Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » Improving the original JA2 graphics
Re: Improving the original JA2 graphics [message #220848] Fri, 12 June 2009 17:23 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I think the 3D debate is pointless in this thread. This is about the classic getting a facelift not a new face Wink

The new layers aren't as hard as many people think, but the hard part is making the sprites thought there are people who can do it. If we can get the layered sprites working adding new weaponry to the sprites is going to be infinitely less tedious.


Re: Improving the original JA2 graphics [message #220850] Fri, 12 June 2009 17:32 Go to previous messageGo to next message
The_Bob

 
Messages:414
Registered:May 2009
Location: Behind you.
If we have the 3D models for the sprites and a system for rendering and plugging them into the game then adding new weapon models and animations would indeed be no problem.

But first we will need some 3D artist to build the models, split them into layered parts, bind them to skeletons, animate them and convert to a sprite format we could use.

It's less impossible then it sounds.

Re: Improving the original JA2 graphics [message #220855] Fri, 12 June 2009 17:53 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
That's not that hard. Personally I would just grab the models from Crysis and use them as the basis. They have great detail levels (at least enough to reduce to JA2 quality) and they have different kits too. Many different guns (AK/M16/MP5/etc...) and can single and dual wield pistols. The animations are already there and rigging is already done. Only one or two extra anims would be needed and they are ready to be frame setup.


Re: Improving the original JA2 graphics [message #222038] Fri, 19 June 2009 16:27 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
how can i extract those models from the game? i can do the rendering overnight in 3dx max with vray - i can use 3d people from evermotion.org or 3d people from
http://www.axyz-design.com/axyz-design-3d-humans-characters-products-demos.php
http://www.lowpolygon3d.com/CCP6/
i don't promise anything since i don't have time to spare but i can provide 3d knowledge!
p.s. i don't have a clue about sprites!

[Updated on: Fri, 19 June 2009 16:28] by Moderator

Re: Improving the original JA2 graphics [message #222039] Fri, 19 June 2009 16:42 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
You can grab them using the Crysis SDK. There are loads of models which are useful too! There is a MAX plugin included in the SDK available at http://www.crymod.com

There are specific angles for Isometric picture taking. JA2 is pure Isometric so should be able to find them on the net. Just remember the render CANNOT be from a perspective, ONLY from Isometric view.


Re: Improving the original JA2 graphics [message #222078] Fri, 19 June 2009 21:26 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
I've taken a look at those Crysis models and some of them are really awesome.


http://www.crymod.com/files/10384_screen_1423d7d70245b01950ec0b7f6e8d0bd6.jpg

[Updated on: Fri, 19 June 2009 21:28] by Moderator



Re: Improving the original JA2 graphics [message #222086] Fri, 19 June 2009 22:39 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
so those pokets would be as big as a pixel??? just joking! well if we are to render sprites whe should have first an working engine which actualy understands more than 2 layers (shadow and figure) i've something that emulates more than 2 layers. the main problem is in my opinionthat not every part of the caracter is animated - feet legs arms and body position but lbe guns and so on all stay in the same position so we don't have to render in the same time with the body model we just need isometric pitures for those positions. in order to establish what to render we need to konw how this engine is working and how many files can be combined to obtain the desired result. if im not articulate please correct me!

edit: i've posted some of my works - i'm not a 3d artist i'm an arhitect i do not make renderings even if i do now how i think volumes and spaces! so don't be too harsh! i'll post my current project a 7 story colective housing if some of you are intersted! so please do understand that i can just hit render and write a script that build an sti but that's all i can do!

http://img221.imageshack.us/gal.php?g=41077004.jpg

[Updated on: Fri, 19 June 2009 22:51] by Moderator

Re: Improving the original JA2 graphics [message #222107] Sat, 20 June 2009 01:00 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Quote:
i'm an arhitect i do not make renderings even if i do now how i think volumes and spaces! so don't be too harsh! i'll post my current project a 7 story colective housing if some of you are intersted!


