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February 7th, 2012, 08:18 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
Most of the work today was towards unit generation and as such isn't easily showable, but I did also finally make nation naming files race specific and made a flag generator. Currently flags are totally random, but in the future I plan to make them somewhat dependant on nation specifics.

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February 8th, 2012, 10:14 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
New mount sprite since I was bored but couldn't be arsed to code!
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February 8th, 2012, 10:55 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
8th of Feb version up.
Changes from last version:
- Race specific nation naming
- Rewritten unit naming to make somewhat more sense (still needs minor tweaking on cavalry though)
- Improved flag generation
- Offhand weapons and bonus weapons should generate correctly
- "Attack sprites" - not really, but a placeholder that should be fine for now.
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February 9th, 2012, 05:19 PM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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Re: UnitGen - Random nations with procedural sprites!

Army of a nation called Maag
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February 13th, 2012, 06:43 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
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The new version contains a sprite generator with a basic GUI: http://nikita.tnnet.fi/~elmokki/unitgen/de...gen_13_2_12.zip contains spritegen.jar in addition to unitgen.jar. It does not take into account item dependencies and probably never will. So basically if you set a cloak front you have to set the back manually and if you set full plate as armor you have to set suitable pants too. Also in some cases mounted pose graphics will be misaligned until you select a mount - this just is how the program works. Mounted poses are always supposed to have a mount anyway.
Making this was probably a good idea. With an easy way to see how a sprite looks some people might get interested in implementing new races or items. Also if someone wants, renaming all those items with numbers as their name would be nice. Also I found out a syntax error in armor files thanks to this! Making a flag generator might be something I'll do at some point. It'll be a lot quicker to do since that part is a lot simpler.
Unitgen itself has some changes too, but nothing major. I've been too hooked on Crusader Kings 2 to bother programming much.

Here's a screenshot.
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February 13th, 2012, 07:09 AM
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Second Lieutenant
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Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
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Re: UnitGen - Random nations with procedural sprites!
Bigger sprites caused problems, fixed this and reuploaded. It caused a minor UI change too.
EDIT: Thanks to retarded 30min post edit limit I'll have to clarify on this post what the lack of dependency handling causes with mounted units in some cases:
Quote:
The most visible thing with this is some mounts and weapons on them. Overlays are supposed to make some weapons and things seem like they are behind the mount and now they aren't selected automatically. So basically if your mounted unit looks problematic you can probably get it look better by selecting the correct overlay (and absolutely terrible with wrong overlay).
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Especially the spider and the pegasus mounts need their overlay.
Last edited by elmokki; February 13th, 2012 at 07:32 AM..
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