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Image Shaper
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jun 11, 2019 11:05 pm    Post subject: Reply with quote

Bittah Commander wrote:
You should boycott the Epic Games launcher for its shitty exclusivity deals anyhow #Tongue
yeah but I need it to launch UE4
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 12, 2019 7:08 am    Post subject: Reply with quote

why is it a problem in the first place?
Do you have all programs installed in the same folder and sorted by filetype seeing dozens of different exes at the same place?

I have games folder and modding tools folder. No chance to mix up anything there.

Though feel free to create a new icon. If it's nice and fitting i can implement it.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jan 01, 2020 11:33 pm    Post subject: Reply with quote

new Version uploaded

Version 01.01.00.18
-(update) support for RGBA JASC palettes
-(update) Euclidean color conversion with Alpha-channel support
-(update) [Options] menu added
-(update) "#Worker Threads" setting moved into [Options]
-(update) "Output Folder" setting added to [Options] to define output folder for SHPs
-(update) support to save/load a palette setup. Select "ImageShaper Palette Setup" as fileformat in the Load/Save Palette Dialog.
-(update) Console command line functionality added. Run ImageShaper.exe ? for help.


The console command line functionality works like a consecutively parsed list of commands.
That means you can not load with -i= some files and then use -p= to set a palette. You have to give the command line parameters in the correct order!
e.g.
ImageShaper.exe -p="D:\unittem_noglow.isps" -i="D:\test folder\myunitnormalframes*.png" -p="D:\unittem_shadow.isps" -i="D:\test folder\myunitshadowframes*.png"
so it first loads a palettesetup, then loads with this setup the normal frames, then changes into a shadow-palette setup and loads with this the shadow frames.

if you want to set a certain compression format, do this before loading the files as well.
e.g.
ImageShaper.exe -p="D:\unittem_noglow.isps" -c=3 -i="D:\test folder\myunitnormalframes*.png" -p="D:\unittem_shadow.isps" -c=2 -i="D:\test folder\myunitshadowframes*.png"
this way the normal frames get with -c=3 detect_best_size compression (either uncompressed or RLE_Zero) and the shadow frames get with -c=2 RLE_Zero

\Edit
Version 01.01.00.19
-(bugfix) Preview shows alpha channel correct
-(update) "Preview Background Image" setting added to [Options]

If a background image is set, the tool will set palette color #0 into ARGB 0,0,0,0 for the preview to show the background image behind the object.


\edit
Version 01.01.00.20
-(update) Preview updates for the selected image automatically when changes to the palette are made (e.g. colors set to "ignore")
-(update) with the DataGrid focused, CTRL+V copies the Clipboard image into it

\edit
Version 01.01.00.21
-(update) the Preview isn't locking the access of the shown file anymore. Image files can now be replaced/changed while Image Shaper is open.
-(update) new option "Reverse order of selected cells" added to the DataGrid context menu.

\edit
Version 01.01.00.22
-(update) The resuling SHP filename has trailing numbers only removed when operating on image files. When loading an SHP file, the resulting filename is exactly the same.
-(bugfix) in rare cases "opt. canvas" caused an index of bounds error when creating a frame

\edit
Version 01.01.00.23
-(update) new format "Uncompressed_Full_Frame" added, which stores each SHP frame in its full size. "optimize canvas" doesn't work for this case
-(update) command line option added to support setting "Split result"
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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jan 03, 2020 10:00 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:

Version 01.01.00.23
-(update) new format "Uncompressed_Full_Frame" added, which stores each SHP frame in its full size. "optimize canvas" doesn't work for this case


Since LKO asked describe this one in practical uses.

1. Suitable for alpha related material like for example commonly used alphaimages where the content ideally should be left exactly as is and if there is zero index pixels used they are left as is and no cropping/compression is attempted.

2. Weird cases like high vertical anims that exceed height more than usual width in the usual compression method are cropped and this crop per frame can sometimes cause an flicker like effect infront of building and since here dimension is always same size this can't occur and no, zadjust etc doesn't always work in positioning over with constantly changing inner dimensions.

3. Can be used to remove compression features from shp for testing normal shp for alpha etc or to find out if compression causes issues.

4. This is a last resort option in usual use if nothing else works flawless and for other methods where are no issues with the shps, this should not be used due to filesize considerations.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 15, 2020 2:26 am    Post subject: Reply with quote

new version uploaded
Version 01.01.00.24
-(update) new function "Load and Split Image" added to right click contextmenu, which allows to load an image with frames as panels inside the image.
-(update) new tool "FireFLH Finder" added to menubar "Tools" , which makes it easy to find the correct values for FireFLH, PrimaryFirePixelOffset, DamageFireOffset# and MuzzeFlash#.
-(update) the custom image control (e.g. Preview window) doesn't reset the view/scrollbars anymore whenever the image is changed.