I'm sure Will Gates and I would like to see your work !
I've got an impractical woman architect with lots of great ideas , but for a perfect society and not a rough social area like we're trying to build her Very Happy


Re: Improving the original JA2 graphics [message #222115] Sat, 20 June 2009 01:15 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Quote:
order to establish what to render we need to konw how this engine is working and how many files can be combined to obtain the desired result.


Lisac posted a lot of info on animations, might be worth a reading.

But basically, yes, JA2 loads sti files composed of static isometric frames and animates them like kids do with drawings on the edge of a notebook (or Lumiere did with his 1st cinema). Very basic stuff. And very tiresome to edit since each bodytype has different stances too. And for each stance you have separate animations for direction facing (N,S,W,E, NE,NW,SE,SW, etc). I think we're talking about hundreds of files.

There's been talk about an automated script who can assemble those in a sti files directly after rendering, but nothing was produced. Yet.

Anyway, BirfFlu and Lisac know way more than me on the subject so I'll just shuttup now.


Re: Improving the original JA2 graphics [message #222149] Sat, 20 June 2009 06:08 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Birdflu's 7zip containers for animations should solve a lot of the headache of editing STI's. Just bung all the png's in a single container for that animation in the correct number order with a txt or xml (dunno which) file denoting the keyframes Smile

P.S. Don't forget the Koreans Wink
P.P.S. Also the Super soldiers too with go faster red bits Very Happy

[Updated on: Sat, 20 June 2009 06:09] by Moderator



Re: Improving the original JA2 graphics [message #222155] Sat, 20 June 2009 10:30 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
im not talking about mihind a capsulated animation file. i'm tlaking about mixing files fom a structure like the following:
main animation file - body animaton - prerendered - big, normal, female
2nd - lbe for example backpack at least views from 8 diferent directions for all 3 body types including at diferent height for standing up/ prone an so on
3rd - weapons
4th - shadow
5th - blood stains on the body or any type of stains
6th - blood on the ground.
so the ja2 engine should be albel to mix key frames from this main files.
as for a script that cand pack jpg in sti that ain't gonna be a problem. i say that txt files are more usefull in 7zips since the describe single line arrays not multiple lines as needed for all types of object with same kind of properities.
Re: Improving the original JA2 graphics [message #222157] Sat, 20 June 2009 10:39 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Like the following...


Re: Improving the original JA2 graphics [message #222158] Sat, 20 June 2009 10:40 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
i just hit tab sorry! so i'm talking about layers - as far as i know ja2 engine can handle now just 2 layers! even more a basic ja2 installatin has around 9.000 - 10.000 files! and now i have about 25.000 in my ja2 folder! we are creating even more files! Magic with gun and red pants, magic with gun red pants and backpack .... buzz with satin undies! wtf!
Re: Improving the original JA2 graphics [message #222160] Sat, 20 June 2009 10:44 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
That is what Lisac was introducing. We still need the code to put together the parts of each frame of the animation (a la Diablo 2 or Fallout Tactics) to allow a multi-layered sprite. Layers have already been shown to be possible, so I don't see why this couldn't be implemented when a coder (Birdflu?) has the time to focus on this project. If Birdflu does accept the challenge I believe the interface project is more important at the moment.

It's also the reason why we are looking to get the 3D models prepped and ready for pic taking so we can speed up the process.


Re: Improving the original JA2 graphics [message #222161] Sat, 20 June 2009 10:55 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
ok about coding - i work with vba for autocad this is something i wrote for my personal use (it's a classic)


