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Working on a counter mod
Posted: Sun Jul 19, 2009 4:44 am
by swatter555
The default counters are bad enough that I am waiting to play the game until I finish. I am using the Mix 1 set, so the color variations are going to be much broader between countries. I am not a graphic artist, but I think mine are much cleaner and unique. The only minor difficulty I am experiencing is that the source coordinates on each texture template seem to be different, so there is alot of experimenting. I am leaving the navy models alone, they are pretty decent and dont appear on the map.
I have two countries done, Ill post my work when I finish. My counters will probably be a stop-gap measure until a real pro takes on a counter mod.
RE: Working on a counter mod
Posted: Sun Jul 19, 2009 11:51 am
by Bleck
ORIGINAL: swatter555
The only minor difficulty I am experiencing is that the source coordinates on each texture template seem to be different, so there is alot of experimenting.
What do you mean by that? Maybe attached files can help
P.S. info.png and appearance.csv gives a lot of possibilities

RE: Working on a counter mod
Posted: Sun Jul 19, 2009 7:40 pm
by swatter555
I agree there are alot of possibilities. My deal is with the source coordinates used to draw the appropriate parts of the texture template. The source coords are different for each country it looks like. I work with it, but it slows things down.
RE: Working on a counter mod
Posted: Sun Jul 19, 2009 8:22 pm
by Bleck
Sorry, but I still do not understand... Source coordinates of what?
But I can assure you - all counters are drawn the same way - no mater what country (only background color depends on it)
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 12:58 am
by swatter555
Ok, but each unit_country.png layout is different. It is hard to orient the new images. Overlay the different pngs over each other, the inconsistentcy makes it hard to work fast. Even identical symbols are in different spots. Im sure you guys have a reason for it, but its a pain in my butt.
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 2:18 am
by Bleck
Ok, but each unit_country.png layout is different. It is hard to orient the new images.
They all use the same layout - the one that I attached to second post... open few unit_country.png files (even from different skins) and add this layout as background and you will see the source rectangles (red and white, 128x100) used as "Sprite" while drawing unit. Position and destination size of this "Sprite" is in appearance.csv file, e.g. "19;30;128;100;Sprite Dst" means that it will be drawn at 1:1 scale.
P.S. Green hexes and squares on layout are just for orientation, the real hex borders depends on "Sprite Dst" values in appearance.csv
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 3:01 am
by swatter555
Awesome, I figured out the problem. PSP pastes a new layer ontop of another centered as much as possible. I think the problem was the transparent background didn't give it a good enough reference, so it did the best it could. This resulted in different images layering inconsistently on each other. It is good to see the problem and thanks for the help. That template is great. This will speed up the process greatly.
I dont plan on doing anything too fancy, Ill leave that up to the pros.
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 9:31 am
by Bleck
Glad to help
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 7:48 pm
by Uxbridge
Hmm ... the above seems a little too technical for me, but I have managed to make some naval counters anyway.
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 8:51 pm
by Bleck
Nice
You can make them bigger you know, all you need is notepad (and more detailed graphic if you want, but game can also scale those you already have).
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 8:59 pm
by Uxbridge
Thanks, but size is all right. Looking at your example above, I suddenly realize that there's a difference between troop transport and ... what does the second (Cargo) ships signify? Convoys? When does it show up?
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 9:07 pm
by Bleck
Download attachment from second post in this thread - there are labels on every field.
RE: Working on a counter mod
Posted: Mon Jul 20, 2009 9:11 pm
by Uxbridge
Thanks.
RE: Working on a counter mod
Posted: Tue Jul 21, 2009 3:48 pm
by GeorgePatton
I love the new counter mods you guys are doing....any chance though of placing class type descriptions on the icons like BB, CA, DD, CV, T etc?
It's hard to tell sometimes if a ship is a CA or BB by looking at the graphic icon. I know most BB ship names but having ship classifications helps a lot.
RE: Working on a counter mod
Posted: Wed Jul 22, 2009 3:08 am
by swatter555
Ok, I am getting close to done. Here is a screeny:

RE: Working on a counter mod
Posted: Wed Jul 22, 2009 4:40 am
by Anraz
Looks very promising I like it!
RE: Working on a counter mod
Posted: Wed Jul 22, 2009 1:26 pm
by SlickWilhelm
Very nice, Swatter!
RE: Working on a counter mod
Posted: Wed Jul 22, 2009 10:03 pm
by Magpius
@bleck,
how do I remove the drop shadow behind the text?
Ive changed unit names from yellow to black, but the text shadow makes it hard to read.
thanks for the help.
RE: Working on a counter mod
Posted: Wed Jul 22, 2009 11:43 pm
by Bleck
No way to remove the shadow... maybe in future, but I am not sure.... there is always a color that can be used as shadow.
How to change shadow color you probably now, but I will describe it anyway.
Line from appearance.csv describing
text:
-177 ; 108 ; 0 ; 0 ; Arial ; 24 ; 50 ;
255 ;
255 ;
0 ;
0 ;
255 ;
0 ; Name Text Dst and Font
Meaning:
Left ; Top ; Width; Height ; FontName ; FontSize ; FontWeight ;
TextColorR ;
TextColorG ;
TextColorB ;
ShadowColorR ;
ShadowColorG ;
ShadowColorB ; Description of this line
Line from appearance.csv describing
images:
123 ; 77 ; 10 ; 10 ; Attack Dst >>
ALSO KNOWN AS BBBD (BIG BLUE BLINKING DOT)
Meaning:
Left ; Top ; Width; Height ; Description of this line
Here you can see that its destination size is 10x10, other dots are 6x6.
Generally - first four values defines destination rectangle in which text will be centered, or image will be stretched (resized to).
How to pick RGB of color everyone should know (range for each of them is 0...255). In this case text color is yellow, shadow color is green.
And some visualization for everyone:
RE: Working on a counter mod
Posted: Thu Jul 23, 2009 6:42 am
by Magpius
Brilliant,
Much of this discussion I assume will end up in doom's wiki guide...
thankyou
one more question please, how/ where are country colours on counters defined?