Home » SIRTECH CLASSICS » Jagged Alliance: Unfinished Business » Maps, Mods and Editors » *.sti editing / creating new graphics
*.sti editing / creating new graphics[message #224004] Sun, 28 June 2009 20:54 Go to next message
Lexx is currently offline Lexx

 
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I have a question regarding *.sti editing and creating new graphics...

I made some new graphics and wanted to include them into the game. For this I use STI-Edit (like everybody else, I think..). My problem is now that I can't get the color palette correct. I mean, I know that it is nearly impossible to get it 1:1 because of the 256 colors but in my tests it is totally off. Also I can't set the transparency because of this- the background color in the image is always a bit darker and so it is all a bit difficult...

Also I can't manage to create a mainmenu background image in a resolution of 1024x768px. The STI-Editor makes a shitload of problems with it...

My question is, is there some trick for including new graphics? Like, save them in a special indexed color format or so?

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Corporal
Re: *.sti editing / creating new graphics[message #224036] Mon, 29 June 2009 00:45 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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For the menu backgrounds you need to use a program called GRV. It can handle the larger size images just fine. They also don't have to worry about palettes, but making a palette for them is a good idea.

For the STI's what image editor are you using? If it's Photoshop or Paint Shop Pro you can create and edit palettes that are compatible with STI's. You have to load the palette first though before importing the image from a 24bit or 8bit BMP file. The palette controls are under the palette and can take BMP's, ACT (Photoshop), and STI/Sirtech palettes.

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Re: *.sti editing / creating new graphics[message #224039] Mon, 29 June 2009 00:56 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Well first off, check the new editor by Pipetz:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=222318&page=1#Post222318

A) If your STI still has original images, then you must use that pallete. Export it and use it in your graphics editor.
B) If you re-create all images there is no point in keeping the original pallete. Export your own from the graphics editor and load in STI-edit.

Btw you do know images need to be indexed RGB, dont you?

For 2nd problem try the russian editor.

[Updated on: Mon, 29 June 2009 00:57] by Moderator

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Captain
Re: *.sti editing / creating new graphics[message #224047] Mon, 29 June 2009 01:13 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Actually Shanga for images that are only needing the first colour for transparency you don't have to use an indexed RGB. You can use a 24-bit BMP, though I don't recommend it as it's tricky to get working properly. You often have no control over background colour.

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Re: *.sti editing / creating new graphics[message #224089] Mon, 29 June 2009 09:28 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Ok, with "GRV" I could create a mainmenu image with a size of 1024x768px. The quality is still not what I would like to have but better than before.

I use Paint Shop Pro and / or Photoshop for the images (depends on what image I am working). I save in indexed colors too but with a own color palette.

I didn't tested the dotNET STI Editor yet, but I will later today.

Also I have a question to the *.jsd files. After I created some basic images I wanted to test them ingame and saw that there is no block field. As far as I know it's of course because of the jsd file. So I created a jsd file and named it like the sti file, then I added structure and tile, etc. etc. but it doesn't work ingame. I copied the values from some other jsd file so I don't think that I made something wrong there.
Yesterday I looked at the file with the dotNet JSD Editor and saw that there is no sti file linked (?) to. I just see a small box with the red known x inside. Can someone explain to me how I can tell the game that the sti and jsd file are needed together?

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Corporal
Re: *.sti editing / creating new graphics[message #224104] Mon, 29 June 2009 11:42 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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It's a completely new STI+JSD combo? What type? Where did you put it, in Tilesets? Have you modified the tileset?

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Re: *.sti editing / creating new graphics[message #224124] Mon, 29 June 2009 12:47 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Yes, completely new STI+JSD, no replacement or addition. It's under Tilesets and also includet via tileset editor. I can use and place it already ingame. Just the JSD doesn't work.

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Re: *.sti editing / creating new graphics[message #224129] Mon, 29 June 2009 12:55 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
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MMBackground type things can be made in Sti-Edit if you SAVE AS & give it a different name. Then rename it by hand afterwards. Takes one or two goes to get it going.