Public Function PopulateListControlFromFile( _
  ListControl As Object, FullPath As String, _
  Optional Delimiter As String = vbCrLf) _
  As Boolean
Dim objFso As New Scripting.FileSystemObject
Dim objTextStream As Scripting.TextStream
Dim strContents As String
Dim arrContents() As String
Dim lCtr As Long, lCount As Long
On Error GoTo ErrHandler:
If Dir(FullPath) = "" Then Exit Function
ListControl.Clear
Set objTextStream = objFso.OpenTextFile(FullPath, ForReading)
strContents = objTextStream.ReadAll
objTextStream.Close
arrContents = Split(strContents, Delimiter)
lCount = UBound(arrContents)
For lCtr = 0 To lCount
  ListControl.AddItem arrContents(lCtr)
Next
If ListControl.ListCount > 0 Then
    ListControl.ListIndex = 0
End If
PopulateListControlFromFile = True
ErrHandler:
Set objTextStream = Nothing
Set objFso = Nothing
End Function
Private Sub ComboBox1_Change()
PopulateListControlFromFile ListBox1, _
               "C:\layers\" + ComboBox1.Value + ".txt"
End Sub

Private Sub CommandButton1_Click()
Dim Layerc As AcadLayer
Dim values As String
Dim Lname, Lcolor, lin, LinWeight, LDescription As Variant
Dim LinType As AcadLineType
Dim Vectorlist(0 To 5) As Integer
Dim counter1, counter2 As Integer
                values = ListBox1.Value
                counter1 = 1
                counter2 = 0
                Do While counter1 < Len(values)
                    If Asc(Mid(values, counter1, 1)) <> 9 Then
                        counter1 = counter1 + 1
                    Else
                        Vectorlist(counter2) = counter1 - 1
                        counter2 = counter2 + 1
                        counter1 = counter1 + 1
                    End If
                Loop
                Lname = Mid(values, 1, Vectorlist(0))
                Lcolor = Mid(values, Vectorlist(0) + 1, Vectorlist(1) - Vectorlist(0))
                LinWeight = Mid(values, Vectorlist(2) + 1, Vectorlist(3) - Vectorlist(2))
                LDescription = Mid(values, Vectorlist(3) + 2)
                Set Layerc = ThisDrawing.Layers.Add(Lname)
                ThisDrawing.ActiveLayer = Layerc
                Layerc.color = Lcolor
                lin = Mid(values, Vectorlist(1) + 2, Vectorlist(2) - Vectorlist(1) - 1)
                Layerc.Linetype = lin
                Layerc.Lineweight = LinWeight
                Layerc.Description = LDescription
End Sub

Private Sub UserForm_Initialize()
PopulateListControlFromFile ComboBox1, _
               "C:\layers\MainGrup.txt"
End Sub



if birdflu has time he can just explain and point in the right direction i'll try c++ too even if i haven't done any in years!
Re: Improving the original JA2 graphics [message #222165] Sat, 20 June 2009 11:17 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Maalstrom could you stick all that in {code}{/code} tags please!

Give Birdflu a PM Wink


Re: Improving the original JA2 graphics [message #223475] Fri, 26 June 2009 08:06 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
one question for the tree sprites: i don't like the trees cause they seem way too short! so i want to know does ja2 engine has a fixet format for those sprites? or can we make them taller? i mean for the top part i vant to introduce something else:
like: http://www.bionatics.com (you can see renderings http://www.icube.ru) / http://www.xfrog.com / http://www.evermotion.rog(trees) or even if i don't like archvision.com. so i can start rendering trees let's say on 11 of july! meanwhile if birdflu want's he can explain his opinion on the layered sprites to me so we can start with the main issue here - charactes and objects. also i want to know do we want to make all things bigger? cause i'll have to render evrything!

[Updated on: Fri, 26 June 2009 08:07] by Moderator

Re: Improving the original JA2 graphics [message #223523] Fri, 26 June 2009 14:03 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
I'm not sure about the size limits, but you might want to have a look in the Vanilla Modding forum. There's a bunch of technical info about game file formats in there that may be helpful.

There was a discussion recently about JSDs that might be instructive.


Edit: Never mind, I see that they have home delivery now. Wink
Re: Improving the original JA2 graphics [message #223528] Fri, 26 June 2009 14:20 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
JA2 objects are represented in two parts: an image (STI) and an invisible physical "body" (JSD). Graphically JSDs can be represented as cubes (1 tile high, 1 tile wide, 1 tile deep). These basic building blocks are the "sculptured" using smaller cubes, 5 per side. So a basic JSD cube is 5x5x5 small cubes, which are indeed the smallest unit.

