Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » BPP Mod v07
BPP Mod v07[message #238665] Wed, 25 November 2009 14:19 Go to next message
Buggler

 
Messages:207
Registered:November 2009
BPP Mod aka [color:#009900]B[/color]uggler's [color:#009900]P[/color]ortable [color:#009900]P[/color]ortrait Mod
(this mod standardize the format of animated faces, enabling easier portrait creation & portraits swaps at any pt in the game)

Version: [color:#3333FF]Beta[/color] (Fully functional thanks to 1.13 team & Jazz, requires start of new game)

Version & Tweaked/Lost Portraits Log,
Toggle Spoiler

Download: v07, Alternate download

[color:#aa6600]Installation Procedure in short:
Optional: Backup Ja2.ini (Will be overwritten)
Copy all the contents in 'Required' folder to Ja2 directory (Existing Savegame & Data will still be intact. Can switch between existing games & BPP ones by 'deactivating/activating' mod, Default value: Not activiated)
Optional: Other Mods & Misc portraits are in 'Extras' folder (See 'Readme.txt' under 'Data Directory Management' section for the copied location)
Refer to 'Readme.txt' for more details[/color]

[color:#aa6600]Work with: MPBetaSVN3520 to 3841, MPBetaSVN3955 & higher[/color]
[color:#CC0000]Bugged: MPBetaSVN3842 to 3954 due to wrong mouth animation placement of HPCs small portrait[/color]

Do ensure that the portraits are copied to the correct 'faces' folder.
If "replacing" e portraits, remember to "replace" their respective portraits in '33FACE', '65FACE', 'BIGFACES' folder & 'B' prefix STIs as well. (Not all portraits have 'B' STIs)
Included Portraits: Required - 1.13, Extras - [color:#009900]Ja1&DG, Ja2 NPC[/color], UB, UC, [color:#009900]UC1.13, WF2011[/color], Wildfire, Basic PCM, PCM Plus 3, DynamoShankCure, The Fall Last Days of Gaia, Marlboro Man's Rearranged & Addition of Ron's Portrait Pack, Rest of Ron's Portrait Pack, [color:#aa6600]Usermade Face Bank till MPSVN4238[/color]
For customized MercProfiles.xml, IMPPortraits.xml & RPCFacesSmall.xml
Toggle Spoiler

Standard coordinates for upper & lower face frames (XX,0 is regarded as non-animated):
XX.sti (48x43) - Upper: x 0, y 1 Lower: x 0, y 23
BXX.sti (90x100) - Upper: x 0, y 1 Lower: x 0, y 53

('Easter Eggs/../Bigfaces' folder only - XX_?.STI r alternatives & XX_Z.STI is a plain background for own custom)

Micro-explanation to make BPP compatible portraits,
With reference to the standard coordinates, refer to this thread by Marlboro Man. Smile
Do remember to do the 90x100 image to make it truly portable, not juz merc-portable.
Usermade Faces Data Bank Thread (All currently non-BPP compatible. However, please post there if u wan to make new BPP ones) Smile

************************
Legacy Version (v04 & older) Instructions
************************
[color:#993300]Warning: Requires start of a new game.
Work with MPBetaSVN3519 & lower.
For MPBetaSVN3428 & lower requires 'Fixed Ja2.exe'. For non-VFS (bf v1.13 b2963), existing saves will become incompatible after installation of mod. Please back up the affected files before overwriting. Reverting back to the old files will remove the mod and make the existing saves playable again.[/color]

Alternate Download: For Mod, Alternate download, Sample VFS Alternate download

Installation Procedure in short:
(Preferred method) For VFS (b2963 & later for pure v1.13 mod only), 1. extract VFS zip to Ja2 folder 2. run program using 'fixed JA2.exe' 3. start new game
For custom mod,
Toggle Spoiler

For non-VFS (bf b2963): After back up, 1. Overwrite the 'faces' 2. Overwrite the 'prof_whatever.dat' 3. run program using 'fixed JA2.exe' 4. start new game
(there should be no visual changes in the game but the beauty/limitation lies in ur own imagination of changing/swapping the portraits Very Happy )

(XX_BPP.STI r BPP portraits for non-BPP portraits slots)

Recommend to use MercProfiles.xml. If Prof.dats are used instead, they are to be overwritten to the respective 'difficulty' & 'gun options' prof.dat for the new game in the correct 'BinaryData' folder & MercProfiles.xml in the correct 'TableData' Folder.

