Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » All about modding JA2 » New Mod Announcment (Tuscany) (Insight into new Mod)
Re: New Mod Announcment (Tuscany)[message #356994 is a reply to message #356993] Mon, 18 March 2019 02:40 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Also, there are 50+ additional mercenaries in MERC. So you will have lots of options for your teams and that will help in replayability.
Re: New Mod Announcment (Tuscany)[message #356995 is a reply to message #356993] Mon, 18 March 2019 02:41 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Any thoughts and comments?
Re: New Mod Announcment (Tuscany)[message #356996 is a reply to message #356993] Mon, 18 March 2019 02:59 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
Someone's been busy. big grin

Will all of these characters have facial animations?


Re: New Mod Announcment (Tuscany)[message #356997 is a reply to message #356996] Mon, 18 March 2019 03:15 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Perhaps but not initially. I have faces that allow for speech and some not so much. There are a couple which I think would be great to have that feature and I do like it. Right now I am moving to finish the map and all of its corresponding parts. This will include the items. If I can get that finished in the next few days that means I can move on to the voices. I have played a bit with these characters so that part of the mod besides some tweaking is close to complete. There are many mercs that I think people will enjoy or so I hope so. Here are a few from MERC which highlights them and shows a bit of that side. All the stats were auto-populated and that is a wholly different explanation point which I will leave to another time.
Re: New Mod Announcment (Tuscany)[message #356999 is a reply to message #356993] Mon, 18 March 2019 04:08 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
http://i67.tinypic.com/f3ym2h.png
http://i65.tinypic.com/xanu4j.png
http://i67.tinypic.com/24q75oz.png
http://i64.tinypic.com/2m4oe1h.png
Re: New Mod Announcment (Tuscany)[message #357000 is a reply to message #356999] Mon, 18 March 2019 04:09 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Disregard Bio's as I am having to remove all non-English letters and ensure the number of sentences fits. Minor change and to be expected.
Re: New Mod Announcment (Tuscany)[message #357002 is a reply to message #357000] Mon, 18 March 2019 05:28 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
This is the Strategic Map. There are over 27% more playable area and a very diverse set of terrain. It is built with over 10 separate mods and has greatly expanded the underground area and has many more tilesets. It is possible as a warning that the number of tilesets used could be a problem but will not know until it gets tested. If that is the case then I have a backup plan. However, so far I have been able to play with over 100 tilesets and it works but that was only a small test. All of the items and placements have been removed and redone. That work is ongoing.

http://i63.tinypic.com/k4hztj.gif
Re: New Mod Announcment (Tuscany)[message #357006 is a reply to message #357002] Mon, 18 March 2019 11:34 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
Nice, they all seem to have character. With specific recorded voices, it can be good.
As you change all of the pictures, and don't animate eyes/mouth, you have more freedom for head shapes, orientation, and on background. So, no much of feedback on that, that's ok.
The only thing that bothers me a little is head coverage on some of them. When you put a professional ID photo, i guess you show at least a little of your actual face. Some of the mercs have too much gear or camo on their faces. That said, it helps identify a specialty sometimes, and at this point i don't know if you're willing to change some of them to that extent.

As for the strategic map, will there be iterations on it? It looks very rocky right now. Will there be more terrain diversity on surface, or the surprises will be mostly underground?

[Updated on: Mon, 18 March 2019 11:42]

Re: New Mod Announcment (Tuscany)[message #357008 is a reply to message #357006] Mon, 18 March 2019 17:50 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
The map is not rocky it is blurry which will be explained why that is the case at the start of the game. Yes, there is a lot of diversity in terrain and there is about 2-3 times more underground.

As for the faces, I agree that some are not exactly right. I am of course open to changes. So when these are being selected the idea of the character came first, which means personality, nationality, etc. Then I went and found a picture to match and all of that. So when I look at the pictures there has to be a character there and something I can build a dialogue and voice around. A fine example and the worst for a hidden face is Maro the Gurkha. His picture has lots of personalities but bad in the smaller picture. However to find a Gurkha who shows personality in a format that works very difficult. It tried to limit those who covered up their faces but there were some that it kind of fit. Also a bit tricky as many militaries wear camo a lot, cover their faces, use lots of gear or blur their faces. Another tricky bit is light faces are very difficult in 256 so there are some that may get changed out if I cannot get their colors within tolerance.

