Posted: Sun Oct 22, 2017 10:10 am Post subject:
Option for fixed CX and CY
The game has problems to render SHPs correctly, causing sometimes the bottom most visible pixel line to be cropped, the image moved by a pixel and shadows not matching the position of the normal frames.
suggestion:
add an option which makes sure the save operation sets for every CX and CY value in the frame header the same size.
To do this,
SHP Builder would have to go over every frame,
find the farthest top, left, right and bottom visible pixel (ignore #0) to get the bounds of visible part
adjust the global bounds
save the frames using the found global bounds. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Given this TS shp..thats odd one... could use non-compression type like the old will's shp editor so it not change size at all, but issue is very strange. QUICK_EDIT
Tomsons had a good idea by simply making sure that all CX and CY values are even numbers. It's very well possible that only frames with the uneven values cause the wobble bug due to bad /2 calculation for the center point.
Then it wouldn't change the format that drastically and this could be actually a default save operation (no need for an option then)
There is a Will's SHP editor? I know of will's vxl editor, but not of an shp version. Is this still available somewhere? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Oct 22, 2017 3:25 pm Post subject:
This is about SHP (TS) format, Apollo.
Anyway, regarding the solution for this problem, I'll be watching that topic. As far as I could read, what you are asking me right now is very palliative. I want to understand better what's going on before coding alternative solutions for it.... once my doctorate gives me a break. QUICK_EDIT
yes, theoretically that would work, but practically impossible when you have over 500 frames and up to several thousand frames. In addition would you have to first save the SHP, then check the CX,CY values with my tool and then manually fix all these frames with that single pixel, which might be even noticeable on small graphics. _________________ SHP Artist of Twisted Insurrection: Nod buildings
tested
Got a quite strange result. Will's SHP editor saves the SHP in the way the game was showing it ingame.
Means, the cut off lines of pixel ingame were now really cut off from the unit in the SHP.
However, checking with SHPHead the header values were the same as with SHP Builder.
I assume Will's reads the data blocks just like the game is rendering them (with some lines being skipped) and when saving again with Will's those lines are now really missing. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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