modding sprites into counters questions?

Share scenarios and mods with other players here.
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

modding sprites into counters questions?

Post by jack54 »

I'd like to try making counters from scratch;not limited to country colors.The embedded image shows a crude initial attempt at modding the sprite folder.It's blurry and pixelated since I used a screen capture from JFALK68's lock'nload post. I probable won't continue with the lock'nload theme, I believe I'd like to come up with something on my own,this is just a test run. Here's the questions:

1- Is the sprite folder safe to mod?

2- I angled some spites to give the feel of counters thrown on the map, any probles with that,I don't see any actual borders in the png set-up.Is there anyway to tell how far a sprite can be adjusted?

3- In the top right of the image there are multiple Items; I'm not sure what to do with them I believe I should leave them alone I'm not sure!

4-Images on the counters make the national flag redundant,but I think I still need this because of the minor countries, right?

This is a lot of work and I'm not sure I'll ever finish it but as long as it's safe to mod the sprites I'll give it a try

Image
Attachments
spritemod1.jpg
spritemod1.jpg (531.37 KiB) Viewed 988 times
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Bleck
Posts: 741
Joined: Sun Mar 08, 2009 1:35 pm
Location: Poland
Contact:

RE: modding sprites into counters questions?

Post by Bleck »

First of all, check this thread:
tm.asp?m=2216887
In my first post there I attached files that (I hope) will help you a little (also check appearance.csv, there are descriptions for every line of first "composition").

Now your questions:
1- Is the sprite folder safe to mod?
The best thing to do is make your own skin (copy one of units skin directories already provided with game and rename it, it should be "[UnitsSkin]<any name you want>"). From this moment game will recognize it as another skin (you don't even have to restart the game, just leave options menu and go there one more time). You can edit png files anyway you want, but in appearance.csv you should only edit values (do not remove/add any line).
If you will do anything wrong, game will probably crash (then check ConsoleOut.txt in ToWs root directory, there might be some info why it crashed).
If game is crashing every time you select a scenario and click OK, then edit 12th line in data\GlobalSettings.csv file (you should know how ;)).

2- I angeled some spites to give the feel of counters thrown on the map, any probles with that,I don't see any actual borders in the png set-up.Is there anyway to tell how far a sprite can be adjusted?
There are borders in files I provided in other thread (mentioned at the beginning of this post). Each "field" size in units.png if 128x100px BUT it can be resized/stretched by game to any size (by using appearance.csv).

3- In the top right of the image there are multiple Items; I'm not sure what to do with them I believe I should leave them alone I'm not sure!
Those are icons that indicates all sorts of units state (more info in appearance.csv i provided in other thread). If you still don't understand, feel free to ask :) You can edit them anyway you want, both source rectangle (from info.png) and destination rectangle (in game) are defined in appearance.csv.

4-Images on the counters make the national flag redundant,but I think I still need this because of the minor countries, right?
Yes, but of course you can define flags position and size in appearance.csv.

Also check this post:
fb.asp?m=2173282
Wastelands Interactive member (Programmer)
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

thanks Bleck,

very nervous about changing csv files,I know to back up the original but still crashing upsets me a lot, lol.

thanks again, I check out the links you gave me.I'd love to get the strength and movement figures on the counters,so far they're below.
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Bleck
Posts: 741
Joined: Sun Mar 08, 2009 1:35 pm
Location: Poland
Contact:

RE: modding sprites into counters questions?

Post by Bleck »

ORIGINAL: jack54
very nervous about changing csv files,I know to back up the original but still crashing upsets me a lot, lol.
You can show me what (and how) are you trying to do, maybe you misunderstood something. :)
Wastelands Interactive member (Programmer)
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

hello again,

o.k. so far I've done only Germany,Poland and Soviets. I have modified 'only' the sprite png.

Is it 'necessary' to edit the csv file, I think it looks fine as is; I need to adjust german armor slightly right to line-up with the horizontal gray box containing the flag and power rating. I'll do that on the png.

I notice a black smudge top left corner on all german hexes. I can't find it on the german unit png. Any idea?

