Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » BPP Mod v07
BPP Mod v07[message #238665]
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Wed, 25 November 2009 14:19
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Buggler |
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Messages:211
Registered:November 2009 |
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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 SpoilerVersion 7
Added 1.13 IMPs (216-219) - CamoFaces
Updated Ja1&DG - Portraits (More Kazuya's)
Updated UC1.13 - Portraits
Updated Usermade Faces Bank (Peter_Popel)
Updated XMLs - 1.13 (MPSVN4425), UC1.13 (v3.09c), AIMNAS(v18)
Version 6
Added Ja1&DG - Portraits
Added Ja2 NPC - Portraits
Added UC1.13 - Portraits
Added WF2011 AIMNAS - 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)
Version 5 (Fully functional)
Added 1.13-WF mercs & new 1.13 IMPs - Portraits
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)
Version 4
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
Version 3
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 Sample - Added 'MercProfiles.xml' for HAM 3.6, STOMP & future mods that use PROFEX
Version 2
Added the non-portable-characters BPP Compatible portraits with suffix '_BPP' in their filename
Fixed "Rest on Ron's Portrait Pack '33Face' & '65Face' Folder" portraits file extension
WIP Project
00-11 - Non-animated BXX.STI
Tweaked Portraits
04 - Victoria (Corrected 4th & 5th frame order)
05 - Trevor (Removed light streak on face)
62 - Robot (Added 'eyes' animation, it's juz the blinking light)
B97 - Skyrider (Graphic glitch in 1 frame)
Basic PCM - Redone 73 & 74
PCM Plus 3 - 119 (Graphic glitch in eye frames)
UC - 63 (Darkened Background)
UC - 64 (Replaced Wrong Image Size)
UC - 66 & B66 (Lightened Image)
UC - B58 (Corrected Image Size)
UC - B60 (Shifted 3 pixels up & Corrected Mouth Animation)
UC - B67 (Shifted 2 pixels up)
UC - B68 (Corrected Image Size)
UC - B69 (Corrected Image Size)
UC - B85 (Shifted 5 pixels down)
UC - B107 (Shifted 2 pixels down)
UC - B120 (Shifted 10 pixels down)
UC - B131 (Corrected Red Pixels in Animated Frames)
UC - B137 (Shifted 5 pixels up)
UC - B141 (Shifted 2 pixels down & contrast)
(G) - Tanja_tormens (Fixed base portrait)
(G) - Bfotbos_barnaky (Fixed base portrait)
(G) - Bfotbos_boomer (Shifted 6 pixels up)
Portraits that lost animated pixels (~1-3 per row) due to standardization
66 - Dynamo (1 row in 3 frames)
200 - IMP 1 (1 in 1)
B60 - Dimitri (1 in 1)
B120 - General (2 in 1)
PCM Plus 3 - B119 (1 in 4)
UC - 17 (1 in 4)
UC - 57 (3 in 3)
UC - 60 (2 in 4)
UC - B57 (6 in 3)
UC - B97 (2 in 1)
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 SpoilerDo the following 'eyes' & 'mouth' changes:
Basic Rule: AIM&MERC(Small X,Y) 23s, NPC(Big X,Y) 53s, Transport 0s
MercProfiles.xml:
00-50: Eyes: x 0, y 1 Mouth: x 0, y 23
57-158: Eyes: x 0, y 1 Mouth: x 0, y 53
159: Eyes: x 0, y 1 Mouth: x 0, y 23
160-164: 0s
165-177: Eyes: x 0, y 1 Mouth: x 0, y 23
IMPPortraits.xml&RPCFacesSmall.xml:
All: Eyes: x 0, y 1 Mouth: x 0, y 23
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.
