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new pngs

Posted: Fri Aug 14, 2009 9:20 pm
by Magpius
Bleck,
any chance you could pre-release the unit and info .png's so I can mod my units prior to the full patch release.
regards
A

RE: new pngs

Posted: Fri Aug 14, 2009 9:58 pm
by Bleck
To be honest I do not have any fully updated unit skin yet. But i can describe changes.

RE: new pngs

Posted: Fri Aug 14, 2009 11:12 pm
by Bleck
In appearance.csv there are 3 new lines for every composition (there are still 7 of them: 1-5 are for units on map, 6 is for the purchase & deploy dialogs, 7 is for sea units).

Changes in appearance.csv (left one is your current version of single composition, right one is new)
Image

- 2 new lines for indicator of frozen unit (icon visible if unit is frozen), Src and Dst, works as Commander indicator (single graphic)
- text "AP - Strength" is divided, so you can place them anywhere you want, set different font, color and size (strength is now rounded down). Sea units (7th composition) uses "AP Text Dst and Font" line for HP bar

There are also small changes in blinking indicators (AP left, Supply, Replacement and Attack). In your current version game draws them using sets of two sprites: top one is in OFF state, bottom one is in ON state. When indicator is not active, game only draws the OFF state all the time... when indicator is active, game uses them as animation frames, so it looks like it blinks. So it is either:
- indicator inactive: frame1, frame1, frame1, frame1...
- indicator active: frame1, frame2, frame1, frame2, frame1, frame2...
This was the old method.

After applying patch:
- indicator inactive: nothing is drawn
- indicator active: frame1, frame2, frame1, frame2, frame1, frame2...
So if you want indicator to blink, you must prepare two different frames (on and off state), but if you want indicator to by only turned on if active, then both frames should be the same.
CAUTION: for enemy unit the "Attack" indicator is using only frame1 if active, player's unit "Attack" indicator is using both.

RE: new pngs

Posted: Fri Aug 14, 2009 11:41 pm
by Magpius
Bleck,
thankyou, that goes a long way in explaining the new .csv
further question.
will the new units.png file be larger, (in terms of pixel size), or will the csv just source the location of images from coordinates different from the current file?
-in the meantime I'll just begin looking for images....
-A


RE: new pngs

Posted: Sat Aug 15, 2009 12:14 am
by Bleck
Due to the new air units types units.png must be resized, most probably it will be 1024x1024. As for source coordinates I'm not sure yet, because this is on my "TODO after weekend" list, so if you have any suggestions please write.

I think of rearranging sprites a little:
-columns will be: infantry/airborne/motorized/armored/airfighters/tactical bombers/strategic bombers/ships
-rows will be:
level 1 (maybe in future only for division)
level 2 (maybe in future only for division)
level 3 (maybe in future only for division)
level 4 (maybe in future only for division)
level 5 (maybe in future only for division)
corps level 1 (probably not used yet, but maybe in future)
corps level 2 (probably not used yet, but maybe in future)
corps level 3 (probably not used yet, but maybe in future)
corps level 4 (probably not used yet, but maybe in future)
corps level 5 (probably not used yet, but maybe in future)

Of course it does not apply for naval units, so there will be place for sprites of mulberry, counters background, selection... any other ideas?

RE: new pngs

Posted: Sat Aug 15, 2009 12:48 am
by Magpius
Actually,
as far as new ideas are concerned, you guys are the captain of the ship, I'm just a passenger who's enjoying the ride.
All I need is a png file with a mask layer outlining what you state in the above post, and I'm away...
I've said this before, and repeat it here, In all my days playing computer games, this would have to be the most open, transparent and easiest to mod system, with the greatest range of flexible outcomes. (I'm hoping bitter glory will be also...pencil me in for a pre-order!)
regards
A

RE: new pngs

Posted: Sat Aug 15, 2009 1:10 am
by Bleck
ORIGINAL: Agent S
All I need is a png file with a mask layer outlining what you state in the above post, and I'm away...
Png with mask should be ready in Sunday or Monday i think...
ORIGINAL: Agent S
I've said this before, and repeat it here, In all my days playing computer games, this would have to be the most open, transparent and easiest to mod system, with the greatest range of flexible outcomes.
It was one of our goals and we are glad you all enjoy and appreciate it. Of course it affects CPU/GPU usage a bit, but I think that it is not so bad and maybe will be even better with next patch(es) ;)