Posted: Tue Nov 01, 2011 10:38 pm Post subject:
Buildup Creator 2.1
Subject description: For TS and RA2
Update: Version 2.1 released
Features:
- creates a buildup of a PNG file
- save each frame of the buildup with name ordering(frame one becomes IMAGE 0000, frame two IMAGE 0001 etc).
- custom styles
- customizable smoothness of the buildup.
2.1 changes:
- New style called "Line up plus down reverse"(DaRTzO's suggestion).
- Customizable line thickness.
- Garion's request.
- Other enhancements.
Known bugs:
If color 0,0 is not the background color(the first pixel at north-west), there will be problems.
You must install a Java Virtual Machine or this program wont work(version 7).
thegui.png
Description:
The gui
Filesize:
284.93 KB
Viewed:
15763 Time(s)
Buildup Creator 2.1 Source (Eclipse Project).rar
Description:
Source code for 2.1 You may edit this in any way you want. Contains instructions on how to edit this project in Eclipse.
This is, hands down, the worst way ever to make a buildup. You need to have a 3D model of the building and animate a proper build-up for it (well if you're patient enough you can paint it in SHP Builder, I guess). There's no better alternative. _________________
You would need some way of detecting the depth of the object and fitting it to the dimetric surface, which I don't think is simple without the original 3D model. QUICK_EDIT
Much better would have been already, if not the building moves upwards, but the invisible line, and the building is revealed below the invisible barrier. This way it gives at least the impression that the building is slowly build up from the ground.
In addition you could change the whole building into greyscale during the upward movement of the invisible line, and use the last 5 frames to slowly fade from the greyscale building into the colored one.
Another improvement would be, to use not only one invisible barrier, but several ones with the middle being the fastest.
Then let each barrier move in a random big step upwards (1 frame 5 pixel, other frame 12 pixel etc), so it gives the impression the building is build in small blocky parts, which could resemble some metal plates.
With the middle one being the fastest, it would also give the impression the building is build from the center. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Nov 02, 2011 11:23 pm Post subject:
I think a greyscale image of the building being placed instantaneously and then have a bright line that follows the shape of the building moving up like a scanline following a hologram and after the scanline has moved over the the fully colored building is shown.... I guess a simple image might be more clear.
The line could start moving slowly and accelerate towards the end it could also be of more than one color, but I just did it that way to be fast.
Fast Buildup Test.gif
Description:
Green because nothing says high tech better than green... well maybe cyan does...
Thanks for feedback. I will do something like Machine suggested for v2, but a better variant
Source uploaded, you may want to look at RA2Buildup.java, the other files are GUI stuff.
Btw my source code have no comments yet, so you may not get anything at all.
Well, yeah i can't get everything, but it's really interesting, i'm having problems finding some good examples and even tutorials in the web, soo this will come in handy, thanks a lot YRmodder. QUICK_EDIT
On a scale from one to awesome I give it a meh. I suppose this is useful for fast work, but it is far more professional and looks better over all if you handmake a buildup. However, I do understand that C+Ps aren't able to have the luxury of having a model to edit and manipulate. _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Nov 09, 2011 7:51 pm Post subject:
No, seriously. That's awful. I've made tons of buildups by hand, without ever using a model. All I had for making these was the final building:
Sure, most of these were for lower-res C&C1 and RA, but that doesn't mean the same method can't be used. It's just a matter of careful copy-pasting to build it up. It's really not that hard. _________________ QUICK_EDIT
IMO it's not bad at all. Useful for a quick build up.
Atleast he's making a program that can be productive. And maybe even keep on making improvements on it. Never know, it could turn out to be something really awsome.
Nice job so far YR Modder _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Nov 09, 2011 11:06 pm Post subject:
Nyerguds wrote:
Sure, most of these were for lower-res C&C1 and RA, but that doesn't mean the same method can't be used. It's just a matter of careful copy-pasting to build it up. It's really not that hard.
The careful copy-pasting is not something trivial for the computer. The program would need to segmentate the building into criterias that I don't know how to describe. It would also need the information of height from the pieces obtained by the segmentation process. Then, it would need to define which parts would show up in which order... and how to interpolate these pieces to make them grow out of nowhere.
I have not done it in OS SHP Builder, because I don't know how to do it.
Of course that the method he uses is rudimentary, but it's better than nothing. QUICK_EDIT
@¥R_M0dd€r
How about a build up animation which is simply a 'fade in' of the building.