I may have to copy the counters to a new png. (gulp!)

question--I'm modding the sprite folder because I wanted to create the whole counter, I believe that modding another unit folder would have the program assign outside counter colors, am I wrong on this?

also constructive criticism appreciated! thanks!



Image
Attachments
spritemod5.jpg
spritemod5.jpg (290.88 KiB) Viewed 988 times
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
cpdeyoung
Posts: 5404
Joined: Tue Jul 17, 2007 3:26 pm
Location: South Carolina, USA

RE: modding sprites into counters questions?

Post by cpdeyoung »

I think this is a very clever way to get some very nice looking counters. Do they scale well as you zoom in and out?

Very interested in seeing this set.

Chuck
User avatar
Bleck
Posts: 741
Joined: Sun Mar 08, 2009 1:35 pm
Location: Poland
Contact:

RE: modding sprites into counters questions?

Post by Bleck »

I notice a black smudge top left corner on all german hexes. I can't find it on the german unit png. Any idea?
Open units_German.png and check area from (640,500) to (768, 600). This is the rectangle that game displays as background for land units.
I'm modding the sprite folder because I wanted to create the whole counter, I believe that modding another unit folder would have the program assign outside counter colors, am I wrong on this?
Sorry, English is not my native language and I'm not sure what you mean by this... If you are asking if country-secific colors are going to blend with units skins then yes, this operation is always performed, but ONLY for sprites (areas of units(_<country name>).png) described as "... UNITS BACKGROUND" ((640,500) to (1024,600)). All other sprites from those png files are not colorized so if you don't want colorized background - leave mentioned "BACKGROUND" fields empty and add your own background behind counters symbols.

P.S. Experiment with csv files, they allow you to do amazing things ;) Feel free to ask.
Wastelands Interactive member (Programmer)
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

thanks again Bleck!

What I'm really asking is 'can you erase something from a unit png and not change the csv file?' also "Can you replace a graphic on the png without changing csv file.'(similar dimensions of course)

example: I erased german infantry from german unit png, placed my new counter in same place. do I need to edit csv?

someday I'll edit the csv but right now its still a little confusing to me.I've been reading the appearance csv that you posted it is helping to clarify things a great deal.
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

thanks Chuck,

yes they zoom in and out fine.

It'll be a while till I'm done. So far I've done german,polish,and russian land units haven't touched the air or naval yet!

I also have a base background for USA, Brits, and French but haven't edited their png's yet!

(I'm a little paraniod that I'm doing something wrong so Bleck has been answering my questions!)
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Bleck
Posts: 741
Joined: Sun Mar 08, 2009 1:35 pm
Location: Poland
Contact:

RE: modding sprites into counters questions?

Post by Bleck »

appearance.csv file defines source and destination of almost all elements of unit counter.
Imagine you are responsible for drawing counters in game... all you've got are:
- units.png
- info.png
- unit data (strength, type, amount of action points, commander info etc.)
- position of unit on screen
To draw counter you need to know what to draw and where (and what font size, color if drawing values)... here comes appearance.csv. There are defined "Src" and "Dst" rectangles. Src stands for source - which piece of info.png is going to be copied (first two values are x;y for top-left corner of rectangle, next two are width;height). Dst stands for Destination - rectangle on screen (according to units position on screen) into which Src image will be pasted (along with scaling/stretching if Dst size is different from Src size). This is described in this post: tm.asp?m=2169442&mpage=1&key=&#2173282
So generally yes - you can leave csv file and just edit png files.
Wastelands Interactive member (Programmer)
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

thank you very much! I really appreciate the time and effort you put in to help me!


I'll check the link.

thanks again!
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Magpius
Posts: 1761
Joined: Thu Sep 20, 2007 11:21 pm
Location: Melbourne, Australia

RE: modding sprites into counters questions?

Post by Magpius »

great work Jack,
if anyone would be kind enough to post up their favourite counter scans, I'd love to have a go at these or similar.
-A

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

thanks agent,

I think I made this harder than it had to be by modding the sprites folder and then trying to line up my smaller counters
with the larger sprites---duh!. Once Bleck told me about the background template it all seemed to fall into place...

