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Can we add a MuzzleFlash finder tool?
Moderators: stucuk
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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Sep 19, 2016 10:11 am    Post subject:  Can we add a MuzzleFlash finder tool? Reply with quote  Mark this post and the followings unread

This should be fairly simple to do, one of two ways...

The least involved way would be a tool you can select like a dropper, but instead of doing any painting, it would indicate coordinates x,y in a tiny rectangle above or below the cursor, which we would record manually.

The better way for modders would be a new popup window, where you can select multiple points on the image, then hit a "calculate" button to convert those to numerical values that can be straight copied & pasted from a text box beside the image.

This would speed up adding new buildings, AND as a bonus would make fixing WW's mistakes superfast, since I'm discovering a whole lot of buildings have errant flash locations.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 19, 2016 10:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Good idea,
though surely faster and easier added to stucuk's SHP project, than in SHP Builders chaos code.

The more i think about it, it's also more work than expected.
a) you need a textbox in which you can set the camera angle (30° TS/RA2, 40° TD/RA1, arbitrary for custom OpenRA projects)

b) you need a textbox for the tilewidth. FLH's are measured in leptons with IIRC 256 leptons being a tile width.
Since tilewidth is different for each game, you need a way to enter 48 for TS and 60 for RA2. Other values for OpenRA projects using even bigger tile sizes.

A dropper also doesn't work well, since you can hardly find a 3D point using a dropper on a 2D space.
Better would be a textbox in which the FLH values can be entered and a visible dot is moving on the image to preview the current location.

c) you need multiple tools to find the values for the various offset keys
-PrimaryFirePixelOffset, which is pretty simple and just a pixel based offset from the images center
-FireFLH which is the 3d leptons offset
-DamageSmokeOffset might be another one. No clue how that is calculated

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Sep 19, 2016 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

The OpenRA lepton equvivalent - world units - are 1/1024th of a cell not 1/256th.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 19, 2016 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^oh, and another input textbox

I also just noticed, you need a way to define the facing of the unit.
The preview FLH for the unit facing south is different than the preview for the unit facing west.

Thus the tool needs almost the entire art.ini section to know where the frames start and how many frames are there for each loop.
So for units the tool has to know
-StartStandFrame
-StandingFrames
and for infantry
-at least the Guard frames of the sequence


In the end it might be just easier to go ingame and find the value by trial and error.
F L H
Nowadays i can usually find the right FLH in about 3-5 ingame tests, so not that time consuming considering each test takes about 10 seconds with the Client.

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5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Sep 20, 2016 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO: I was specifically talking about the garrisoned building flashes, not units with multiple facings... since as you say that gets complicated. This is entirely a pixel position number, no leptons or math required.

DamageSmoke is funny, because it's a 3 axis grid, moving the X more up-lft and the Y up-right sets the base position, then you have the Z which is straight up or down from there, and why you see such large numbers.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Sep 20, 2016 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

My method for finding the garrisoned firing positions (or any other pixel based measurement) is to open the building in Photoshop & create a selection box from the center of the image to the point I want. Then copy the selection & create a new file, the dimensions of the new image will give me the position I am after.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Sep 20, 2016 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's great but I can guesstimate just as fast, the point is to automate the discovery somewhat, and make fixing numbers of existing buildings quick.

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