(Included Default MercProfiles.xml: 1.13_Data-1.13 & Default Prof.dat: 1.12_Data, 1.13_Data, 1.13_Data-1.13, 1.13_Data-WF6.06, UC)

For customized MercProfiles.xml/Prof.dat,
Toggle Spoiler

I have included the more common fixed JA2 executables (1.12, 1.12_UC, 1.13s - b2085, b2112, b3042, b3287, b3358 & b3042 with HAM 3.5). Alternate download

For other JA2 executable, (source by the scorpion)
Toggle Spoiler

For original coordinates,
Toggle Spoiler

************************

[color:#999999]Issues that require assistance for the further development of mod
code location - 167 Tex, 168 Biggins (48x43) eye mouth coordinates - Not portable yet - Resolved
code location - all (200-215) IMPs (48x43) eye mouth coordinates - Not portable yet - Resolved
Integration of all the portraits back to faces.slf (I have tried repackaging it back but in the AIMS webpage, no portraits is shown. And yes, I have specified 'faces\' in the 'SLF-BASISverzeichnis:' textbox in SLF-Explore but to no avail.) - Not required[/color]

[color:#999999]Trivia: This mod is created out of my own frustration in replacing the 'stars' portraits to my desired merc location and also due to Kaerar's suggestion in 1 of the threads. To also serve as a temporary solution bf SMP is released. Smile[/color]

[color:#999999]@ Marlboro Man
I will be doing up in a couple of days on ur rearrangement of Ron's portrait pack to be compatible with BPP. Do u want to host the files or do I just host n post e link in ur original thread/any other specified thread? Or should I juz keep it to myself? Smile - Uploaded[/color]

Thanks & Kudos:
The Bear's Pit forum (which I gotten all e info needed to make this possible) and the creators & testers of v1.13, proedit, StitoGif, SLF-Explore, STIview (all e tools used).
Re: BPP Mod[message #238673] Wed, 25 November 2009 16:07 Go to previous messageGo to next message
Marlboro Man

 
Messages:1259
Registered:October 2005
Location: USA
Quote:
@ Marlboro Man
I will be doing up in a couple of days on ur rearrangement of Ron's portrait pack to be compatible with BPP. Do u want to host the files or do I just host n post e link in ur original thread/any other specified thread? Or should I juz keep it to myself?


Probably best to keep everything together here in a BPP thread. Smile


Re: BPP Mod[message #239367] Sat, 05 December 2009 05:40 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Buggler
Issues that require assistance for the further development of mod,
code location - 167 Tex, 168 Biggins (48x43) eye mouth coordinates - Not portable yet
code location - all (200-215) IMPs (48x43) eye mouth coordinates - Not portable yet
Integration of all the portraits back to faces.slf (I have tried repackaging it back but in the AIMS webpage, no portraits is shown. And yes, I have specified 'faces\' in the 'SLF-BASISverzeichnis:' textbox in SLF-Explore but to no avail.)

I guess no one seems to know e answer to e above. Not even e great nationalities? (I seriously doubt so...the only impediment for some of them would only b english language) Smile

Oh well, I just updated e portraits to v02 (nothing new, only added the non-portable-characters BPP Compatible portraits) and e mod status as BETA (it's playable n I can do no more within my measly powers except for BPP-related bugs & portrait misalignment.)