I agree with the professional portrait idea and if there were options to include more facial views I would do so. I can make the smaller pictures similar but different but was concerned that it might be off-putting to not have the same picture that was the building block.
Re: New Mod Announcment (Tuscany)[message #357009 is a reply to message #357008] Mon, 18 March 2019 23:02 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
Oh, interesting, will there be some sort of fog of war? The map tiles not yet visited will have this blurry look and when they are explored, the tiles will change and become realistic/clear?
About the faces, don't bother too much, they are overall very well and suited to the task. And by the way, the few examples of MERC roster are very colorfull (no pun intended). That's great. Another very small thing i noticed, the photos are not all centered and zoomed the same way. Does it look ok in tactical?
Re: New Mod Announcment (Tuscany)[message #357010 is a reply to message #357008] Mon, 18 March 2019 23:03 Go to previous messageGo to next message
Randok

 
Messages:322
Registered:March 2004
Maybe you can show a few screenshots ( sector ) of these 27% of the game?



Many thanks to all those who make new features for Jagged Alliance 2.

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: New Mod Announcment (Tuscany)[message #357011 is a reply to message #357010] Mon, 18 March 2019 23:28 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
I am sure you have seen most of these at some point however never in this combination. It is truly a blend of lots of what I think are the best bits of many mods going back quite a way back. It is made to intrigue and challenges those that have played for years. Giving it more complexity of the plot. The map has been built out and is now stripping all the hexes of all individuals and items. Part of the time is that I am building out auto formatting features which will let me update the xml's all at once without manual data entry. It so far is working like a champ on the mercenaries. Minus the EDT's which have to be done by hand. I think I will be starting on the voice scripts next week.


However, for those that like smaller teams made up of one sort may not like this mod and it is planned out for more experienced players. Also as this is modern you will have a lot of automatic fire coming from the enemy and since there is very little progression it there will not be that buildup that many people like. Lastly, this is taking out a somewhat supported government so it will not have that Black and White feel that the Arulco had. I want to have the players have to think about their actions and the consequences of action or lack of action. A lot of that will hinge on how the quests come out and hopefully does not have massive CTDS!!
Re: New Mod Announcment (Tuscany)[message #357012 is a reply to message #357011] Mon, 18 March 2019 23:32 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Yes, there is no problem in the tactical or the same problem. The inherent problem of using photos instead of the graphic is that they will all be from different angles and lighting. Most of the time you see them off centered I had no choice as I had to remove something or it was taken that way. You would not believe how hard it is to find pictures that work. I think I spent two hours just trying to find a female Japanese marine that worked. Then she has bright white gloves and white has been giving me the most fits. White is my nemesis, followed by spaces and inflection marks!
Re: New Mod Announcment (Tuscany)[message #357013 is a reply to message #357012] Mon, 18 March 2019 23:36 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Yes, there is a general fog of war that is part of the overall plan and it is integrated into the mod in many different ways.
Re: New Mod Announcment (Tuscany)[message #357033 is a reply to message #357013] Sat, 23 March 2019 04:28 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
The weekly update which always has spoilers about the inner workings of the game: This week has been a continuation of removing individuals from the maps and items. The items portion has been the most difficult as some of these maps I think date back to 2003 at the oldest so there are lots of NADA. This has been the most difficult as sometimes it takes up to 5-10 reloads to get the items removed. Sometimes they come out if I go slowly deleting and other times it works if I go fast. There seems to be no rhyme or reason but is frustrating none the less. Normally at 10 CTD's, I replace the map file with something different however on one that I really needed it was well over 20 hard crashes to get all the items removed.

This leads me to the point that the new mod will not initially have items on the map with the exception of some that will be required. The reason for this is that after this mod is fully released and bug fixed I will be starting on my items mod which will be quite expansive and that would break all the items and require me to go through the entire item and removing all individuals which would be a poor use of time. The items mod will be architectured to allow for future expansion by other modders if they so chose to do so. I have completed all the upper levels and have now been going through the lower levels. Those will all be completed this weekend which will allow me to do the modifications to the current items. Once that is completed I will repopulate the map. I have done a lot of the work for the new items so it should be more straight forward. I still need to break all of the underground and above ground transport grids as those are a well-known problem and this mod has over twice the underground than the original.