Here's a graphical representation of height:

http://www.ja-galaxy-forum.com/shanga/jsd_shapes-2.png

A human standing is 4 small cubes high. Max height is 10 small cubes (2 big JSDs on top of each other).

As for trees are represented from two parts. Trunks are made from 1 JSD, the top part (leaves and branches) are represented by another JSD (big) cube. Both are sculpted to fit the graphical images as good as possible.

If you would place a human near a tree trunk he should be 4/5 of it. Which in general can be said is a medium height of trees, unless you want very tall ones like palms. Even those could be done, but I don't see what the practical use would be, since you cannot climb them anyway.

Conclusion: You can draw trees as high as you like. But as far their "material properties" go, they can only be 2x human size + some loose change...

[Updated on: Fri, 26 June 2009 14:21] by Moderator



Re: Improving the original JA2 graphics [message #223531] Fri, 26 June 2009 14:43 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
what i'm telling you is that a tree is much bigger the game would look much better with different kind of trees. and for a start i'll post some trees and if you like them i'll start doing something else - also the trees wouldn't do any harm - will be just a test if i should start doing some graphics to improve game sprites! i'll leave this thread for now and i'll check vanilla! propotion human tree should be 1 to 3.5 - 4
Re: Improving the original JA2 graphics [message #223532] Fri, 26 June 2009 14:49 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia

Well, since it's cosmetic, won't hurt to try, so go ahead. Would be interesting if you managed to give us an ingame example of your work too. i posted a bunch of new STI editors in vanilla modding. Try the dot net one by Pipetz, is the best.


Re: Improving the original JA2 graphics [message #223533] Fri, 26 June 2009 14:52 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
You won't get trees much taller, since the engine only calculates two stories of height.
Re: Improving the original JA2 graphics [message #223535] Fri, 26 June 2009 15:01 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
He won't get physical properties for trees higher that two stories high, but in terms of graphics he can do a sequoia if he wishes. It's all smoke and mirrors.


Re: Improving the original JA2 graphics [message #223536] Fri, 26 June 2009 15:06 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Quite. There is no restriction on the illusion of height but for this one caveat (learnt from doing the church belltower) because the JSD only covers the lowest two mega cubes of an image that's all that will be placed in front if you put something else behind your tall tree, above that height the images may clash e.g. the top of tall tree vanishes inside building that is drawn behind it. This is especially true in terms of trees in front of roofs. The roof wins and makes the tree look stupid. It's all a question of where you place your new trees.

Re: Improving the original JA2 graphics [message #223539] Fri, 26 June 2009 15:39 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
Why don't we try implementing multi-layered buildings now? Is it that hard to implement if it was already possible in Xcom (THE 1980s game)? I know it's a popular topic and I don't wish to spam this thread, but with the fine coders we have now and the revolution we're about to have in different possible layers, the knowledge of JSDs... I

As we can walk on roofs, why not make walls on the first level (the one above ground floor)? We know about JSDs now, so what's the problem...

And if trenches are easy through optical illusion, why not have walkable roofs on the second level as we have now for first level? A manned watchtower and some real rooftop sniping would be possible this way...

Okay I suppose we need a tileset with ladders, staircases and some new climbing animations, but I can handle that with the new Russian editor.

And the layer button [tab] would have an option more like the burst button...

[Updated on: Fri, 26 June 2009 16:01] by Moderator

Re: Improving the original JA2 graphics [message #223546] Fri, 26 June 2009 16:26 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
In architectural/game physics terms the flat roofs are a mezzanine level, a half height landing if you will. A true upper storey requires an equal & opposite to basement. But I know what you're angling at. Scopr's RR & my latest re-release both contain work at height from which you can copy jsd's etc. e.g. where ladder is placed is to upper door opening sti (over jsd of normal flat roof), upper window is new sti (over jsd of Palace ballustrade roof) & solid wall is new sti (over jsd of Palace upper flat roof); how you then roof this is upper structure is with an offset version of a roof set plus some tag to reveal rooms when entered. Furniture etc can be rewritten over roofvent sti. It'll be a very annoying process but hopefully rewarding in the end. Quest related object stashed away in a hidden attic for instance; devious possiblities are up there...