[color:#006600]Addendum: Fixed "Rest on Ron's Portrait Pack '33Face' & '65Face' Folder" portraits file extension[/color]

[Updated on: Sat, 05 December 2009 07:05] by Moderator

Re: BPP Mod[message #239392] Sat, 05 December 2009 12:46 Go to previous messageGo to next message
lockie

 
Messages:3929
Registered:February 2006
Location: Scotland
Good job Buggler , I d/led today , try them out later . :ok:


Re: BPP Mod[message #239400] Sat, 05 December 2009 14:11 Go to previous messageGo to next message
BirdFlu

 
Messages:445
Registered:September 2007
Location: Lampukistan
if you use an exe that includes the VFS you can also put all your files in a separate BPP mod directory and adjust one the vfs_config*.ini files. Then you don't have to overwrite and backup|loose existing files.

Re: BPP Mod[message #239436] Sun, 06 December 2009 12:27 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
BirdFlu
if you use an exe that includes the VFS you can also put all your files in a separate BPP mod directory and adjust one the vfs_config*.ini files. Then you don't have to overwrite and backup|loose existing files.


Aye, sir. Done n delivered with an example.

\Docs\VirtualFileSystem_Setup.txt is very detailed in helping me to learn abt VFS Smile

Edited:
@lockie
Hope ya c this bf u try e mod.

[Updated on: Sun, 06 December 2009 12:29] by Moderator

Re: BPP Mod[message #241481] Sat, 09 January 2010 20:21 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Updated to Version 3

List of Changes:
Included Sample of all portraits (for quick reference), w/o 'B' prefix r Merc-portable only (i.e Index 00-50)
Added UB - Portraits
Added UC - Portraits, Prof.dat, fixed UC_v1.12 exe only
VFS Layer - Added 'MercProfiles.xml' for HAM 3.6, STOMP & future mods that use PROFEX

(My updates does not give that much of a 'kick' as compared to other mods cos mine juz adds customization whereas they either improvise &/ create another dimension to e game &/ squashed bugs which all heightened e enjoyment of e game. Nonetheless, enjoy e update. Very Happy )

P.S Belated Happy New Year to all coders/modders/debuggers & gamers who r still gg strong (or stronger Wink ) after more than a decade of e game release
Re: BPP Mod[message #242971] Mon, 01 February 2010 03:10 Go to previous messageGo to next message
heller

 
Messages:12
Registered:May 2009
Location: CHINA

link?
Re: BPP Mod[message #242980] Mon, 01 February 2010 06:37 Go to previous messageGo to next message
Deane

 
Messages:62
Registered:January 2010
lol.. ever check first post? AH.. I see that the mod was uploaded just an hour ago .. my apologies. :wb:

edit:
Forgot to say thanks Smile And thanks for added compatibility with STOMP ^^ :cheers:

[Updated on: Mon, 01 February 2010 06:42] by Moderator

Re: BPP Mod[message #244482] Thu, 18 February 2010 06:46 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Nice little mod Smile

Will try it out Very Happy


Re: BPP Mod[message #244496] Thu, 18 February 2010 10:38 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU
Hi,

I was trying to make some Imp-Face compatibles with this mod.

I

[Updated on: Thu, 18 February 2010 10:57] by Moderator

Re: BPP Mod[message #244498] Thu, 18 February 2010 11:04 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Hi IronArthur, Not sure how BPP works, but in other mods you need to edit the eye coordinates in PROF.DAT, have you done this with BPP as well? The game will use the eye coordinates in PROF.DAT, if they are different from your STI, then the animations will look not correct.


Re: BPP Mod[message #244499] Thu, 18 February 2010 11:15 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU
Dieter
Hi IronArthur, Not sure how BPP works, but in other mods you need to edit the eye coordinates in PROF.DAT, have you done this with BPP as well? The game will use the eye coordinates in PROF.DAT, if they are different from your STI, then the animations will look not correct.