Storyboarding and testing have been ongoing for the quests and plot and I am working through the ability to have multiple quests tied to the same NPC. This is required to get the number of interactions and quests I would like to have as well as being limited by the limited number of NPC's and RPC's. I do not want to remove MERC's or AIM as those are key to replayability and color the number of quests and diversity are tied to the depth of the story. It is a balancing act. I have repurposed every NPC and RPC that I can grab. The negative of that is there will not be just NPC's and RPC's that are just hanging out. This will have the largest impact of those sellers and repair people whom I viewed as of limited impact related to the old story.


So with items and sellers, you interact with (note non-speaking sellers are still in place) removed how do you find other items that you would normally need to explore to find. Well, that has been part of the plan for realistic purposes. Bobby Ray's will sell many items that you would normally find however some of those items have been updated accordingly to bring them in the modern environment. Maybe not as fun if you like hunting but more realistic. Once the items mod is completed then the map will have items that you can discover.
Re: New Mod Announcment (Tuscany)[message #357034 is a reply to message #357033] Sat, 23 March 2019 05:00 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
The map does have a lot a variety for sure and should be of interest to those who enjoy a diversity of challenges and terrain. There are currently 142 tilesets used in the mod so that should provide a neat place for you to explore and combat the powers that be. I have worked to make a place that requires different items to solve them.

As always if any input or questions feel free.
Re: New Mod Announcment (Tuscany)[message #357042 is a reply to message #357034] Sun, 24 March 2019 07:48 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
In regard to items, or your intention of creating an item mod why not just create new ones using a later index number? so vanilla ones remain untouched and less likely to cause clashes or NADA's with your new stuff?


Re: New Mod Announcment (Tuscany)[message #357043 is a reply to message #357042] Sun, 24 March 2019 07:58 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
I had debated that idea and part of what I think causes the complexity of making sure all the attachments work and such is that the items list has been added to many times so things seem a bit all over the place. Part of the items mod would break things into groups. For example (numbering is not decieded on how many slots to leave open) weapons would be up to 1000 (minus the quest items which cannot be moved) then armor at the 1001 to 1500, medical would be 1501 to 2000. Other items after 2001. I will build out what I hope are out populate item.xml and associated sheets which will be tied to the main item list. The auto xml sheets work well for the mercs and it should work for the attachments and such. Jumping around makes it very difficult on the graphics. That has been the hardest thing for the ones that use series graphics. Thoughts?
Re: New Mod Announcment (Tuscany)[message #357056 is a reply to message #356809] Tue, 26 March 2019 11:42 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
Changing vanilla items is a risky move, but if you feel confident enough and need to wipe the slate clean for your own organization, go for it.
Re: New Mod Announcment (Tuscany)[message #357074 is a reply to message #357056] Thu, 28 March 2019 09:08 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
I ended up trying to use the main items again and was able to get it to work so I will not be doing the risky move that I thought I would have to. Trust me I had no real desire to do so but happily I can update all the items and keep their current numbering. I still will be putting my new items after many item spaces are left open to allow for new items to be added and not cause maintenance problems on the mod going forward.

Thank you for your advice and recommendations! They are greatly appreciated!
Re: New Mod Announcment (Tuscany)[message #357098 is a reply to message #357074] Sat, 30 March 2019 00:30 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Lots to cover this week. I have updated the portraits and have fixed many that did not come out as well as hoped. I will be posting the updated ones after this update. The big change is that I have commissioned professional script writers and creative writers to speed up the script writing process. I am hopeful that in the next 2-3 weeks all the scripts will be completed. However these people have never worked on Jagged Alliance scripts so will not know how fast they can do them and the quality until I see the deliverables.

Once they are all scripted will that will allow the scripts to go to the voice actors. Also I will have to finalize the quests and script them. That is harder since the AIM,MERC and RPC's have standardization.

I am aiming to test out the new map and the new portraits this weekend but depending on how long it takes to update the maps with people on it. Lastly please take a look at my post on xml editing as I have a few fields that I would like to have additional information on. I can try to understand by viewing how they are used I would prefer to know exactly their impact on the game.

Lastly is it preferred that the IMP voices are left as they are or would the preference for new voices on those? I do not use them but I know many do or at least I think people do.