Re: Improving the original JA2 graphics [message #223547] Fri, 26 June 2009 16:29 Go to previous messageGo to next message
gmonk

 
Messages:647
Registered:April 2002
Location: Newfoundland, Canada
It always kind of upset me that I couldn't get into the second floor of the museum in Balime. Wink
Re: Improving the original JA2 graphics [message #223579] Fri, 26 June 2009 19:36 Go to previous messageGo to next message
Thor

 
Messages:430
Registered:February 2007
Location: Belgium
And is it manageable with the shooting angles? I guess that part is also a matter of coding, but is somebody up to that?
Re: Improving the original JA2 graphics [message #223619] Fri, 26 June 2009 23:27 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
i think that's a bit too far for now! even if it's one of the most important missing features ja2 engine! how about a random map generator? it's possible to generate a sector just with trees, grass, rocks, swamps and rivers - no buildings! so someone should be on that instead of anything else! let's take one step at a time! random map generator! we should use an algorithm like the one for minesweeper - generate random spots on the matrix map and build around them! this shouldn't be to hard to do! meanwhile i'll start reading about the jds and sprites in order to understand the way things are! thanks!
Re: Improving the original JA2 graphics [message #223650] Sat, 27 June 2009 02:44 Go to previous messageGo to next message
Shanga

 
Messages:3517
Registered:January 2000
Location: Danubia
Now thats a novel idea... and not a bad one at all. Would certainly speed up making large mods. But a lot of the editor code needs to be understood and externalised for that to work. Atm the editor is more than a map editor, due to game design, it's also a tool that populates the map with NPCs and enemies, sets their inventories, etc.

If a map generator would be able to generate a map on a chosen tileset, with road/entry points linking from A to B, with default enemies, etc, a lot of map makers would drink themselves to oblivion in happyness and joy.


Re: Improving the original JA2 graphics [message #228833] Fri, 24 July 2009 08:47 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
The forest map where you enter the Elven city in Baldur's Gate II had some awesome trees! The other levels, not so much.

Link:

http://www.gamebanshee.com/baldursgateii/walkthrough/forestoftethyr.php
Re: Improving the original JA2 graphics [message #228834] Fri, 24 July 2009 08:56 Go to previous messageGo to next message
SharkD

 
Messages:359
Registered:July 2003
The_Bob
Anyhow, making the engine work with 3D objects would probably take more work then both of the above combined. Not only would we need new models for the characters, we'd also need 3D models for all of the scenery, textures (palleted for mercs/militia/soldiers), figure out the placement of lights and then make all the 3D mechanics work with the game, without completely braking the feel of the original. Not to mention all the stuff we'd want to implement if the game was going to be 3D (and the mess that would result).


I think Temple of Elemental Evil (ToEE) did this (i.e. 3D character models on top of 2D backgrounds). However, 2D sprites have the potential to include much more detail since they don't need to be rendered in real time. However, if the dimensions/resolution/color depth of the sprites remains low as it is now then this point is moot.
Re: Improving the original JA2 graphics [message #228855] Fri, 24 July 2009 11:22 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Temple of Elemental Evil uses hand-painted backgrounds with (low-detail) 3d characters, trees and miscellanous details. The system works rather well on older PCs, but on a high-resolution monitor the backgrounds tend to lose detail, even when using settings tweaked for widescreen. Unfortunately, Troika can't make a stable game, and it's taken dozens of versions of the fan patch to make it playable.
Re: Improving the original JA2 graphics &#8211; Sprites (2)[message #233313] Wed, 16 September 2009 14:40 Go to previous messageGo to next message
rasz

 
Messages:21
Registered:August 2006
Shanga
JA2 objects are represented in two parts: an image (STI) and an invisible physical "body" (JSD). Graphically JSDs can be represented as cubes (1 tile high, 1 tile wide, 1 tile deep). These basic building blocks are the "sculptured" using smaller cubes, 5 per side. So a basic JSD cube is 5x5x5 small cubes, which are indeed the smallest unit.