That
Re: BPP Mod[message #244501] Thu, 18 February 2010 11:36 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Yes, even one pixel will make it look veeery messed in game, sorry, it has to be identical (or you change in PROF.DAT to make it identical). Smile

I posted a bunch of links for Fumina in this thread, there are some instructions on how to mod faces as well which I thought could be useful.


Re: BPP Mod[message #244508] Thu, 18 February 2010 12:46 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU
My doubt is, it
Re: BPP Mod[message #244535] Thu, 18 February 2010 16:29 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
There are 6 possible faces for 3 slots all with different coords. The game picks the coords with the face chosen so they aren't coded into prof.dat directly but taken from a different location. Most likely linked by the IMP face within the exe somewhere.

My biggest problem is animating the heads. I have loads I have made yet never animated!


Re: BPP Mod[message #244539] Thu, 18 February 2010 17:03 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU


If we have something like this (navetsea
Re: BPP Mod[message #244540] Thu, 18 February 2010 17:12 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
The IMP's are hard coded at the moment for the EYE and MOUTH coords. I have templates of all imps so you can just load them up in Photoshop and cut the right sections to fit.

For the smaller images to be animated you need to rip the details from the relevant IMP smaller image.

Female IMP Templates
Male IMP Templates


Re: BPP Mod[message #244541] Thu, 18 February 2010 17:25 Go to previous messageGo to next message
usrbid

 
Messages:1558
Registered:December 2008
Hi Kaerar, are you saying that our picture has to be made to match the hard coded values?

Meaning we can't use any pic we want, we need to make the new pic fit the existing coordinates?


Re: BPP Mod[message #244543] Thu, 18 February 2010 17:37 Go to previous messageGo to next message
Kaerar

 
Messages:2067
Registered:January 2003
Location: Australia :D
Yes for IMP's only if you use this mod. If you don't use this mod you need to do it for ALL portraits.

Bigger problem is that if you use a portrait that overruns by enough it will cause a CTD. Dunno if that got fixed, but I have always been careful to not end up with that situation again Wink


Re: BPP Mod[message #244548] Thu, 18 February 2010 17:57 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
@Deane
Can I include ur "The Fall Last Days of Gaia" into e BPP mod? (Btw, e download link for e portraits is not working anymore, could u reupload it? Mediafire is pretty reliable Smile )

E esnips time & download counter will sometimes go bonkers, so juz rely on e first post version no. Upon e next version release, I will also reflect e version no. in the subject heading for easier reference. (when will it b, I can't give an ans cos too many things at hand, including working-desktop bootup problems=sometimes can't work on BPP when I want to)

@IronArthur
To further elaborate on Kaerar's reply, AFAIK, Imp/Tex/Biggins coordinates r neither stored in the editable portions of prof.dat nor editable in e JA2.exe (Probably in sourcecode/uneditable part of prof.dat. To give an honest ans, I don't know). Hence they r not portable at this moment. (I tried asking for assistance in that area [c 3rd post] but didn't get any replies). I have 0 exp in sourcecode n its compiling. Mayb u could be of assistance? Wink

Yes, if e portraits r off by too much (~>10 pixels out of e base picture frame), it will caused CTDs. It happens to me when I was fiddling w e coordinates during my initial tests.

The rationale for 20x_BPP.sti is for users who wants to use e original Imp portraits on those BPP-compatible ones. e.g. 20x_BPP.sti to overwrite Barry's 00.sti will work w/o a hitch.

'Usermade Faces Data Bank' - if e original downloaded portraits filenames is 2xx.sti (e.g. 200-215.sti), they will work flawlessly if u overwrite to e same filename.

If u wan to use non-2xx.sti on 2xx.sti, u got to do it e manual way using any photo editor & its accompanying coordinates. Basically that's e reverse of e work done on e standardization.

