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Re: Unit Names, IDs, and Graphics Available
Is there any way for you to 'rip' them out in the proper sizefile for ease of changing? Only because there are a few of us (me in particular) who have no skill in image editing.
Also is there any way to pull the animation images or would you have to go into the game, take some sort of SS then port it out? |
Re: Unit Names, IDs, and Graphics Available
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Re: Unit Names, IDs, and Graphics Available
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I tried many settings to get the best image before I took the screen capture but was unable to find one where the images were displayed in there ACTUAL resolution. If someone comes up with the perfect settings I can run the scripts again. It takes about 4 hours to go through all 1100 units. I can't think of anyway to automate the capture of the attack animation. If anyone has some ideas I'm open to them. The absolute best method would be for someone to actually rip the data directectly from the game files. I don't have any expierence in this area. |
Re: Unit Names, IDs, and Graphics Available
You could get most of them from Dominions I: PPP, where they were always the same size... except I think they are lower res there. And it might be harder to automate.
Even with the screenshots, there is some tricky work in engineering an image of the same size as the original without too many artifacts from the process. PvK |
Re: Unit Names, IDs, and Graphics Available
What settings are you looking for? Just Pixel size, or do you need resolution? If you use the largest pixel size availiable. 64x64 was it?
If you do that, then all people will need to do is edit the base image for attack animations. I can't think of any good way to get attack animations since there is no stable command except for pause to try to get them and that is an incredible pain in the ***. |
Re: Unit Names, IDs, and Graphics Available
Hmmm I havent played with MODs yet. Since mods do make reference to image 1 and image 2, is there any way in a mod to switch them? maybe create a new unit where they are reversed?
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Re: Unit Names, IDs, and Graphics Available
Nice idea, Gandalf, but no, not for the build-in units. That's because the only image mod commands refer to .TGA file names, and not unit numbers. If we could do that, then there would be little need for this.
That is, one thing IW could provide which would solve all of this would be if we had a mod command to use the images from an existing unit, by unit number. PvK |
Re: Unit Names, IDs, and Graphics Available
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Considering that a 3D algorithm is at work on the images, with varying distances, I don't think it will be possible to use the battlefield view to get the images the right size. It might be possible to use the unit character sheet view, and/or the pretender view, to get a flatter Version of the image. PvK |
Re: Unit Names, IDs, and Graphics Available
After speaking with him this is the best alternative. Unfortunately people will have to find out how to resize and crop their images down to the game parameters. Which if you are like me and Gimp, takes a long drawn out proceedure to shrink down the image.
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Re: Unit Names, IDs, and Graphics Available
All the images were captured from the unit detail screen. That seemed to be the way to get the cleanest and most detail out of them.
They are like 200x250 pixels. So they need to be sized down signifantly. I think it is easier to edit them at this size though. Once you have finished modify the image you just need to get a clean alpha by selecting the black, crop the image to a square dimension, size it down, reapply the black, add a shadow (purple grid or something), and save your image. |
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