Edit: for your new images/jsd's to be read in game they need to be added to the tileset via JA2SET in Binary data... OR named exactly as an existing thing in any tileset other than Zero (does not like external JSD's and will CTD you)

[Updated on: Mon, 29 June 2009 12:58] by Moderator

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Re: *.sti editing / creating new graphics[message #224139] Mon, 29 June 2009 13:53 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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So I would need to give my own sti and jsd file the same name as some other sti and jsd file that already exists ingame?

[Updated on: Mon, 29 June 2009 13:54] by Moderator

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Re: *.sti editing / creating new graphics[message #224141] Mon, 29 June 2009 13:57 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Is that dotnet STI editor a lot better than STIEdit Shanga?

@Lexx - If you are making JSD's you have to replace files currently, so that means exact naming, I think the file size can be different though.

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Re: *.sti editing / creating new graphics[message #224175] Mon, 29 June 2009 18:38 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Kaerar it seems like it is. But i haven't tested it thoroughly, it's damn complex.

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Re: *.sti editing / creating new graphics[message #224256] Mon, 29 June 2009 23:32 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Ok, I tested to overwrite some original file. I replaced "truck.sti" now with my own sti file and tested it ingame -> the colors are totally off because the game takes the color palette from the old truck.sti. When I open the file in STI-Edit or with any other STI editor, the colors are correct.
The "new" jsd file works as it should.

Also I tested the dotNET STI Editor by Pipetz. It looks pretty cool- best feature for me right now is that you can see the graphic offset and because of this you can very easy modifie the graphic. Very nice.

[Updated on: Mon, 29 June 2009 23:33] by Moderator

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Re: *.sti editing / creating new graphics[message #224303] Tue, 30 June 2009 04:37 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Using Photoshop Index your image. Make sure your background colour (transparent colour) is something violent like Blue 255,0,0. When you index your pic make the first colour of the blank palette your background colour.

Then go and view the palette after creation (be sure to turn diffusion off, and transparency off. Use Adaptive (Perceptual) for the best results). Save the palette as an act file where you saved your image.

Open the STI file you are editing and using the middle button under the palette's import the .act file. Then import the bmp image normally.

Save.

Now your image should have the correct palette Smile

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Re: *.sti editing / creating new graphics[message #224322] Tue, 30 June 2009 09:28 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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I uploaded the files: http://www.file-upload.net/download-1733850/tileset.rar.html

When I give it a unique and new name, the graphic works ingame with correct colors, when I name the files "truck" and test it ingame, the colors are off.

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Re: *.sti editing / creating new graphics[message #224323] Tue, 30 June 2009 09:47 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Which Dir are you putting it in? It may be overiding your palette with the one from the SLF or the normal Data folder rather than the Data-1.13 folder (or whatever mod you have).

Also if it works with a unique name then why overwrite?

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Re: *.sti editing / creating new graphics[message #224326] Tue, 30 June 2009 10:35 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Kaerar
Which Dir are you putting it in? It may be overiding your palette with the one from the SLF or the normal Data folder rather than the Data-1.13 folder (or whatever mod you have).


It's in one of the tileset folder (16) in my mod folder. I also thought that the color palette is overwritten but then.. I have no clue where the color palette is and if I could find it and overwrite it, it mostly will have influence on other graphics too (I bet) and so on. : /

Quote:
Also if it works with a unique name then why overwrite?


Because else the jsd file doesn't work as far as I (know) now. And without this file, I can walk through the object.

[Updated on: Tue, 30 June 2009 10:36] by Moderator

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Re: *.sti editing / creating new graphics[message #224343] Tue, 30 June 2009 12:11 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Ah ok. Looks like the palette is being called from either the STI in the SLF file or the Data\Tilesets\xxx

Try putting it in the root Data dir and backing up the old one Wink

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Re: *.sti editing / creating new graphics[message #224362] Tue, 30 June 2009 13:42 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
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The palette is attached to the STI. In STI edit you have the opportunity to swap palettes etc. It's also how Camo files are created in Anims. Every Sti has it's own palette except for the human anims.

