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Tons of Guns / Reduced Guns - bug (?) with default attachmentsMon, 03 January 2022 22:53It's been a long time since I played 1.13, but recently I started a new play-through, this time with Reduced guns selected (frankly, Tons of guns is just overwhelming exercise in mindless micromanagement instead of gameplay). LOBOT tutorialsTutorials focused on creating new animations and equipment for LOBOT; Sun, 02 January 2022 01:38Here is the first in a set of tutorials aimed at helping others create new content for JA 2 using LOBOT and the blender framework made for it. In order to not overwhelm with information, importing a rifle into the file might be a good starting point. I'll write an overview of the blender file and its inner workings later. ("Standing - Rifle - Idle",8,"M_R_STD",8), You can comment an animation out with ';', so this next line would not be used for renders ;("Standing - Rifle - Idle",8,"M_R_STD",8), So, the way this works is that we use JA2-BatchRenderCreator.exe to generate complete python scripts that we can use with blender. We give the program a value of how many script files we want to divide the list of animations to, file to read the animations from, and the python script to use for generating the complete python scripts. To help out, there is already a batch script named "createBatchRenderScripts.bat" which does it for all three bodytypes. You can open the .bat file in a text editor to see how it is. It simply deletes any files in "renderGeneratedScripts" folder and then creates new ones to the same folder. So anytime you switch either the bodytype you want to render, or the set of equipment that's visible in the pythonscript. Run this .bat file to update the actual scripts that are then fed to blender.exe. Let's do that then and double-click the "createBatchRenderScripts.bat" to update the script files. You can open one of the generated script files from "renderGeneratedScripts" folder and compare how it differs from the batchrender-unified.py file in "renderScriptBodies" if you want to. After that's done, we can render the animations by double clicking one of the multiple batchrender .bat files such as "batchrender - Big male - Rifles.bat" These batchscript files simply call JA2-BatchRender.exe with 3 arguments; 1. a path to where blender.exe is located, 2. the name of the .blend file we want to use, and 3. the name of the generated python scripts we want to use, omitting the number from the end. You'll need to change the path to where Blender is installed on your machine in all these .bat files. What JA2-BatchRender.exe does, is simply, it counts how many python scripts there are that it should use, and calls blender multiple times using the .blend file we gave it and the python scripts so several animations can be rendered in parallel and waits for them to finish rendering. This way there is no need to manually define how many blender instances you want to run. If you want to render all the animations in one instance, simply change the number in "createBatchRenderScripts.bat" to "1", run it and then call the rendering .bat file for those animations. It can also deal with the case of having less animations than the amount of files they need to be split into. Say you want to render only 1 animation this time, but normally you render everything and want them to be divided into 4 lists. No problem, first three generated python scripts will have an empty list and those instances won't render anything and the 1 animation is put into the last script which then renders normally. I recommend starting by rendering just one animation, so let's open up Animations - Big male - Rifle.txt and comment out all other animations except ("Standing - Rifle - Idle",8,"M_R_STD",8) Save the file, run "createBatchRenderScripts.bat" and then run the "batchrender - Big male - Rifles.bat" and wait for rendering to finish. CREATING STI FILES After the renders are done, the outputted .png files are saved into "output/animation name" folder with names specifying which prop, camera and frame it is. Creating sti files are done with JA2-MakeSTI.exe. Its source code can be found here: https://github.com/Asdow/JA2-MakeSTI There are again a couple of files in "batchScriptData" that I need to explain now. Namely, sticonfig.ini, animationFiles.txt and propFiles.txt. sticonfig.ini has global settings for both JA2-makeSTI and sticom.exe written by bio, which is eventually responsible for the conversion. Normally you don't need to change anything in this file, but again, good to know that it exists. You can for example change where the finished .sti files are saved. Then, animationFiles.txt contains a list of text file names that JA2-MakeSTI can use for the animations. The program first reads the names of the files from here, and then reads the actual animation data from said files and prints a dialog where you can select which animations you want to convert into sti files. https://i.imgur.com/g0f8T1a.jpg After selecting one, it'll then print out a