Load and Split example, splitting a Dark Reign explosion into separate frames

another example from Dark Reign, splitting a projectile column after column



The new FireFLH Finder, providing an easy way to get
the PrimaryFirePixelOffset, including special IsLaser case in TS. (see Tooltip over IsLaser for more infos)


DamageFireOffset# for RA2


MuzzleFlash# for RA2 (works the same as DamageFireOffset, just a different art.ini Key)


and the FireFLH finder

for that make sure you have the unit facing west in the left picturebox and the unit facing north in the right.
The left picture is used to determine Forward and Height, the right for the Lateral value.
It's best to first click in the left image, setting F and H, then L in the right image.


For each of these options just click inside the image to get the resulting Offset/FireFLH in the right TextBox. From there copy the value into your art.ini
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SHP Artist of Twisted Insurrection:  Nod buildings

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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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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Mar 15, 2020 10:03 am    Post subject: Reply with quote

Nice improvements Smile Could you perhaps look into implementing a finder for DamageSmokeOffset too? I've yet to test it thoroughly, but from what I know, increasing X values move the smoke origin to the right, Y to the bottom-left, and Z moves it upwards (and also towards the screen, maybe?).
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PussyPus
Commander


Joined: 14 Jul 2015
Location: Underground Posts: N/A

PostPosted: Sun Mar 15, 2020 3:17 pm    Post subject: Reply with quote

PrimaryFireFLH is widely used on voxel units too, is there a way to easily determine a PrimaryFireFLH of a voxel? I know this is a non-SHP question but just wanted to ask.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 15, 2020 5:14 pm    Post subject: Reply with quote

yes, go ingame and follow this tutorial instead: https://ppmforums.com/topic-33833/primarysecondaryfireflh-turretoffset-pbarrellength/
outside the game it's not possible so far, as none of the tools render voxels exactly the same as the game.

@Crimsonum: I've checked it
the distance is measured in leptons.
0,0,0 is on the center cell of the foundation (only tested on 3x3 foundation so far), not sure if it's always the perfect center (on 2x2 it would be the point where all 4 cells meet)

so there are 2 issues with this
a) Shaper has no info about the foundation size (could be added as extra input field)
b) Shaper has no info about the cell size (TS, RA, etc would need another input field where you can enter tile width & height)
e.g. 256 leptons in TS are diagonal 12 pixel, in RA2 15

getting the point then is pretty straight forward
+X goes southeast, 1 cell for every 256 leptons
+Y goes southwest, 1 cell for every 256 leptons
+Z goes north and moves it higher in render layer, visually 1 cell for every 256 leptons (in TS 24 pixel up, in RA2 30)

This means if you enter 256,256,256 you stay in the same spot as 0,0,0 but move the anim 1 cell higher in the render layer.
As you go one cell south due to X and Y, then back up by the same 2D distance due to Z

Since that involves 3D, it would be also difficult in a 2D image to simply click the wanted point in the image.
The only way i see how this could be done, is a window with 3 input fields for X, Y and Z and it could only show a wandering preview point in the image.
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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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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyörgy, Hungary

PostPosted: Sun Mar 15, 2020 7:03 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
b) Shaper has no info about the cell size (TS, RA, etc would need another input field where you can enter tile width & height)


This didn't stop you from adding FireFLH. Which is also in leptons and thereby scales with cell size.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 15, 2020 8:37 pm    Post subject: Reply with quote

Graion Dilach wrote:
This didn't stop you from adding FireFLH. Which is also in leptons and thereby scales with cell size.

I have no functioning RA2 and vanilla RA2 has no SHP vehicles with FireFLH. So i had nothing to work/test with.
The FLHs in RA2's art.ini also seemed extremely high.
Forward 100 for a simple infantry is more than most tanks in TS, so i assumed they don't calculate differently.

Would be glad to get an example screenshot of a unit firing west and north with a FLH of 256,0,0 and 1024,0,0 to check the difference.
I used 1024 in TS to roughly calculate the factor at which pixel convert into leptons.
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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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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Mar 19, 2020 8:38 am    Post subject: Reply with quote

@LKO: I see it's quite complex to implement, but thanks for checking how the values work.
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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Mar 19, 2020 12:45 pm    Post subject: Reply with quote

PussyPus wrote:
PrimaryFireFLH is widely used on voxel units too, is there a way to easily determine a PrimaryFireFLH of a voxel? I know this is a non-SHP question but just wanted to ask.


OS Voxel Viewer also has a PrimaryFireFLH finder that seems to be good to provide a first guess, at least with the original Westwood voxels (I've tested many of them).

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