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Re: *.sti editing / creating new graphics[message #224442] Tue, 30 June 2009 19:09 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Yes, and my STI file already has the correct color palette as far as I can see it. I don't know how I should explain this in other words (english is not my main language as some may can see it) and like I wrote, if I don't overwrite a existing sti and use my own filename, the image works ingame but not the jsd file. But if I rename the file like a existing file, then the image doesn't work ingame but the jsd file, etc.

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Re: *.sti editing / creating new graphics[message #224444] Tue, 30 June 2009 19:19 Go to previous messageGo to next message
Will Gates is currently offline Will Gates

 
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Yes but to make that work you need to edit the JA2Set for that tileset; place the new JA2set in Binary Data; make sure you have a shadow file, make sure you have a (T) file for both the image & the shadow, PM me if this is all too protracted. If all else fails write the questions in your Mother Tongue and somebody else can translate... but your English is fine, don't let minor misunderstanding cause confidence to waver.

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Re: *.sti editing / creating new graphics[message #224452] Tue, 30 June 2009 20:42 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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The only way I have created tiles is to overwrite an existing tile. I add my image, then adjust the jsd with an editor.

This has always worked for me and while it would be cool to add a new tile to an existing set I have no idea as to how.

Perhaps I misunderstood the question but what exactly are you having trouble with?

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Re: *.sti editing / creating new graphics[message #224454] Tue, 30 June 2009 20:44 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Of course I edited the JA2Set file for the tileset and yes, it is placed in my Binary Data folder.

Example of work:

- I use tileset 16
- I open JA2Set.dat with ja2tse
- I go to tileset 16, search the position I want to overwrite with my new file
- write in it "truck.sti" (as example) and also in the sub-point "trucks.sti".
- I save the file
- My new sti and jsd files are now palced in tileset/16/
- I start the mapper, see the new file, but it has wrong colors. (the color palette from the original truck.sti- but keep in mind, I created a new sti file with a new color palette and only saved it as truck.sti)
- I open the sti file with sti-edit to check if colors are correct and yes, they are.

My only problem is that the colors are wrong ingame.

/Edit: Screenshots. Smile

http://img3.imagebanana.com/img/jj6vxdtv/thumb/Bild6.png http://img3.imagebanana.com/img/7teodno/thumb/Bild8.png http://img3.imagebanana.com/img/vi80892s/thumb/Bild7.png

[Updated on: Tue, 30 June 2009 20:50] by Moderator

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Re: *.sti editing / creating new graphics[message #224455] Tue, 30 June 2009 20:58 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Oh!

That is a simple sti problem. I am fairly certain someone has already said it but you have colours in your palette that do not match the image. The way the image appears in your editor or even in sti edit is different than the way it will appear in game. Pixels either too dark, too light or too close to what the sti considers another colour will appear incorrectly. This is all you need to fix.

Send your work to my e-mail address and - if you like - I will take a look.


EDIT


I know it is frustrating when sti edit even deceives you with it's palette representation. The only way to fix this is by trial and error (i.e. keep adjusting and testing in game until you get it right. There are a few here on these boards who are good at pallet swapping but the above method will work.

[Updated on: Tue, 30 June 2009 21:07] by Moderator

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Re: *.sti editing / creating new graphics[message #224458] Tue, 30 June 2009 21:14 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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question: your object is display ok in the dotNET sti editor when you place it in the gameworld?

Feel free to share the STI file in the example too, looking at screenshots isn't very enlightening.

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Re: *.sti editing / creating new graphics[message #224463] Tue, 30 June 2009 21:49 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Mah, I hate working with limited color palettes. : / I mean, sometimes it is pretty usefull because with only less work you can make a image looks like it belongs to the game by default.. but sometimes it is just annoying.

In dotNET sti editor the image looks like in sti-edit, I can't see a difference there (also if I press "play" to see how it looks ingame).