list of found animations and gives another dialog where you can select which props you want to create. This is where the propFiles.txt comes in. It works similarly to animationFiles.txt, where it contains a list of filenames where the actual data resides, as well as a description that is shown in the selection dialog. https://i.imgur.com/Gw2tksL.jpg I'll use prop-weapons-1.txt as an example of the actual prop data. What it contains is this: ; :: separator, palette filename, prefix, suffix ;------------------------------------------------------ guns_universal_v2.stp :: Prop1 :: _FAL guns_universal_v2.stp :: Prop2 :: _AR guns_universal_v2.stp :: Prop3 :: _AK47 guns_universal_v2.stp :: Prop4 :: _famas guns_universal_v2.stp :: Prop5 :: _SCARH guns_universal_v2.stp :: Prop6 :: _M82 guns_universal_v2.stp :: Prop7 :: _dragunov guns_universal_v2.stp :: Prop8 :: _PSG1 guns_universal_v2.stp :: Prop9 :: _TRG42 guns_universal_v2.stp :: Prop10 :: _Patriot ;------------------------------------------------------ guns_universal_v2.stp :: Prop11 :: _P90 guns_universal_v2.stp :: Prop12 :: _M1A1 guns_universal_v2.stp :: Prop13 :: _PPSH41 guns_universal_v2.stp :: Prop14 :: _MP5 guns_universal_v2.stp :: Prop15 :: _shotgun guns_universal_v2.stp :: Prop16 :: _Saiga guns_universal_v2.stp :: Prop17 :: _spas12 guns_universal_v2.stp :: Prop18 :: _uzi guns_universal_v2.stp :: Prop19 :: _RPK guns_universal_v2.stp :: Prop20 :: _SAW ;------------------------------------------------------ guns_universal_v2.stp :: Prop21 :: _PKM guns_universal_v2.stp :: Prop22 :: _mosin guns_universal_v2.stp :: Prop23 :: _M14 guns_universal_v2.stp :: Prop24 :: _MKL guns_universal_v2.stp :: Prop25 :: _RR Entries are separated by :: and there are 3 entries; palette, prop number and the suffix we want that prop to have. Palette is the palette file we want to apply to the images to convert them into limited color .sti files. The files reside in make_script/Palettes folder. Prop filename tells the program which .png files to grab from "output/animation" folders and the suffix is added to the end of the .sti filename. As an example, let's say we have rendered all those weapons for this ("Standing - Rifle - Idle",8,"M_R_STD",8), animation, and we then run ja2-makesti. The .sti files we create will be M_R_STD_FAL.sti, M_R_STD_AR.sti and so on So now that we know how the prop definitions work, we can create a new file and add a definition for our G11 rifle. Let's create a new text file into "batchScriptData" and name it "Prop-Weapons-tutorial.txt". Open it and paste this inside it guns_universal_v2.stp :: Prop1 :: _G11 Remember to adjust the prop number if you didn't move it to the first collection in Blender. Then save and close the file. Now let's add it to the propFiles.txt file, so open that and paste this to the end of it Prop-Weapons-tutorial.txt :: Weapon Tutorial ( G11 ) Save and close the file. Assuming we've rendered a set of animations already, we can now call JA2-MakeSTI.exe, select the animation set we rendered, and the G11 prop and it'll create the .sti files. I'll explain in a later tutorial on how to add the required definitions so we can get the gun to show up ingame. You can open the created .sti file with sti-edit which is inside make_script/sti-edit folder and see how it looks. v1.13 Features How-Tos & Discussions | 3 comments JADG Are there any cheat codes or tricks?Thu, 30 December 2021 07:53Hello, are there any cheat codes or tricks for Jagged Alliance: Deadly Games? Thanks. Jagged Alliance & Deadly Games | 2 commentsIdentifying game/mod version of old save gamesWed, 22 December 2021 20:07Hi, I have some old JA2 archived saves I thought I might return to, but at this point, I am not really sure what version of 1.13 (if even, could be just Stracciatella for all I know!) they come from. Newest 1.13 beta just says "Old version, try to update save and load it?" but crashes anyway. Screen locks with 9141Tue, 21 December 2021 19:42I downloaded 9141, with all XML elements default. I create an IMP and hire Buns. I then hit exit and the screen then locks up with the background music playing endlessly. Anyone know why this is the case? v1.13 General Gameplay Talk | 2 commentsKingpin's Side ModReady to play; Sat, 11 December 2021 08:37KSM - Kingpin's Side Mod Kingpin's Side ModPlay as Kingpin to dethrone Deidranna; Sat, 11 December 2021 08:33KSM - Kingpin's Side Mod is now available to download and play. Muzzle flash effectWed, 01 December 2021 00:22Hey folks! Town loyalty capped to 60%Sun, 28 November 2021 00:23Hello guys. How to download & install?Tue, 23 November 2021 00:38How do I download and install Aimnas with big maps? I looked on this forum, on github and on reddit but didnt find anything. On the github there are bunch of files but I dont know how to download them and I dont know how to install them. The Bears PitEstablished 1999Recent PostMost viewedPages (753): [ « ‹ 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 › »] Current Time: Mon Apr 28 11:31:41 GMT+3 2025
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