This was done on the Playstation 1 versions of C&C and Red Alert (i'm guessing due to hardware limitations of the console)
It would be a nice option and actually in keeping with official style.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 04, 2011 11:47 am Post subject:
I like both preview2 and preview3 tbh. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Dec 05, 2011 4:11 am Post subject:
I like the idea of this program. Obviously it can't compare with hand-done buildups, but this will be great for rookies, or for making quick mockups. The preview2 ain't too shabby
how about a grid-like thing and then a flash of light, as a buildup?
Thanks. preview 2 and 3 are made from the same class. you can change the settings so it looks little different(see attached image).
As Team Black kinda said. I never meant to replace the "real" buildups. This is like fast food, you get something fast, but the quality isn't the best.
Could you reexplain your suggestion? Didn't really understood.
As for auto shadow, I dont think it would be a good idea. Banshee tried for SHP builder, but he removed the feature for a good reason.
However, you could make an action in photoshop, which creates shadow for a layer(you export a gif image to layers).
If you could make it like preview5.gif but have the colour fade in at the end instead of appearing through a green line that scrolls down, it would be pretty close the the PSX versions of TD/RA _________________ QUICK_EDIT
If you could make it like preview5.gif but have the colour fade in at the end instead of appearing through a green line that scrolls down, it would be pretty close the the PSX versions of TD/RA
Not a big deal, but updated first post with version 2.0.
Still open to new ideas.
Source code have comments and it should be easy for anyone to add their own styles to the program. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 12, 2012 11:18 am Post subject:
YRM, weren't you uploaded a 64bit executable by default? Because I can't open it, the file isn't damaged (since it can be unzipped) and I do have latest Java runtime.
I acknowledge, I'm on 32 bit. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 12, 2012 1:37 pm Post subject:
Call me an idiot. It's not a 32bit-64bit issue.
The latest official stable Java is still version 6, BUT Oracle already offer Java 7 on it's site (not java.com but oracle.com) and this project also used Java 7.
Got Java7 and everything is alright.
EDIT: Where it saves the buildup? _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Okay. I used a 64bit compilator. But it is nice that it works for you. The images are saved in the same folder as the jar file. You may want to unzip it from the rar.
Some computers(I have just encounter one) do not allow java to save files into C:\ drive, so you may want to put it in D:\.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 12, 2012 4:24 pm Post subject:
JRE 7 is enough.
But still, I can't find where this saves the frames. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jan 13, 2012 7:52 pm Post subject:
Wait.... no.
God knows what happened, but now it saves those frames. Maybe it needs a system restart after Java 7.
EDIT: What were the settings of preview3, it looks like a mix of 2 and 6... _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Make the bottom preview1 in reverse so the 2 beams come from the middle and go to top and bottom. That would look like a protoss warp in build up then.
Also let modders customize the line anim with their own image? QUICK_EDIT
DaRTzO: 2.1
Garion: Can you describe exactly what you are looking for. preview3didnt look good imo, so I didnt include it. But I could make a mix of preview5and previewX. But if you really want preview3, I could include it. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jan 14, 2012 8:01 pm Post subject:
Yet preview3 is what I exactly ask, because that looks pretty cybernetic-alike and so alien from YR.... considering my artist steps into YR it's the exact thing I need to add in.
And if I'd learnt Java I'd figure it ouut on my own, but unfortunately I haven't learnt it. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Correct. Java is an easier version of C++(but that does not necessarily mean it is weaker than it).
But he would have to study the source code of my program.
I will start working on his request now(just finished DaRTzO's first request request). QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 15, 2012 12:22 pm Post subject:
Well, I have tried figuring out Java code sometimes to aid out a fellow student, but the compiler threw errors on every little thing I wrote so I went haywire.
It really looks similar to C++, but the headers, the includes and that level is messed up from my POV.... I always say that Java born when two drunk C++ programmers thought they should think up something new. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Uploaded version 2.1 Next version will be 3.0, or this is the final version. If I don't come up with some cool styles, I wont do an other version. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jan 18, 2012 10:17 am Post subject:
Cool ways? Star Trek Voyager Federation transporter style.
And thanks. _________________ "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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Thanks. preview 2 and 3 are made from the same class. you can change the settings so it looks little different(see attached image).
As Team Black kinda said. I never meant to replace the "real" buildups. This is like fast food, you get something fast, but the quality isn't the best.
Could you reexplain your suggestion? Didn't really understood.
As for auto shadow, I dont think it would be a good idea. Banshee tried for SHP builder, but he removed the feature for a good reason.
However, you could make an action in photoshop, which creates shadow for a layer(you export a gif image to layers).
I like this a lot. Why don't you make the building's colour fade in just like the building itself does? QUICK_EDIT
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