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)
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Legacy Version (v04 & older) Instructions
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[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 SpoilerOnly proceed if u understand the instructions in '\Docs\VirtualFileSystem_Setup.txt'
1. Extract all files to a temp folder
2. Replace ur custom MercProfiles.xml in 'Data-BPP\TableData' Folder OR Prof.dat (with standardized coordinates) to all the prof.dats in 'Data-BPP\BinaryData' Folder
3. Replace with BPP-compatible portraits that is required for ur custom mod in 'Data-BPP\Faces' Folder, subfolders too OR Create another VFS layer for ur own custom portraits arrangements
4. Except 'Ja2.ini', copy all the files into JA2 directory
5. Add ", vfs_config.BPP.ini" to e end of line "VFS_CONFIG_INI = vfs_con....." in ur 'Ja2 directory\Ja2.ini'. Use 'Ja2.ini' in temp folder as guide.
6. Run program using 'fixed JA2.exe'
7. Start new game
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 )
(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 SpoilerDo the following 'eyes' & 'mouth' changes in ProEdit:
Basic Rule: AIM&MERC(Small X,Y) 23s, NPC(Big X,Y) 53s, Transport 0s
00-50: Eyes: x 0, y 1 Mouth: x 0, y 23
57-158: Eyes: x 0, y 1 Mouth: x 0, y 53
159: Eyes: x 0, y 1 Mouth: x 0, y 23
Gaston, Stogie & WF-Cougar: Eyes: x 0, y 1 Mouth: x 0, y 23
Tex & Biggins: Eyes: x 0, y 1 Mouth: x 0, y 53
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 Spoileruse a HEX editor (I'm using HXD, this is to standardize the hireable NPC 'eyes' & 'mouth' coordinates for 48x43 portraits that are stored in JA2 executable), search for miguel's hex value @ 09 08 08 18, u should then see the hex values "09 08 08 18 08 08 07 18....". Keep changing the hex value to sets of "00 01 00 17" until the end of hex value "... 0D 07 0B 18 09 07 08 16". All in all 28 sets should be amended.
UC exe: "01 01 0C 14 08 08 07 18..." to "...0D 07 0B 18 09 07 08 16". 28 Sets
For original coordinates,
Toggle SpoilerTex/Biggins Original Coordinates:
167 e x 3 y 6 m x 3 y 23
168 e x 5 y 6 m x 5 y 25
IMP Chars/ alter ego's Original Coordinates:
(Source from the scorpion)
200 e x 8 y 5 m x 8 y 21
201 e x 9 y 4 m x 9 y 23
202 e x 8 y 5 m x 7 y 24
203 e x 6 y 6 m x 7 y 25
204 e x13 y 5 m x11 y 23
205 e x11 y 5 m x10 y 24
206 e x 8 y 4 m x 8 y 24
207 e x 8 y 4 m x 8 y 24
208 e x 4 y 4 m x 5 y 25
209 e x 5 y 5 m x 6 y 24
210 e x 7 y 5 m x 7 y 24
211 e x 5 y 7 m x 6 y 26
212 e x 7 y 6 m x 7 y 24
213 e x11 y 5 m x 9 y 23
214 e x 8 y 5 m x 7 y 24
215 e x 5 y 6 m x 5 y 26
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[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. [/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? - 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).
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Sergeant 1st Class
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Re: BPP Mod[message #244548]
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Thu, 18 February 2010 17:57
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Buggler |
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Messages:211
Registered:November 2009 |
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@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 )
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?
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.
@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.
@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.
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Sergeant 1st Class
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Re: BPP Mod[message #244580]
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Thu, 18 February 2010 22:47
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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:
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Sergeant Major
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Re: BPP Mod[message #244586]
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Thu, 18 February 2010 23:53
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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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)
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Sergeant Major
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Re: BPP Mod[message #268040]
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Thu, 09 December 2010 11:49
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Buggler |
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Messages:211
Registered:November 2009 |
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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.
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Sergeant 1st Class
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Re: BPP Mod[message #280422]
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Sun, 22 May 2011 05:45
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Buggler |
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Messages:211
Registered:November 2009 |
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@ 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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Sergeant 1st Class
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