Thank you and spoilers to follow.
Re: New Mod Announcment (Tuscany)[message #357099 is a reply to message #357098] Sat, 30 March 2019 00:34 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
http://i66.tinypic.com/i5xgrd.png
Re: New Mod Announcment (Tuscany)[message #357100 is a reply to message #357099] Sat, 30 March 2019 00:35 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
http://i68.tinypic.com/2eo86es.png
Re: New Mod Announcment (Tuscany)[message #357102 is a reply to message #357100] Sat, 30 March 2019 00:36 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
http://i65.tinypic.com/30vbtlc.png
Re: New Mod Announcment (Tuscany)[message #357103 is a reply to message #357100] Sat, 30 March 2019 00:58 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
Is it me or Acre's vignette is a little vertically shrinked ? The other look good and honestly very nice.

Now that you talk about other people working on the mod, would you have time and freedom to speak more broadly of your team, how many people are involved and in what roles? What have they done already and what is there to be done still?

As for the IMP voices, it is really a matter of focus of your mod and resources you can allocate to it. Most of players lurking around here may have heard the IMPs way too much, so new voices would be a refreshing change, and not a waste of time/resources, but ultimately it is important that those new voices, and especially the new scripts, serve a purpose in your storytelling.
Re: New Mod Announcment (Tuscany)[message #357106 is a reply to message #357103] Sat, 30 March 2019 03:01 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
I Would agree that most of the IMP voices would have been done to death by now, so some new ones would be good. Maybe there's some players who could be attached to the existing ones, so again why not just add new ones as additionally, you should have spare slots and won't be affecting existing data.


Re: New Mod Announcment (Tuscany)[message #357107 is a reply to message #357103] Sat, 30 March 2019 03:09 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
The team is easy as it is just me. However I am getting advice from the board and that has been of immense value. Yours is noted there as well. Sometimes it will take me hours to try to find out the answer to a question so any speed in solving them helps a ton. Also this would not of been possible without the use of others maps so I cannot thank the creators enough for allowing there use.

I have hired one scripter who is starting tonight. I am working to define scope with 3 others whom I expect to come on board to support. I have lined up many over 40 voice actors from around the world who are waiting on the scripts. The scripter I have signed up is working exclusively on this project. The goal is to have the scripts done within two weeks. However we will see how it goes. The voice part should come pretty quick as it is not much work for each of them and under an hours work. When those come in I will have to cut and number them. Never done that so not sure how long it will take. I might see if I can find support to do that part as I am sure I can find a freelancer that knows Audacity very well.


The mercs are done minus tweaks and starting weapons. The stats you see in the pics are the stats in the game. The automated merc xml works fine and has been tested.

The maps need to have npc's, enemies, creatures and civilians placed. Many of the xmls tied to maps are done. The lower levels are still being tied together. The entry points are done but being reviewed for accuracy. Part of the maps have been used to ensure it will run with so many tilesets and so far no problems. Well some cliffs caused problems but those were fixed. Still have to update the facilities as there are many changes.

Items are being added, integrated and in process

General INI and other files tied to the game have been updated but need to be checked.

Quests are storyboarded and have been reviewed in the NPC files to ensure that they can be accomplished. This is a bit sketchy as this is basically keeping the id numbers and general quests for some but redoing many triggers and all speaking scripts. That script is a bit more difficult as I will have to do all of those and there are quite a lot of them.



Then it will need a QA for sure and I will need to possibly place some items for flavor and searching. I still have to learn that process as I have not built any items on my own yet. Many of the maps were modified by me to fit appropialty. Water, roads, climate and such.


There you go. Hopefully that helps explain it.





Re: New Mod Announcment (Tuscany)[message #357108 is a reply to message #357107] Sat, 30 March 2019 03:10 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Oh I will check Acre and I think I have two or three options for him.
Re: New Mod Announcment (Tuscany)[message #357109 is a reply to message #357108] Sat, 30 March 2019 04:00 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
Che, Uade and possibly Mamhrio might have the same issues, though at this resolution I might be mistaken, or they just have very stout features.


Re: New Mod Announcment (Tuscany)[message #357110 is a reply to message #357109] Sat, 30 March 2019 04:15 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Thank you and will check them out as well. Also, we are up to 3 signed up scriptwriters and we are getting a worldwide flair. Also, one was a judge for the Cannes film festival and has done quite a lot of movies. Bubba and Gasket would be proud! Maybe not but Flo would be!
Re: New Mod Announcment (Tuscany)[message #357112 is a reply to message #357110] Sat, 30 March 2019 11:23 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
You say voice actors and script writers joined you, but may i ask what sort of agreement you have? Reading you, I am not sure you have made contracts with compensations or they 'help', working for free.

Good luck for the road ahead, still a lot to do it seems.
Re: New Mod Announcment (Tuscany)[message #357113 is a reply to message #357102] Sat, 30 March 2019 11:49 Go to previous messageGo to next message
Randok

 
Messages:322
Registered:March 2004
Are the mercenary portraits finally going to be pictures as you showed them? Or maybe they will eventually be changed to as in JA2?



Many thanks to all those who make new features for Jagged Alliance 2.

New mod + new map (JA2 map with Drassen, Omerta, Cambria etc, edited or not-it has been repeatedly ) with large sectors + two additional levels + a lot of new tileset + moving vehicles = fun for months, years. Fun with creation, fun playing this mod.
Re: New Mod Announcment (Tuscany)[message #357119 is a reply to message #356809] Sat, 30 March 2019 20:23 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Perhaps they could be converted into more JA style which would allow the eyes and mouth movements. However doing so would mean having the pictures hand drawn based on those shown. It is an idea I had thought of but will not be looked at closely until the mod is released and stable.

The scriptwriters are paid by the script or by the hour. The voice actors are generally paid by the word. None of them are working for free.
Re: New Mod Announcment (Tuscany)[message #357128 is a reply to message #357119] Sun, 31 March 2019 02:18 Go to previous messageGo to next message
Hawkeye

 
Messages:1931
Registered:October 2005
Location: Australia
You never know, once your project is out there, someone with some artistic talent may want to contribute some portraits or join the team, same goes for any other additions or polish of your mod, should you want it.

Keep up the good work.


Re: New Mod Announcment (Tuscany)[message #357129 is a reply to message #356809] Sun, 31 March 2019 04:56 Go to previous messageGo to next message
grim

 
Messages:336
Registered:July 2006
Location: France
Well, getting some people to draw the portraits in ja2 style is no small feat. It could be a good priority if you were only adding a few characters to the roster, but here, we are talking about a full repopulation of the game. It's much more convenient to get nice photos like you did.

I didn't want to be intrusive talking about the contracts, but i was curious to learn how far one (here, you) can go in dedication to do a mod for JA2, and as a matter of fact, you are going a step further than I could imagine by employing professionals. My respect for that (on top of the rest).
Re: New Mod Announcment (Tuscany)[message #357130 is a reply to message #357129] Sun, 31 March 2019 08:58 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
I agree with the portraits as it is a complete rework. It is a bit of work coordinating all the scripters who need input from me. Just putting the package together takes about 15 minutes per merc. Then 5 minutes or so to put into EDT file. Much longer for the NPC's. Not sure how long breaking out the voices will be.


It is a bit for sure and I did not think you were being intrusive. I am doing this as a thank you to all the modders and keepers of the game alive. Of course at its heart, it is for the players and to give new people that come to it some new basis to mod off of if they so desire. My plan once this is done is to do smaller mods that have shorter games but use the same mercs of course. That way you can play them in different places but not as long to do so. This mod will take a while to finish I am sure. It is very big and has a lot to chew on. Not easy with many large battles I expect. There is a bunch of plot to it which I think helps and I am sure people will lose Mercs and I want that to be sad for the players and losing people may cause it to become harder to replace them with all of the likes and dislikes. Also technical, demo, leadership and medical staff are at a premium and hard to replace. Heavy Weapons is also not as common and they are in certain factions which makes it difficult if one dies as new factions may not blend in easily. You cannot really train in Medical, technical or demo skills so you will not be able to be unrealistic (without modding it of course) and make your marksman experts in technical fields. This mod was to stop what I think is not accurate that you could in a few months become an expert in many things where it takes years of singular focus for most people. The military does not have generalists and shooters shoot and everyone has a purpose. This mod brings that back with its strengths and limitations. Also, Recon is very valuable as are Special Forces. Just because you can send 10 mercs underground or into a new unexplored sector does not mean you should do so.
Re: New Mod Announcment (Tuscany)[message #357144 is a reply to message #357130] Wed, 03 April 2019 23:43 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Just a quick update. The scripts are coming along very nicely and have quite a mixture of writers from many countries. So far we have Argentina, Venezuela, USA, Canada, Spain, Italy, UK, Albania, Romania, Russia, Algeria, South Africa, Pakistan, India, New Zealand and maybe a few I forgot. Still trying to find a few more countries that I have characters from.

Also, I have a screenwriter & plot expert who is working with me on the plot points and NPCs. The people while new to this (almost none of them have done script writing before) have been doing a nice job on them and the character scripts have made me laugh very often. Still, have to do the NPC's which is much harder since they are not so formulaic and needs more guidance and input. Lastly managing all of these people and giving them character summary sheets and working with them has limited my work on other parts as much but we are moving much closer to getting to the voice scripts.
Re: New Mod Announcment (Tuscany)[message #357145 is a reply to message #357144] Fri, 05 April 2019 00:30 Go to previous messageGo to next message
townltu

 
Messages:356
Registered:December 2017
Location: here
Some portraits appear quite small to me in order to create animations with the Gimp's iwarp tool,
which as I understand was also used by a couple of other modders to create frames 1-7 for eye and mouth animations,
and i guess having only so few pixels to work on makes it also harder to manually paint them.
That was probably the reason why the original portraits from 14x15 to 58x65 pixel cut off parts from the head.

If you decide to redo the portraits so the heads fill the pic,
the remaining background will become hard to recognize and may distract from person,
i.e. in case i would recommend to go with the standard black background
only add smth meaningful to the 106x122 portrait for the laptop, and perhaps also the 90x100 portrait,
as its "high" resolution allows to show the full head with some border around
(and get the 58x65 NPC portrait directly by cutting the border away, by only reducing size of frame 0)


In case you want to add animations for the portraits,
or at least not make it more difficult for others to create them later,
you may also want to select source pics with non tilted heads,
that makes it harder to animate eyes & mouth with the Gimp, at least for me.


The photographic appearance can at least be reduced,
i use gaussian blur and unsharp mask, preferably already on the source pic before scaling it down,
so the head fits in mentioned 58x65, together with 90x100 and 106x122.
Scaling increases the effect of blur and unsharp mask, big lvls may require to increase contrast and brightness.


"Then 5 minutes or so to put into EDT file"
That should take only a few secs each with commieEDT editor if your scripts have empty lines for missing quotes.



I read that previously mundane clothes will have a protection value.
Thats disappointing, sometimes I like to swap the helmet with a beret, cap etc,
whenever I have the feeling that the stakes are too low ;)
Re: New Mod Announcment (Tuscany)[message #357147 is a reply to message #357145] Fri, 05 April 2019 01:41 Go to previous messageGo to next message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Thank you and very helpful! Not all of the clothes but many. I think that those individuals in heavy combat or expect it would put on a helmet or protective gear as to not risk being hurt or killed. I did this to add usefulness and roleplaying of having the character wear things that normally go unused.

I agree not that long to transfer to EDT but it does take a few minutes since you cut from one and paste into the other. The scripts have all filled in so hopefully not any gaps unless the system does you use it of course.


I also agree animation would not work for many of these. I have been doing test runs with artists reworking them to see how those come out. So far a mixed bag.

I will give a try to your recommendations for the gaussian blur and unsharp mix.

Thank you again for your input and assistance and I greatly appreciate it!
Re: New Mod Announcment (Tuscany)[message #357157 is a reply to message #357147] Sun, 07 April 2019 05:46 Go to previous messageGo to previous message
Stavian

 
Messages:95
Registered:February 2019
Location: Philly/DC
Not a big update but we have over 35 scripters working on the project as of right now and was very happy to get scriptwriters from Bolivia and Thailand! I am really working to get a scriptwriter from Mongolia but so far that has been elusive.

Have been adding voice actors to get ready and right now we are at about 70 voice actors but that number may move up or down once we get this moving. Also, am adding some people to help me cut up the files into there respective parts. That should speed things up once the files start coming in. I am also looking to hire a music composer who will do some new music for the mod.

I have been looking to hire (and have posted a job request on this site) some LUA and graphic artists. So far as many of you know the complexities of the game have not allowed anyone to be brought on to help with those. However, I am still looking so you never know.

I have not been able to do a whole lot of work outside of getting the files to the people and explaining the project. I have added about 5 new players to the game who have been loving it. The scripts are in English with native words blended in. Well, that is all I have to report on right now.
Previous Topic: Seeking for an old Ja2-Vanilla-Mod; in vain; please help
Next Topic: JA2 archive
Goto Forum:
  


Current Time: Mon Jun 17 11:56:16 EEST 2019

Total time taken to generate the page: 0.02428 seconds