Q: Eyecandies. et.al

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Magpius
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Q: Eyecandies. et.al

Post by Magpius »

I'm thinking of creating some additional eyecandies for some of my maps.
Could someone please elaborate a little further on this.
eg.
#Eyecandies - sprites for hex customization;;;;;;;;
#Eyecandie coordinates are (ex,ey). Both ex and ey are in range 0...11. In file eyecandies.png of map skin top-left eyecandy is (0,0), bottom-right is (11,11);;;;;;;;
#Format description:;;;;;;;;
#First and second column: hex coordinates (x;y) of eyecandy;;;;;;;
#Third column: eyecandy level of depth (range 0...39, see sprites_depth.csv for more info);;;;;;;;
"#Fourth and fifth column: eyecandy coordinates (ex,ey) for """"good"""" weather""";;;;;;;;
"#Sixth and seventh column: eyecandy coordinates (ex,ey) for """"snow"""" weather""";;;;;;;;
"#Eight and nineth column: eyecandy coordinates (ex,ey) for """"mud"""" weather""";;;;;;;;
#hills without forests;;;;;;;;
56;169;14;2;2;2;3;2;4
55;169;14;3;2;3;3;3;4
I dont see how it references the pixel reference location from the eyecandies.png with a range of only 0....11.
(As the appearance.csv requires pixel starting point top left of image, then image size).

What defines the description in the sprites depth.csv file?

The eyecandies.png file is 2048x2048, how does this equate to a 0,0 to 11,11 co-ords?

How do I 'turn on' the hex coordinates of the map?

Could eyecandies be turned on or off from an event or turn number?

How do I define an eye candy sprite such as 'no mans land' or 'trench' etc..
#Levels of depth of 16 types of sprites defined in game.;
#Format description:;
#First column: depth level from 0 (farest) to 39 (nearest);
#Second column: sprite type description (don't edit!);
#Tips: leave empty levels between for eyecandies (see also eyecandies.csv);
0;Water
1;Beach
6;Plain
8;Desert
10;Swamp
14;Hill
16;Mountain
18;River
12;Rough
10;Forest Plants
27;Hex Highlight
28;Hex Ownership Highlight
29;Hex Grid
26;City/Fortification
32;Unit
34;Unit In Move
38;Weather
27;Border lines

There are 18 listed here...for the terrain.png and others.png

The sprites depth .csv is defined in the map skin. The eyecandies.csv is in the scenario folder, what am I not understanding here?


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doomtrader
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RE: Q: Eyecandies. et.al

Post by doomtrader »

There are no pixel reference to the sprites on the eyecandy sheet.
there are 12 columns with 12 rows. those coordinates are for describing coordinates for them.

How do I 'turn on' the hex coordinates of the map?
what does it means?

Could eyecandies be turned on or off from an event or turn number?
actually no, I will check is it going to be possible.
How do I define an eye candy sprite such as 'no mans land' or 'trench' etc..
You are not able to define any new sprite type in this way.
You can just shift the depth of existing sprite types, and later put the eyecandy somewhere between.

The sprites depth .csv is defined in the map skin. The eyecandies.csv is in the scenario folder, what am I not understanding here?
The eyecandies must be binded with the scenario, because those must fits exactly to the given map.
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Magpius
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RE: Q: Eyecandies. et.al

Post by Magpius »

from eyecandies.csv
56;169;14;2;2;2;3;2;4

translation=
56;169 - scenario map location
14 - sprite depth
2;2 - location on sprite sheet for 'good' weather
2;3 - location on sprite sheet for 'wet' weather
2;4 - location on sprite sheet for 'snow' weather

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: Q: Eyecandies. et.al

Post by Magpius »

Also hoping that when you do release the editor, it comes with a manual that is a little more descriptive than the one that came with 'storm'.
[;)]

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: Q: Eyecandies. et.al

Post by Magpius »

from eyecandies.csv grand campaign.
...
#desert hills;;;;;;;;
153;168;14;10;3;10;3;10;4
...

okay so from this I assume that 'desert hills' would be placed into the sprites depth.csv at the appropriate level.
so
can I define in the eyecandies.csv the following...
...
#trench;;;;;;;;
153;168;14;10;3;10;3;10;4
...
and then place a
14;trench
into the sprite_depth.csv

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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Magpius
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RE: Q: Eyecandies. et.al

Post by Magpius »

...think I'm getting it. Will hold off on additional questions until the editor is released.
[:)]
except.
Will it possible to create additional terrain types, or will I just have to adjust the values of an existing terrain type in the consts.csv file?

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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doomtrader
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RE: Q: Eyecandies. et.al

Post by doomtrader »

ORIGINAL: Agent S

from eyecandies.csv grand campaign.
...
#desert hills;;;;;;;;
153;168;14;10;3;10;3;10;4
...

okay so from this I assume that 'desert hills' would be placed into the sprites depth.csv at the appropriate level.
so
can I define in the eyecandies.csv the following...
...
#trench;;;;;;;;
153;168;14;10;3;10;3;10;4
...
and then place a
14;trench
into the sprite_depth.csv


Those entries about terrain types are only informative for me.

The editor comes without the manual, but it is much more intuitive and also comes with live support.
Also we have decided that the further development of the editor is impossible.




Don't worry it is impossible to develop it without modders participation. We have included everything we have decided should be done and in the editor and would like to develop it further with all of you.
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doomtrader
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RE: Q: Eyecandies. et.al

Post by doomtrader »

ORIGINAL: Agent S

...think I'm getting it. Will hold off on additional questions until the editor is released.
[:)]
except.
Will it possible to create additional terrain types, or will I just have to adjust the values of an existing terrain type in the consts.csv file?

No new terrain types, you have to work with the existing ones.
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Magpius
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Location: Melbourne, Australia

RE: Q: Eyecandies. et.al

Post by Magpius »

thanks Doom.
mostly sorted for the moment.
Have got eye candies to work. (see modern map skin)
I have decided to modify the 'rough terrain' to make it a bit tougher, and will then overlay patches of graphic trenches, through the candies.
Ultimately to develop a WW1 Western Front and a Gallipoli Peninsula Assault scenario. I Will wait on the editor...

"I don't believe in reincarnation because I refuse to come back as a bug or as a rabbit". -New Order
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