If I read this correctly it should be possible to render Map sectors as 3D objects. Ignore textures (STI) and just interpret JDS as 3D building blocks (like Lego Designer http://ldd.lego.com/ ).
I guess it wouldnt look good at first, but with some polish and new textures it could eventually work.

Example : Unreal Tournament 3 mod features a totally destructible LEGO block environment
http://www.youtube.com/watch?v=1JSLpId6bvE

[Updated on: Wed, 16 September 2009 14:43] by Moderator

Re: Improving the original JA2 graphics [message #236962] Sat, 07 November 2009 02:48 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Handpainted backgrounds in JA2 would be unbelievably excellent. I would make some, because that's exactly the kind of thing I like to do. Especially if parts of them could be animated.

I'm drooling just thinking about it. :mm:
Re: Improving the original JA2 graphics [message #237004] Sat, 07 November 2009 18:42 Go to previous messageGo to next message
Anonymous
Tha would be sweet UniveralWolf!
Re: Improving the original JA2 graphics [message #237068] Sun, 08 November 2009 13:56 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Hmmm sounds mad UniversalWolf. Please by all means make a few and we'll see what we can do Very Happy

Also just to let everyone know, the Unreal 3 Dev Kit has been made public for general use and distribution. That means current gen engine for free that can handle tons of options including 3D Iso view and click control like JA2. Should I also mention that it can also cope with Time/Turn Based gaming Very Happy


Re: Improving the original JA2 graphics [message #237130] Mon, 09 November 2009 00:24 Go to previous messageGo to next message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Kaerar
Hmmm sounds mad UniversalWolf. Please by all means make a few and we'll see what we can do Very Happy


So, let me get this straight - if I make a background for a tactical map, you can put it in the game right now? I had no idea it was so close.

I'm willing to do it, but I need to know a few things first. How big should the image be, in pixels? What file format works best, and what color depth (I'm assuming 8-bit, looking at the game)? Will the buildings and walls in the regular game be placed over the top of the background image, or should the buildings be included in the image? What about water?

That should be enough to get me started. Very Happy
Re: Improving the original JA2 graphics [message #237160] Mon, 09 November 2009 04:10 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Basically we would need to convert the different features to separate entities. For instance Trees and other things (as there is a no tree top command Wink ). So any drawings done have to be done in an isometric viewpoint (take a screenshot with buildings to get the angles) and then remember that the JSD's (map features) have a 5x5x4 (w x d x h) setup. A merc is h=3 for instance.

Are you going to match the current style?


Re: Improving the original JA2 graphics [message #237232] Mon, 09 November 2009 20:39 Go to previous messageGo to previous message
UniversalWolf

 
Messages:141
Registered:June 2009
Location: United States
Kaerar
Basically we would need to convert the different features to separate entities. For instance Trees and other things (as there is a no tree top command Wink ). So any drawings done have to be done in an isometric viewpoint (take a screenshot with buildings to get the angles)

Up to this point I understand perfectly. And I know how to remove the treetops. Smile

Kaerar
...and then remember that the JSD's (map features) have a 5x5x4 (w x d x h) setup. A merc is h=3 for instance.

Since I've never tried modding JA2 maps at all, this part is a bit cryptic. I'll check out JSDs and try to figure it out.

Kaerar
Are you going to match the current style?

Well, for the first map I'll stick to the simplest possible sort of setup: nothing more than a plain with maybe a tree or two. In the long run the style will change as much as possible without making the character animations looks strange. The first step is to make something that works, though, no matter how simple.

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