The images are in this file. It would be nice if someone could take a look at it and see if it is really just me and the way I saved the image.

Because, well, like I wrote above, if I don't name it "truck.sti" and overwrite the existing image with it, then ingame the colors are correct. So my assumption is that the game takes the graphic from the sti file but the color palette from some other place. But I am not experienced enough with the JA2 engine to say if this is really the case or not, etc.

[Updated on: Tue, 30 June 2009 21:50] by Moderator

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Re: *.sti editing / creating new graphics[message #224464] Tue, 30 June 2009 21:57 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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I wonder if truck.sti isn't reserved for some vehicle (like Hamous truck).

I think i found the problem. The "general" tileset (nr. 0) has a TRUCK.STI in it. Since tileset 0 is generic thus is loaded before all other specific tilesets, it creates a conflict. And the result is a mess.

Avoid overlapping stuff in 0 and you should be fine (pick a file specific to 16, something with LAWLESS in name, since that's the theme of 16).

[Updated on: Tue, 30 June 2009 22:15] by Moderator

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Re: *.sti editing / creating new graphics[message #224465] Tue, 30 June 2009 22:09 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Truck.sti was this yellow car thingy. I will test and rename it to something different.

/Edit: Nope, the same effect, just the colors are different again.

[Updated on: Tue, 30 June 2009 22:11] by Moderator

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Re: *.sti editing / creating new graphics[message #224466] Tue, 30 June 2009 22:22 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Did you try making the image in the tileset 0 folder like Shanga said? It sounds like that should work. In fact, I remember a very similar problem when I replaced some images that were also in the 0 tileset folder.

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Re: *.sti editing / creating new graphics[message #224468] Tue, 30 June 2009 22:31 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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This doesn't help too. With this I just overwrite the truck.sti for all tilesets. Colorproblem stays.

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Re: *.sti editing / creating new graphics[message #224469] Tue, 30 June 2009 22:32 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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You imported your pallet as well?

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Re: *.sti editing / creating new graphics[message #224471] Tue, 30 June 2009 22:41 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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If you mean that I have imported the color palett in STI-edit, then yes.


It's a very strange problem to me because I already saw a lot mods with new and unique graphics. : /

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Re: *.sti editing / creating new graphics[message #224474] Tue, 30 June 2009 22:57 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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It just occurred to me that the background colour in your image just about matches the colour that is put around a dropped item to make it stand out. Try changing the background colour to anything other than that bright green (teal would even work) and it should work. It is my son's birthday and I really have to get back into that but if you have not resolved it by the time I get back to this post I will try to do one with a different background colour myself.

There are a few colours that are somewhat problematic in stis you unfortunately picked the one that is perhaps the most problematic for your background. Trust me, adding new tile images is not an impossible goal. If a yutz like me can do it, anyone can.

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Re: *.sti editing / creating new graphics[message #224476] Tue, 30 June 2009 23:19 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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1. You said with a random name the STI looks fine in game, right?
2. Once you "borrow" the name from a generic STI you get wierd pallete, right?
3. Hence it's not a color problem, it's a name conflict.

PS: I opened your truck.jsd in dotnet editor and it's quite way off, check it yourself.

TEST 1. Initial load test

http://www.ja-galaxy-forum.com/shanga/truck.jpg

1. I opened truck.sti from 0
2. I pasted your bmp at the end of the browish truck (twice since original file has 2 frames)
3. I put the edited sti in /tilesets/0 and fired up editor
4. I changed tileset to 16 (!!! watch this...check what follows now...)
5. ...although truck.sti is in 0, it shows up as debris in all tilesets.
6. Hence i was able to place the edited image.

Background is bad cause your image had it green lime, truck had it black. Direct Paste convered the colors and it resulted in green turning to grey. But that's beside the point, the rest of the image looks ok.

