Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Apr 25, 2004 5:44 pm Post subject:
Templates, cameo backgrounds... I need them, please!
I'm nearly over with the upgraded cameo generator here, but I need a cameo background to test all of its functionalities... it doesnt matter if it's for RA2 or TS... if you can contribute, please, post here and point me a link for it... QUICK_EDIT
i remember studying Kravvitz's cameos, his method gives the best results on BS SHP Builder (imo) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Apr 26, 2004 4:18 am Post subject:
Hmmm.. my initial tests confirms that there is a lot to fix yet, but here's a start of the purpouse of this cameo generator.
Notice before complain:
- I have choosen the wrong background, but I just need a background and Arg's pack only have backgrounds for navy and aircraft
- Things to fix: Program doesnt seems to be resizing the selected area properly yet, Remappable colours might receive an option for custom colours, so you will be able to change the remapable colours to the colours of your side.
So, the answer for "what has been done?" is simple, I simply opened the chrono leggionarie, selected the frame I wanted to turn into cameo, used the select tool to select the region of the frame that would become cameo and opened the cameo generator tool. Inside the options, I've set the background to a8.pcx (from a cameo background pack made by ArgCmdr available at YR Argentina), set text to "Chrono Legg." and kept all other default options and pressed OK. The result is below. Expect it to be much better in few days.
The problem is u can never made a great program that will make an entire cameo, unless u have the worlds most complicated setup for it. (which accounds for every varible), the other option(imo) is to make it so it doesn't resize the selected area, and it make it centered on the cameo, which is proberly the best a prog could do. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Apr 26, 2004 1:07 pm Post subject:
Quote:
The problem is u can never made a great program that will make an entire cameo, unless u have the worlds most complicated setup for it. (which accounds for every varible), the other option(imo) is to make it so it doesn't resize the selected area, and it make it centered on the cameo, which is proberly the best a prog could do.
But you can make a program that, with a little help from human skills, makes the whole job easier. Shake it (attachment) baby!
chronotest2 0000.jpg
Description:
much better now!
Filesize:
5.23 KB
Viewed:
14658 Time(s)
chronotesticon2.shp
Description:
a nice cameo for chrono leggionarie (even if the background is wrong :P)
i know, all ra2 shp's have the shadows in the same frame as the real thing rather than the shadow frame (except on a few ones, like the cow if im correct) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Why bother? Resizing a frame from an infantry unit is going to look pixelated anyway, so even without the shadow, you are never going to get very good cameos, unless you start making your infantry units larger than normal or something. _________________ Check out my FAQ and Modding Info Page.
Community Links Page http://www.dynamicsitesolutions.com/ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Apr 26, 2004 10:09 pm Post subject:
Well, sorry for the double posting (once again), but here's an important note for anyone who wanna try to emulate remapables. Here's the formula (r,g,b \ 0 < = r ^g ^ b < = 63)
err, wtf u on about?(my maths is a tad rusty, red to the power of green to the power of blue is between 0 and 63 ???) and the colours i gave u wern't 100% accurate btw, TS/RA2 don't give an exact colour since the colours are determined by the lumanence factor which is the lighting in the game, so u can't get the precise colours. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Apr 27, 2004 2:09 am Post subject:
Don't worry, I see if that colours works well on a extended combo box, but I will use my system above for conversion of remappable colours.
I used 0 to 63, because I tried to get the more acurate I could and apparently XCC commits mistakes on its conversion, so XCC values are not entirelly acurate, but they are so much close to the correct values that human eyes doesnt notice. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Apr 28, 2004 12:10 pm Post subject:
You cant customize the text type of the cameo. Only the background. But you can make the Cameo Generator from BS SHP Builder not write any text and you'll need to make the text on your own.... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
its funny, u jump to make the mci stuff(which took weeks to make), yet u say this SMALL suggestion which shouldn't take long at all(3 hours max id guess), will never b done. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Apr 29, 2004 1:21 pm Post subject:
if it takes 3 hours, make it yourself... I am already overloaded... One of the reasons I made the MDI because I was extremely annoyed with huge size of Form Main. _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
There is so much you could add to the cameo generator for better customization that i wouldn't even know where to start Don't stress bansh.
"Ideas for the cameo thing in the future"
-Selectable text color
-Selectable shading color (for the darkening at the bottom)
-Template uploading
-Button depth
ok so i said there would be alot of things but now i can't think of any haha oh well QUICK_EDIT
if it takes 3 hours, make it yourself... I am already overloaded... One of the reasons I made the MDI because I was extremely annoyed with huge size of Form Main.
