I need to put in "filename", I have tried "trop.res" because that's the file I want to create. Anyway the error "Error opening file ...info.txt". I also tried to replace one existing road-piece with my road-piece, in case I'm only allowed maximum of 147 pieces, but still the same error. Anybody has any idea?

Best regards,
Major Rejchenberg