I added a spoiler in e first post for Imp/Tex/Biggins original coordinates for reference. Kaerar's template will b more useful though. Smile

@Dieter
E prof.dat(s) that I uploaded r all fixed n should work as long as u copied them to all e 'prof_whatever.dat' for non-VFS. For pure Ja2 1.13 VFS, it will work as long as it is applied according to e installation procedure. For custom VFS/prof.dats, my first post has some basic instructions. Smile

@ALL
I shall say it once. Thanks for all e compliments, feedbacks & bug reports (including any future ones) as I like to post as little as possible. Of cos, anything that needs to b clarified/explained/fixed will b responded.
Re: BPP Mod[message #244550] Thu, 18 February 2010 18:03 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU
Thanks a lot.

What a depressive feeling, at seeing that all sti have different coordinates and different sizes!

I
Re: BPP Mod[message #244580] Thu, 18 February 2010 22:47 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
Buggler


@IronArthur
To further elaborate on Kaerar's reply, AFAIK, Imp/Tex/Biggins coordinates r neither stored in the editable portions of prof.dat nor editable in e JA2.exe (Probably in sourcecode/uneditable part of prof.dat. To give an honest ans, I don't know). Hence they r not portable at this moment. (I tried asking for assistance in that area [c 3rd post] but didn't get any replies).



Tex/ Biggins? in 1.13? prof.dat

IMP values are hardcoded in the exe and not easily editable through hacking (unlike rpc coords)

But you select IMP pictures anyway ingame so they don't need to be portable. Unless you want to use them for non-IMP slots, where they'd follow the same patterns as other slots.

I might be missing something, my reply reads weird :crazy:
Re: BPP Mod[message #244585] Thu, 18 February 2010 23:42 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU
the scorpion
Buggler


@IronArthur
To further elaborate on Kaerar's reply, AFAIK, Imp/Tex/Biggins coordinates r neither stored in the editable portions of prof.dat nor editable in e JA2.exe (Probably in sourcecode/uneditable part of prof.dat. To give an honest ans, I don't know). Hence they r not portable at this moment. (I tried asking for assistance in that area [c 3rd post] but didn't get any replies).



Tex/ Biggins? in 1.13? prof.dat

IMP values are hardcoded in the exe and not easily editable through hacking (unlike rpc coords)

But you select IMP pictures anyway ingame so they don't need to be portable. Unless you want to use them for non-IMP slots, where they'd follow the same patterns as other slots.

I might be missing something, my reply reads weird :crazy:


I think the point of being portable is to be able to arrange imp portraits as you want. As now, 200.sti imp face only work in 200.sti, i can
Re: BPP Mod[message #244586] Thu, 18 February 2010 23:53 Go to previous messageGo to next message
the scorpion

 
Messages:1839
Registered:September 2004
Location: CH
why don't you just make a version of all IMP faces in line with BPP's mercs? then you can use them on merc slots. All it probably takes is a few copies and shifting the coords of the .sti

And make copies for each IMP slot if you really want to switch these (for whatever reason)

Re: BPP Mod[message #244655] Fri, 19 February 2010 09:48 Go to previous messageGo to next message
IronArthur

 
Messages:17
Registered:July 2004
Location: EU
the scorpion
why don't you just make a version of all IMP faces in line with BPP's mercs? then you can use them on merc slots. All it probably takes is a few copies and shifting the coords of the .sti

And make copies for each IMP slot if you really want to switch these (for whatever reason)



All imp faces to merc are already done in BPP mod.

What i
Re: BPP Mod[message #253247] Mon, 07 June 2010 06:56 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Version 4

List of changes:
Added The Fall Last Days of Gaia - Portraits
Added Belated Easter Egg Ja2 - 75 (Deidranna) - BigFaces (Will not appear in game unless "shifted")
Redid Ron1st & 2nd - 33Face & 65Face (Better image)
Tweaked Image Ja2 - 05 (Trevor), UC - B58, B69, B141
Included MercProfiles_v1.13_Default_Data-1.13Folder.xml
Added WIP project's completed stuff Ja2 - 00 to 11 - Non-animated BXX.STI
Simplified Download process

