Posted: Tue May 27, 2014 6:07 pm Post subject:
Need help with a .gif Image
Well... Hello there firs of all, i'm trying to convert a .gif to a .shp... But experiencing a few problems... When I turn this asset to .shp just doesn't work correctly I will post the original image and the .shp file to see the problem... I hope you can help me...
u need a photo program and shp builder _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Where did you get the gif from in the first place?
Well... I got it from a Mechcommander website, since I played a lot Mechcommander and I'm working in a mod similar to it... Then I got a few graphics from it. QUICK_EDIT
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.
Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.
Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.
Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.
Thanks E1 Elite!
Unless it's going to be Civilian building, then buildup is not important, because it's placed on the map at the start. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
lighting seems ok enough, but camera is using perspective and not orthogonal view like everything else ingame. _________________ SHP Artist of Twisted Insurrection: Nod buildings
For proper buildings, you need buildup, damaged frames, remap and shadow frames separated
from the main image. Correct colors like shadow to 2nd color in its palette. Choose correct palette
by game/theater (better to use masked palette). Then import to SHP Builder and do corrections.
Anim is not a problem - attaching a quick import. Converted to png, added empty shadow frames
and imported to make shp anim. Didn't do any corrections.
Thanks E1 Elite!
Unless it's going to be Civilian building, then buildup is not important, because it's placed on the map at the start.
Yes, actually will be a civilian structure... An Eolic Windmil... Supposelly... And I already try to code it... But the game crashes... :/ QUICK_EDIT
post the code _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
[WINDMILL_A]
Foundation=1x1
Height=3
ExtraDamageStage=false
NewTheater=yes
Palette=unittem
SolidHeight=3
Remapable=no
MuzzleFlash0=-20,-20 ; these are pixel offsets for muzzle flashes from center of base
MuzzleFlash1=10,10
MuzzleFlash2=0,5
MuzzleFlash3=20,-10
MuzzleFlash4=-10,5
MuzzleFlash5=0,20
MuzzleFlash6=10,15
MuzzleFlash7=-20,30
MuzzleFlash8=5,35
MuzzleFlash9=35,-5
OccupyHeight=5
WINDMILL_A is the ActiveAnim, yet used as the building.
Quite obvious the code doesn't work.
Look at other buildings and how they work.
you need
art.ini
;the actual building
[WINDMILL] ;an invisible dummy
Height
Foundation
...
ActiveAnim=WINDMILL_A
;the activeanim
[WINDMILL_A]
LoopCount=-1
LoopStart=0
LoopEnd=16 ;if it still has 16 frames for the anim
Rate=300
; and the other necessary keys to make it look right
WINDMILL_A is the ActiveAnim, yet used as the building.
Quite obvious the code doesn't work.
Look at other buildings and how they work.
you need
art.ini
;the actual building
[WINDMILL] ;an invisible dummy
Height
Foundation
...
ActiveAnim=WINDMILL_A
;the activeanim
[WINDMILL_A]
LoopCount=-1
LoopStart=0
LoopEnd=16 ;if it still has 16 frames for the anim
Rate=300
; and the other necessary keys to make it look right
rules.ini
[Animations]
xxx=WINDMILL_A
[WINDMILL]
the usual building code
Thanks Lin... That was very helpful!
EDIT: Sorry, but the building is frozen... Doesn't move... QUICK_EDIT
- better to have 6 frames in windmill.shp to represent damaged and shadow frames
- windmill.shp frame's width/height should match with windmill_a.shp frames.
- confirm xxx=WINDMILL_A under [Animations] with an unused xxx number in rules code
- try adding ActiveAnimZAdjust=-100 to [WINDMILL] art code
- use LoopEnd=15 under [WINDMILL_A] art code QUICK_EDIT
Sorry, but the building is frozen... Doesn't move...
show latest code?
E1 Elite wrote:
- windmill.shp frame's width/height should match with windmill_a.shp frames.
not necessary. WINDMILL.SHP can be 1x1 pixel with 6 empty frames.
E1 Elite wrote:
use LoopEnd=15 under [WINDMILL_A] art code
It has 16 frames, thus LoopEnd=16 is necessary. The game counts from 0 and the specified frame is the one that is not played anymore, thus the last played loop frame is 15. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Sorry, but the building is frozen... Doesn't move...
show latest code?
E1 Elite wrote:
- windmill.shp frame's width/height should match with windmill_a.shp frames.
not necessary. WINDMILL.SHP can be 1x1 pixel with 6 empty frames.
E1 Elite wrote:
use LoopEnd=15 under [WINDMILL_A] art code
It has 16 frames, thus LoopEnd=16 is necessary. The game counts from 0 and the specified frame is the one that is not played anymore, thus the last played loop frame is 15.
Solved, is working fine now... The problem was the "LoopEnd="... Now is fixed! Thanks again LKO! QUICK_EDIT
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