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June 15th, 2004, 11:50 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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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
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June 16th, 2004, 12:16 AM
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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 ***.
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June 16th, 2004, 02:15 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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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?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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June 16th, 2004, 02:30 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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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
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June 16th, 2004, 02:38 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Unit Names, IDs, and Graphics Available
Quote:
Originally posted by Zen:
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?
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I think he meant settings for his own routine which automated taking the screenshots. The ones he did resulted in higher resolution that the format needed for the images.
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
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June 16th, 2004, 03:12 AM
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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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June 16th, 2004, 03:20 AM
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Second Lieutenant
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Join Date: Apr 2004
Location: Ohio
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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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