Many thanks to Kazuya for permission to make BPP-compatible "The Fall Last Days of Gaia"'s Portraits

Easter Egg:
http://img692.imageshack.us/img692/109/13951239.gif
(forgive me if Deidranna does not hav a Bobhead hairstyle as e original image was on a black background)

P.S I added all my WIP stuff as currently my interest & time in further enhancing e mod r very much lacking. However, will continue to update for compatibility to e latest Ja2 exe.
Re: BPP Mod[message #268040] Thu, 09 December 2010 11:49 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Version 5 (Fully functional)

List of Changes:
Added 1.13-WF mercs & new 1.13 IMPs
Added 1.13 & WF Desert, Urban & Wood CamoFaces (Source from Jazz's public release to 1.13)
Added Usermade Faces Bank till 100501 (Calu, Off_Topic, Tbird94lx, Watchman, Kaerar, Navetsea, Kazuya)
Tweaked Image Ja2 - 04 (Victoria)
Revamped VFS layer (To maintain JA2 original portraits placement, mod portraits in mod folder, custom portraits in custom folder)
Further Streamlined Download Procedure (Combined VFS & Portraits zip into 1)

Many thanks to Calu, Off_Topic, Tbird94lx, Watchman, Kaerar, Navetsea, Kazuya for permission to use of their portraits in 'Usermade Faces Data Bank'.

P.S. Looking forward to the new v1.13 release & Headrock, come back soon for more code contribution. Wink
Re: BPP Mod[message #268240] Tue, 14 December 2010 01:29 Go to previous messageGo to next message
Czert

 
Messages:104
Registered:August 2007
Awesome work Smile.
Re: BPP Mod[message #269178] Fri, 31 December 2010 08:16 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Uploaded add files on BPP mod for AIMNAS using NAS 0.6 (It's a separate zip package on Esnips)
(temporary solution for Smeagol's AIMNAS due to BPP bugfix implemented after introduction of NAS 0.7. It will be removed when AIMNAS is compatible with NAS 0.7 or higher)

Warning: Proceed only if you have run AIMNAS successfully before

Installation Instructions:
1. Install v1.13 Beta & AIMNAS (e usual way)
2. Apply latest BPP mod (e usual way too)
3. Overwrite 'Ja2.ini' included in the package (Backup Ja2.ini if you wish to)
4. Activate Mod by editing 'Ja2.ini'
5. Run 'JA2_EN_MPSVN3947 (BPP fix for AIMNAS using NAS 0.6).exe' included in the package
(Instructions tested with AIMNAS v15 EN)

@Czert
Thanks for the compliments. Smile
This mod should b what the original Ja2 developers envision it to be as they had given themselves more work & coding to have unique animation coordinates for each character portrait. E reason I could think of is probably due to disk space constraints back in e old days.

Happy 2011 to all!
Re: BPP Mod[message #275494] Fri, 11 March 2011 04:47 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Version 6

List of Changes:
Added Ja1&DG - Portraits
Added Ja2 NPC - Portraits
Added UC1.13 - Portraits
Added WF - Ira CamoFaces
Updated Usermade Faces Bank (Kazuya, Face Packs in MPSVN)
Updated XMLs - 1.13 (MPSVN4238), UC1.13 (v3.05), WF2011(v6)
Fixed Usermade Faces Bank BXX.sti portraits (Kazuya)

All thanks to Kazuya & others for Ja1&DG Portraits
http://img861.imageshack.us/img861/3993/ja1dgsample.png
Re: BPP Mod[message #275498] Fri, 11 March 2011 05:51 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
Which UC-1.13 faces did you fix the coordinates for? Please say it is Spike and/or Skitz (Kazuya hasn't gotten to them yet).


Re: BPP Mod[message #275554] Fri, 11 March 2011 17:27 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
@wil473
This is all I did for the 2.
UC - 66 & B66 (Lightened Image)
UC - B68 (Corrected Image Size)


My photoshop sucks, all I did was standardizing e coordinates n simple corrective touch ups for 48x43 & 90x100 animated portraits. Gotta wait for Kazuya's professional remake portraits if that's what u meant.