I'd love to get the power numbers on the counters themselves, (like your counters) but I have to study the csv a little more
before I make any adjustments.(I think they look ok; they play fine so far! don't want to screw it up!)

The generic minor units I made (not shown) kind of look like a grilled hamburger to me, I might have to make an adjustment. anyway here's a screen from Barbarossa

Image
Attachments
tow1d.jpg
tow1d.jpg (221.88 KiB) Viewed 988 times
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Magpius
Posts: 1761
Joined: Thu Sep 20, 2007 11:21 pm
Location: Melbourne, Australia

RE: modding sprites into counters questions?

Post by Magpius »

I think once you get your head around the .csv file, it will come together nicely.
Given the strength of the background graphic, can I suggest a white rather than black unit symbol, and text white also.
Strong contrast makes clarity easier.
again, nice work; welcome aboard!

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

great advice,I re-did the german infantry with white nato symbol; much more visable!

I added some contrast to the counters themselves also, seems better. oh well,back to work on the rest!

building from scratch sure takes time, at least there's no rush! thanks!
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Michael the Pole
Posts: 680
Joined: Sat Oct 30, 2004 2:13 am
Location: Houston, Texas

RE: modding sprites into counters questions?

Post by Michael the Pole »

Jack, I wanted to add my vote of approval (for what little its worth.[8D])

I too, would like to add a suggestion. I like to see as much data as possible when looking at a counter -- and I realize that this is one of the biggest philisophical choices you make when designing a counter-set, some people hold the completely opposite view. Something to indicate the tech level of the unit would be a real help IMHO. (I always dissagreed with the decision to round off combat strengths to the nearest whole number, as well.)
Cant wait to see the newest version and your naval and airunits!
Also, and I realize that this only exposes my ignorance of matters graphical, what version of the map are you using?
"One scoundrel is a disgrace, two is a law-firm, and three or more is a Congress." B. Franklin

Mike

A tribute to my heroes: http://www.youtube.com/watch?v=8fRU2tlE5m8
User avatar
Magpius
Posts: 1761
Joined: Thu Sep 20, 2007 11:21 pm
Location: Melbourne, Australia

RE: modding sprites into counters questions?

Post by Magpius »

My map mod by the look of it.
(about to update it with a number for fortification strengths)

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

thanks Michael,

I'm currently editing the tech levels, not happy about it, they're pixelating a lot.;not looking good.

the solid color counters like the russians are fine but the more colorful backrounds are not good.

May have to rethink the woodgrain look,(they're actually a picture of a piece of wood).

A simplified backround may be needed, I'll keep trying! Here's the brits and Italians!

Image
Attachments
spritemod1.jpg
spritemod1.jpg (468.46 KiB) Viewed 988 times
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
jack54
Posts: 1449
Joined: Wed Jul 18, 2007 8:25 pm
Location: East Tennessee

RE: modding sprites into counters questions?

Post by jack54 »

Yes Agent 'S' It's your map!

I really like your counters and map a lot. I think my counters look better on the normal map though it's a csv thing. Things seem to run together(LOL)!


I meant to say that my counters look better on the normal map as opposed to how they look your map, the different csv settings have the power numbers not lined up on your map properly. (the post didn't sound right when I read it outloud.sorry!)
Avatar: Me borrowing Albert Ball's Nieuport 17

Counter from Bloody April by Terry Simo (GMT)
User avatar
Michael the Pole
Posts: 680
Joined: Sat Oct 30, 2004 2:13 am
Location: Houston, Texas

RE: modding sprites into counters questions?

Post by Michael the Pole »

Jack have you been able to make any progress with your counters? Looks like we're getting ready for a very large multiplayer pbem, and I'd sure like to run with your set. Could we see what you're doing with the French and Italians, and perhapsd the Americans as well. I may end up with the Poles/French/Americans.
Thanks again for all your hard work.[8D]
"One scoundrel is a disgrace, two is a law-firm, and three or more is a Congress." B. Franklin

Mike

A tribute to my heroes: http://www.youtube.com/watch?v=8fRU2tlE5m8
Post Reply

Return to “Scenarios and Mods”