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Option for fixed CX and CY
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 22, 2017 10:10 am    Post subject:  Option for fixed CX and CY Reply with quote  Mark this post and the followings unread

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.

See the issue here

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.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Oct 22, 2017 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whoops.mistook this for ra1...

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.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 22, 2017 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

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Image Shaper______TMP Shop______C&C Executable Modifier

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Oct 22, 2017 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Oct 22, 2017 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

If problem is division as 39 is not proper divide, you only need to add 1 pixel line more to height of most frames(?) to fix it maybe.

Well, I used to have will's shp editor in past but I don't know if it still up somewhere.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 22, 2017 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
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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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Oct 22, 2017 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Attached the old tool.



willsshp.zip
 Description:

Download
 Filename:  willsshp.zip
 Filesize:  211.45 KB
 Downloaded:  11 Time(s)


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Oct 22, 2017 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
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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