MDI doesn't have anything to do with the size of FrmMain, it was large cos alot was shoved into it, but that doesn't have anything to dow ith MCI, all mci does is make things a bit more complex and make it so u can have multipule editing views, it doesn't solve size problems. Size problems are solved by re making the program or part of it.
Note: the mci should have added about 200kb to the exe's size, since all forms add about 100kb.(making the size of the program bigger....... not smaller) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Apr 29, 2004 8:34 pm Post subject:
Stu and his unresearch pile of (!!!) O.o... Form Main's size now has dropped to about 9kb, because theFrmSHPImage (the editing form) tooks some of the functions related to Image1, SHP_Data_Matrix took some of the functions to generate new shp files and new windows and BS_SHP_Tools.pas took the functions related to create rectangles, elipses, darken lighten, etc... And I wasnt talking about the exe size which might have increased now, but not as much as you think...
As for you, MyTrust, I am sorry, but if I add that in 3.0, I will not release it in the next weeks... I also wish I could add some other features... i.e.: Find and Replace... when I was making some infantry with the beta of the program, pal pack allowed me to recolour the whole thing in seconds, but I didnt want to just recolour it.. there were somethings in the shp that I wanted to change... so, I had to edit every single frame and most of the things I was editing in these frames were the same damn thing... if I had a Find Replace option that could search these repeated parts and replace them with what I want, I would reduce my job from 300 frames to about 50 frames... it would be the glory, got it? _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
u said the mci reduced the size, it didn't u moved things form FrmMain. That was my point. and as i said b4, ini thing isn't hard. And why do u have to have every single feature made b4 the beta? Its actualy a good idea to keep the beta team updated asap, rather than 5 year gaps. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Apr 30, 2004 1:01 am Post subject:
Quote:
it didn't u moved things form FrmMain.
- this is an entirelly wrong statement. A lot of SHP related variables, the image1 and all related to it, the variables related to the SHP and related functions and some extra things left the Form Main. Read the [Dev Info] BS SHP Builder: MDI Engine topic before posting atrocities like this... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
1. I know enough to know how the program works(since i made the first one i know how it was made, and roughly how u would have to change the program)
2. Why would i waste time reading info on the mci system when
A) BS SHP Builder needs a compleat rebuild(so it would b cleaner, faster, and use less resources)
B) I don't work on the project
3. You may have made new procedures and functions but it will still do the same stuff as the old things did, u just moved the code around, gave it a new name, modifyed it a bit. So the MCI wasn't a "saver of space", it would increase the overall code. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Apr 30, 2004 1:17 am Post subject:
Banshee wrote:
Form Main's size now has dropped to about 9kb
The purpouse wasnt so save space of the program... it was to split Form Main into sections to get Form Main smaller. Mission acomplished!
Quote:
2. Why would i waste time reading info on the mci system when
A) BS SHP Builder needs a compleat rebuild(so it would b cleaner, faster, and use less resources)
B) I don't work on the project
- You should read it to wipe all the stupid myths you placed in your mind about it before speaking more gibberish... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat May 01, 2004 7:00 pm Post subject:
Ok, latest cameo test...
This time instead of Blade's mode, I used Kravvitz... and also, I used Full Difference as CCM instead of Stu's first crap one (no offense, stu :p).
The result was really good . This is probably the final version of cameo generator for BS SHP Builder 3.0... comments, please (ps: I know, background is crap ).
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat May 01, 2004 7:40 pm Post subject:
hmm... not the latest version... TS cameos are not entirely good. For some weird reason, background paints until it reachs 60 pixels of width (instead of 64) and same for unit itself... and there is a shadow that still annoys... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
u do know that the chrono unit is from RA2 and TS ones don't have shadows.(on the owner frame) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat May 01, 2004 7:56 pm Post subject:
Yes, but I did something that would technically cut its shadows... Here's a piece of the code:
Code:
SetLength(FrameImage,(maxx-minx)+1,(maxy-miny)+1);
if IsUnitXPalette(OldData^.SHPPaletteFilename) then
GeneratePaletteCache(OldData^.SHPPalette,NewData^.SHPPalette,Cache,FrmMain.alg,SideCombo.ItemIndex)
else
GeneratePaletteCache(OldData^.SHPPalette,NewData^.SHPPalette,Cache,FrmMain.alg);
if CutShadow.Checked then
Cache[1] := 0;
for x := 0 to (maxx - minx) do
for y := 0 to (maxy - miny) do
FrameImage[x,y] := Cache[OldData^.SHP.Data[Frame].FrameImage[x + minx,y + miny]];
_________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
You can post new topics in this forum You can reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum