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Re: Improving Original JA2 graphics [message #184289] Tue, 06 May 2008 17:14 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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I know about STI-edit, but try updating 900 frames with it.. Very Happy
I was wondering if anyone cracked the code so to crate a tool that automatically assembles animations accepted by the game.

To explain a bit... in the old days we vaguely knew/assumed that STIs and JSDs handle all animations. I at least didnt have the chance to read any info about how much of the animation is hardcoded and how much can be externalised. In the end, editing single tilesets was quite easy with STI-edit, but once you got into animated stuff, you had a lot of probs.

The best way to do it would be, imho, to get rid of the damn JSD and STI files and make the engine read from external files that can be easily moddded. IF thats not possible, at least make a tool that assembles BMP frames back into a valid animation.

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Captain
Re: Improving Original JA2 graphics [message #184290] Tue, 06 May 2008 17:14 Go to previous messageGo to next message
lockie is currently offline lockie

 
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Registered:February 2006
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sorry for being off topic here folks , cheers kaerar . :wave:

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Captain

Re: Improving Original JA2 graphics [message #184294] Tue, 06 May 2008 18:17 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I never had a problem assemebling an animation.

It would definately be cool to have a tool that automatically extracted all the frames of an .sti to .bmp format then 'reassembled' them back to .sti format when you were ready.

Because all you need is multiframed .stis extracted frame by frame to .bmp. Do your modifacations to each frame then load it back frame by frame to .sti edit remembering to check the key frames in the right places (at the beginning of each of the 8 directions the animation starts in).

The real work is the frame by frame drawing. I can't imagine a program that could automate this part but if there is such a program whooo freakin' hoo! I might even break down any buy me that little miracle.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184297] Tue, 06 May 2008 19:34 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Khor1255

The real work is the frame by frame drawing.

Nah... you dont draw each frame. Unless you're working on JA3 and have a strict deadline to finish the game in the next billion years. :devilaugh:
I have a feeling any serious 3D tool has that feature. You just animate the subject and export each frame and presto! you have 900 frames. I haven't been doing any 3d modelling for years now, but I am pretty sure. The hardest trick is to match the hardcoded colors and exact isometric stance, but a pro would easily do it.

Khor1255

Do your modifacations to each frame then load it back frame by frame to .sti

Not feasible when you are faced with hundreds of frames. Again, the idea is to allow people to make their own models, not only alter ready-made ones. Editing STIs on a huge scale is not a thing for the weak of heart. That comes from someone who spent half a year on some models only to have the game spit them back into my face.

I do hope the knowledge in this area has evolved a bit more than 3 years ago. Otherwise I think we need to start a JA2 v1.14 soonish Very Happy

[Updated on: Tue, 06 May 2008 19:40] by Moderator

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Captain
Re: Improving Original JA2 graphics [message #184305] Tue, 06 May 2008 20:30 Go to previous messageGo to next message
lisac is currently offline lisac

 
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OK people, I want to introduce GINA, our newest fancy 3D testing model... She'll be posing, acting and stunting for us in the weeks to come. She's bald ATM, but I assure you she can wear any wig you can think of. Also, she'll be wearing different rags, protective gear and operate various weapons untill her contract expires...

Say hello to Gina!

http://img257.imageshack.us/img257/4725/comparexn9.png

Now onto lighting and rigging the model...

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Corporal 1st Class
Re: Improving Original JA2 graphics – Sprites[message #184306] Tue, 06 May 2008 20:30 Go to previous messageGo to next message
Lt.Havoc is currently offline Lt.Havoc

 
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Guess that brings us back to the topic "Do we need a graphic engine change?"

Edit: forget what I said, it brings us back to the topic: "Is lisac aswome or is he aswome?"

[Updated on: Tue, 06 May 2008 20:32] by Moderator

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Private 1st Class
Re: Improving Original JA2 graphics [message #184307] Tue, 06 May 2008 20:42 Go to previous messageGo to next message
the scorpion

 
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Shanga

I know about STI-edit, but try updating 900 frames with it.. Very Happy


900 frames is fairly kiddy-stuff. That'd be less than 9 average animations. i've done the (almost) entire big male bodytype ;-D

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Sergeant Major
Re: Improving Original JA2 graphics [message #184309] Tue, 06 May 2008 20:49 Go to previous messageGo to next message
Slax is currently offline Slax

 
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lisac
OK people, I want to introduce GINA, our newest fancy 3D testing model... She'll be posing, acting and stunting for us in the weeks to come. She's bald ATM, but I assure you she can wear any wig you can think of. Also, she'll be wearing different rags, protective gear and operate various weapons untill her contract expires...

Say hello to Gina!

http://img257.imageshack.us/img257/4725/comparexn9.png

Now onto lighting and rigging the model...


Here comes the revolution Very Happy

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Sergeant Major
Re: Improving Original JA2 graphics [message #184312] Tue, 06 May 2008 21:17 Go to previous messageGo to next message
lisac is currently offline lisac

 
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I tried to determine the proper lighting for the model and there are the first results...

http://img149.imageshack.us/img149/6999/ginamultigt6.png

I tried to copy/paste the new sprite into an existing STI, just to try it out combined with the JA2 standard f_merc palette. It works fabulous :welder:

[Updated on: Tue, 06 May 2008 21:19] by Moderator

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184313] Tue, 06 May 2008 21:20 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
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@lisac: Very well done. Keep up the good work!

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Sergeant Major

Re: Improving Original JA2 graphics [message #184314] Tue, 06 May 2008 21:37 Go to previous messageGo to next message
Marlboro Man

 
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Neat! :ok:


But is she anatomically correct though? :blah:


Very Happy

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Sergeant Major

Re: Improving Original JA2 graphics [message #184318] Tue, 06 May 2008 21:49 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Yeah, all over the place.

I think our dear sweet little sprite has been to Hollywood and had some 'work' done.

Anyway, I don't know anything about 3d animating so I'll sit this one out.

edit

Baby got back.

Sorry, couldn't resist.

[Updated on: Tue, 06 May 2008 21:58] by Moderator

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Sergeant Major
Re: Improving Original JA2 graphics [message #184325] Tue, 06 May 2008 23:15 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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@scorpion - I've edited hundreds of frames by hand too. But us Haywire types are only the exception to the rule. Razz

@lisac - here's a pro when you need one! Can I ask what you're using for 3d modelling?

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Captain
Re: Improving Original JA2 graphics [message #184339] Wed, 07 May 2008 01:23 Go to previous messageGo to next message
lisac is currently offline lisac

 
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Lightwave 3D

I'm gonna need some more time to rig the character, cause I've forgot most of the principles of character animation. Also, I've lost awesome video tutorials about it a while ago and can't find it now... :wb:

Never mind, I'll come up with something already.

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184343] Wed, 07 May 2008 01:30 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Is it just me or does GINA have a really big arse?

lol

I was thinking for models is there any way models from contempory games may be used to help expedite the process?

@Shanga - Project1 had the ability to batch add files. It was a little buggy, but it works well and was designed for animation use.

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Lieutenant

Re: Improving Original JA2 graphics [message #184346] Wed, 07 May 2008 01:45 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Khor1255
It would definately be cool to have a tool that automatically extracted all the frames of an .sti to .bmp format then 'reassembled' them back to .sti format when you were ready.

Extracting is quite simple, but reassembling could fail if after the modification the palettes are not the same for all sub-images. And you lose
the displacement values for the sub-images, unless you save them somewhere too. You could write the modified images into the old file, but this would
only work if the resolution has not changed.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184347] Wed, 07 May 2008 01:46 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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About models from other games - you would need a "importable" model so to say, compatible with Lightwave... and due to the way JA2 is structured I think it would eventually take as much time to tweak that to work in JA2 as you would making new chars from scratch. Lisac's work is groundbreaking due to the facts I've mentioned. Once he refreshes his 3d skills exporting frames is a kid's play.

Regarding Project1, don't think I remember it... I might have tested it but in my time all tools had nasty bugs due to the experimental nature. Crashes and lost work were our middle names. If it works so nicely as you say, we're in business! What I can say? Fingers crossed...

Off to play 1.13 for the first time and be awed...

Quote:
Is it just me or does GINA have a really big arse?


The man said we can compensate that by using really big wigs... :venus:

[Updated on: Wed, 07 May 2008 01:54] by Moderator

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Captain
Re: Improving Original JA2 graphics [message #184348] Wed, 07 May 2008 01:53 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
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Kaerar
Is it just me or does GINA have a really big arse?

With so "many" pixels given, it's a matter of perspective. Rendering with anti-aliasing option OFF (and we must do it this way) forces the rendering program to place the object approximately inside the 2-dimensional matrix. This makes the arse look big from one perspective and normal (or even flat) from another.

Can you think of placing 3 apples in 4 cans - only one apple in one can and it's not allowed to split any of the apples? One can will always be empty, you just have to decide which one. So does the rendering engine too - it decides to render additional pixels (and make the arse big), because it can't manipulate with them.

I wonder if I've chosen the right example to explain this :headscratch:

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184350] Wed, 07 May 2008 01:55 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Melons, you should've used melons as example. :headbanger:

[Updated on: Wed, 07 May 2008 01:56] by Moderator

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Captain
Re: Improving Original JA2 graphics – Sprites[message #184352] Wed, 07 May 2008 03:15 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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well guys, this looks very promising indeed! i am thrilled to see new, better animations, new bodytypes and all that layered stuff, i really am.

but wouldn

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First Sergeant
Re: Improving Original JA2 graphics [message #184353] Wed, 07 May 2008 03:38 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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lisac
With so "many" pixels given, it's a matter of perspective. Rendering with anti-aliasing option OFF (and we must do it this way) forces the rendering program to place the object approximately inside the 2-dimensional matrix. This makes the arse look big from one perspective and normal (or even flat) from another.

Can you think of placing 3 apples in 4 cans - only one apple in one can and it's not allowed to split any of the apples? One can will always be empty, you just have to decide which one. So does the rendering engine too - it decides to render additional pixels (and make the arse big), because it can't manipulate with them.

I wonder if I've chosen the right example to explain this :headscratch:

I understand exactly where you are coming from lisac, have the same problem resizing guns. Way I got around it was to do three types of each image. Type 1 was the hard no AA type. Type 2 was soft AA and Type 3 was sharp AA. Then using a combination of the three you got a goo composite image to work with.

Problem is to do that with 20000 sprite images triples your work, so I think a new format for sprites is going to be needed so AA can be used, possibly even having an alpha channel so transparency will work properly.

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Lieutenant

Re: Improving Original JA2 graphics [message #184371] Wed, 07 May 2008 12:37 Go to previous messageGo to next message
lisac is currently offline lisac

 
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Kaerar
...I think a new format for sprites is going to be needed so AA can be used...

Using AA directly on a 2D sprite is a way too complicated for us right now.

Kaerar
...possibly even having an alpha channel so transparency will work properly.

This is what I hope for. Alpha channels can be easily rendered altogether with the bitmaps (sprites) in any 3D-software, including LW3D. Also, alpha-channel can be used to "simulate" AA in 2D, the results would be more than satisfying.

Shanga
Melons, you should've used melons as example. :headbanger:

Mmmmmm... Watermelons.

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184376] Wed, 07 May 2008 13:56 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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I doubt major improvements can be done to JA2 gfx engine. I think for its time was a technology stretched to the limit already. Everyone back then agreed the graphics were revolutionary. But please... pretty please... say I am wrong!!! Someone?... Anyone?

On a serious note, I see the TO-DO list for the graphics engine as following:

1. new body types
2. new vechicles
3. moving vehicles (inside a sector)
4. enhanced colors/details



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Re: Improving Original JA2 graphics [message #184554] Fri, 09 May 2008 11:41 Go to previous messageGo to next message
lisac is currently offline lisac

 
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OK, I've rigged Gina, gave her a small short-haired wig and armed her with AK-47:

http://img232.imageshack.us/img232/5404/ginatestat2.png

As you can see, the problem with (exact) lighting remains. I'll keep on working on this.

What bothers me more are the proportions of the original model, which is - by the way - completely disproportional. However, such model looks better in game than our Gina (less jagged, more pixels...)

I'm waiting for the feedback...

Edit: Just an example, how it looks like in the game. Don't mind the red hair pixels, these are the result of bad conversion (so the dark red hair pixels take the palette values from "blood" and are being considered as "blood" by engine - not as "hair"). Also, you may notice Gina's breasts show less shadows and bumps due to the lighting problem I've mentioned earlier.

http://img81.imageshack.us/img81/4238/compareah2.png

[Updated on: Fri, 09 May 2008 12:05] by Moderator

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Re: Improving Original JA2 graphics [message #184558] Fri, 09 May 2008 12:32 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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The first thing I see is the difference in the shading (lighting causes it) but it seems in the conversion process the filter is too harsh. If you are using a the nearest neighbour style it won't come out any different. You need a combination of an AA filter over the top of the NN filter. The proportions of the NN are needed and the softer shading of the AA filter solve that issue (thats how I do gun conversions). Maybe the sprite models can be slightly larger too to get a little more detail. Or you could stay slightly disproportionate to get the desired result (though the original female merc always was a little too butch).

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Lieutenant

Re: Improving Original JA2 graphics [message #184559] Fri, 09 May 2008 12:35 Go to previous messageGo to next message
Kindred is currently offline Kindred

 
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It's a great start. As I am crap at anything that doesn't involve the actual hardware of a PC, I can't offer any suggestions on improving it.

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Sergeant
Re: Improving Original JA2 graphics – Sprites[message #184561] Fri, 09 May 2008 13:21 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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@ lisac: allright, which of the two is the new one? or is that both pictures? could you perhaps make those pictures somewhat bigger, so one can see the differences and details better? maybe double size?

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First Sergeant
Re: Improving Original JA2 graphics – Sprites[message #184565] Fri, 09 May 2008 13:57 Go to previous messageGo to next message
Lt.Havoc is currently offline Lt.Havoc

 
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The left one is the 3D modle, the right one is the orginal sprite.

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Private 1st Class
Re: Improving Original JA2 graphics [message #184569] Fri, 09 May 2008 14:41 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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New one is on the left and original is on the right Mauser Wink

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Lieutenant

Re: Improving Original JA2 graphics [message #184570] Fri, 09 May 2008 14:41 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Ya beat me Havoc lol

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Lieutenant

Re: Improving Original JA2 graphics [message #184589] Fri, 09 May 2008 15:47 Go to previous messageGo to next message
Majek is currently offline Majek

 
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Now go edit one post and use the delete function on the other. I'll delete this one too after that.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184613] Fri, 09 May 2008 17:29 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Can't delete as you replied. Thats gotta be one of the few double posts I have done Sad

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Lieutenant

Re: Improving Original JA2 graphics – Sprites[message #184618] Fri, 09 May 2008 17:50 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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moderators to the front!

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First Sergeant
Re: Improving Original JA2 graphics [message #184622] Fri, 09 May 2008 18:02 Go to previous messageGo to next message
the scorpion

 
Messages:1834
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hrmpf. hundreds of spam postings each of them and all of a sudden, a double-post bothers anybody


+1ii


btw Lisac what you say is something that bothers me as well. sometimes, 3d character models look "odd" even though being nicely 3d and all

sometimes, "cute" proportions look "more pictoresque" and also allow for more detail (i might want to mention your own gun graphics for this lisac)

but other than that ja2 speciality, i think Gina comes pretty close to the ja2 model.



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Sergeant Major
Re: Improving Original JA2 graphics [message #184623] Fri, 09 May 2008 18:21 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
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Thanks for the feedbacks...

I've continued to work on the matching of colours/shades, and here are the results:

http://img390.imageshack.us/img390/8750/comparesb2.png

Hopefully it looks much better than the old one. I must put all of this on ice during this weekend, sorry. RL bothers me too much...

See ya in a few days.

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Re: Improving Original JA2 graphics [message #184626] Fri, 09 May 2008 18:27 Go to previous messageGo to next message
Marlboro Man

 
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That looks like much nicer Lisac. Smile


As for the double postings, I don't see anything other than useless off topic comments like usual. Wink

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Sergeant Major

Re: Improving Original JA2 graphics [message #184700] Fri, 09 May 2008 23:55 Go to previous messageGo to next message
Nixou is currently offline Nixou

 
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lisac


http://img390.imageshack.us/img390/8750/comparesb2.png

.


We are entering a new step in JA1.13 developping.

Congratulations Lisac and go on with that quality work.

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Corporal
Re: Improving Original JA2 graphics [message #184702] Sat, 10 May 2008 00:03 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Great work mate. Checked the stuff you did for the other big favourite of mine, Fallout, and all I can say is we're damn happy to have you working on JA2.

Make sure you document each step so in the end we can have a full guide on creating new sprites. Heck if it works so well in Lightwave 3d I might get back to modelling. But for now I am happy watching the master at work... shhh.. everyone... quiet...

[Updated on: Sat, 10 May 2008 00:04] by Moderator

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Captain
Re: Improving Original JA2 graphics [message #184724] Sat, 10 May 2008 10:25 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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That looks much better. Do you have an ingame fully coloured version to compare?

The GINA pose is a lot better than the original (I know I am gonna have to adjust my view for the new models cos I don't mind the old ones too much except the large male one!)

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Lieutenant

Re: Improving Original JA2 graphics [message #184733] Sat, 10 May 2008 12:21 Go to previous messageGo to previous message
Slax is currently offline Slax

 
Messages:1411
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The good thing about this community is that most started projects get finished, eventually.
I'm just so stoked about this. Glee!

I used to dabble in 3d some time ago and learned that Lightwave isn't the way to go.
It's probably fine if you've used it enough but I just want to add that 3DSM or Maya might make some things a bit easier.

At least you'd get better control over shadows/shading Smile
Animation could also be stepped up a bit. You could "cheat" with 3DSM and use the walking biped function it's got integrated. No need to bother with those those pesky leg animations Very Happy

Oh well. This probably wasn't a very helpful reply, sorry Razz

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