Praise Kazuya again 4 making all e portraits so much like Ja2-style Smile
Re: BPP Mod[message #276602] Fri, 25 March 2011 15:43 Go to previous messageGo to next message
Wil473

 
Messages:2843
Registered:September 2004
Location: Canada
I got a chance to test out your graphics sets and coordinates for Skitz (66) and Spike (68), both are an improvement over my efforts to get the eye/mouth coordinates to work.

With your permission, may I use these graphics sets in the next patch, as an interim measure till Kazuya gets to them.


Re: BPP Mod[message #280367] Sat, 21 May 2011 13:10 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Version 7

List of Changes:
Added 1.13 IMPs (216-219) - CamoFaces
Updated Ja1&DG - Portraits (More Kazuya's)
Updated UC1.13 - Portraits
Updated XMLs - 1.13 (MPSVN4425), UC1.13 (v3.09c), AIMNAS(v18)

Release ahead of 1.13 official spring release as mod require start of new game.

Will release minor patch updates when AIMNAS & UC1.13 r updated to 1.13 official spring release.

Since Xmls r updated sometimes (n I only release Xmls of important milestones occasionally), u can update e Xmls by using 1. 'Compare & Merge Documents' function like Word if there's juz minor changes. 2. For fresh Xmls/major overhaul, follow e instructions in e 1st post under 'For customized MercProfiles.xml, IMPPortraits.xml & RPCFacesSmall.xml'
Btw, e portraits versions are as up-to-date as e Xmls versions.

P.S Mayb I should change my mod to Buggler's Portrait Porn Mod (same acronym applies), then more traffic will b directed to e mod thread when ppl r looking for "tons of portraits." Smile

Jokes aside, I dun see a need for a major revision aka v08 unless there's a decent set of new portraits which is not BPP-compatible.
Re: BPP Mod[message #280385] Sat, 21 May 2011 16:34 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Are those 1.13 Imp Camo Faces included in that BPP_Mod_v07 package? Couldn't locate them there...


Re: BPP Mod[message #280400] Sat, 21 May 2011 18:55 Go to previous messageGo to next message
Buggler

 
Messages:207
Registered:November 2009
Positive.

I hav downloaded from e weblink to verify.

It's nested in the 'Required' folder, to be more exact 'Ja2_BPP\Required\Data-BPP\Faces\*CAMO' folders

'Required' folder - All of 1.13 faces & its xmls
'Extras' folder - tons of other faces (including their samples) & selected xmls (Namely AIMNAS WF2011 & UC1.13)
Re: BPP Mod[message #280402] Sat, 21 May 2011 19:31 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
K, got it... thanks.


Re: BPP Mod[message #280408] Sat, 21 May 2011 20:40 Go to previous messageGo to next message
smeagol

 
Messages:2710
Registered:June 2008
Location: Bremen, Germany
Just to let you know, Ira's WF face in your package doesn't work correctly (even after changing the face coordinates it still was scrambled up... using the old pics I had in a different install worked fine...).

You might want to check this out.


Re: BPP Mod[message #280422] Sun, 22 May 2011 05:45 Go to previous message
Buggler

 
Messages:207
Registered:November 2009
@ Smeagol
Found the source of problem. Copy this folder '..\Extras\Portraits\WF2011 AIMNAS' instead of that '..\Extras\Portraits\WildFire' and it should work properly.
'..\Extras\Portraits\WildFire' - this was an old, redundant version w old, outdated xml before the WF mercs were merged into 1.13. I have deleted the folder and reuploaded a cleaned version to prevent confusion gg forward.

Thanks for spotting it.

Version 7 (cleaned)

List of Changes:
Updated Usermade Faces Bank (Peter_Popel)

It's only 1 more additional portrait as compared to old Version 7. No other changes.
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