TEST 2. Making a mess

What happens when game/sti images are done in Truck pallete and you apply a new pallete over them files? Like yours, with lime green bg. I replicated the process using STIedit, don't even need the game. Looks familiar?

http://www.ja-galaxy-forum.com/shanga/truck_bad.jpg

1. I opened the edited TRUCK.sti (it has the original Truck pallete, as I said)
2. I loaded and applied YOUR pallete (exported from the STI you uploaded)
3. Total messup.
4. This is exactly what happens in game.

I will reproduce exactly now the steps needed to get YOUR image in truck.sti with YOUR pallete. I'll be done in 5 min, brb.


TEST 3. How it's done safely

http://www.ja-galaxy-forum.com/shanga/truck_good.jpg

1. I already had YOUR pallete exported from STIedit as Sirtech Pallete (new.stp)
2. I fired up STIedit and picked New STI option.
3. It asked me if I want a multipage STI, yes (JSD has 2 slots)
4. It also asked me if I want to pick a pallete, I said yes, and pointed to your pallete (new.stp)
5. I copied your vase from your STI and pasted it in my file (twice, to make 2 frames)
6. I saved the new TRUCK.STI and put it in Tilesets/0
7. I fired up editor, changed to tileset 16, picked rocks (2), placed your vase
8. Shadow is all wrong cause of truck, but colors seem perfect to me.

Next... testing your original sti.

TEST 4. Laughing my arse and smacking my head against the table

http://www.ja-galaxy-forum.com/shanga/truck_lex.jpg

1. Took your original unaltered truck.sti
2. Placed it in /0 (not /16!!)
3. Fired up editor, changed Tileset to Lawless (16)
4. Placed both your vases.
5. They look perfect

Next..conclusions...

5. What you did wrong

All you did wrong was to leave a Truck.sti in 0 and place your new file in /16. This caused a conflict between the two palletes, since both STI files were loaded at once.

So remember always to check for a primary file in /0. If it's there it WILL be loaded. Your options are:

A) you edit that file and take the risk of ALL tilesets where the edited object is placed to have a vase instead of a truck
B) you create a new STI and a new JSD from scratch
C) you edit files specific to each tileset and not present in 0.

NOTE: Be carefull with the number of frames if the file is an object with JSD. You need to replicate the exact number of frames. You also need to know what you're replacing. If you're replacing a door with a vase, it's obviously a bad thing, cause the JSD for door is more complex.

So you did it all right when editing the file. I recommend you study the JSD editor and write a detailed documentation of your experiments. If you manage to use it to create a good pair of STI+JSD you'll be helping a lot of aspiring modders.

[Updated on: Wed, 01 July 2009 05:36] by Moderator

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Re: *.sti editing / creating new graphics[message #224480] Wed, 01 July 2009 00:16 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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FINAL NOTE: I kept changing tileset to 16 (Lawless) cause you already told me truck was there and my editor opened by default in Omerta, which has a different tileset. But I could as well change the map tileset to Generic 1 (aka 0 in numbering)... you vase would be in the same place.

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Re: *.sti editing / creating new graphics[message #224491] Wed, 01 July 2009 01:41 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
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Man, thanks for the how-to.

Quote:
B) you create a new STI and a new JSD from scratch


I don't understand this point. At first I created my sti and jsd file from scratch but I thought with a totally new name the game will not use the jsd file (see my first posts in this thread). Thats the reason why I started to overwrite a existing file. But anyway...

You other points:

1) I can reproduce it 1:1

2) I can reproduce this too. Image is the already known junk.

3) Here problems start. I've made everything like you wrote but in the editor.. again, messy. 4) doesn't work too.

But NOW the really funny things happen: I made all this in my own mod folder. I didn't edited 1.13, I used 1.13 as base and made everything else in my own mod folder.

So. What happens when I change the game settings back to Data-1.13 and place the file in /0? Of course... everything works. Now the next question in the line is... why does this not work in my own mod folder?

/Edit: Wait... now it works in my own mod too... I tested and deleted the truck.sti from /Data-1.13/../0, started the mapper again and it still works. Is it possible that I needed to start the game or the mapper at least one time with 1.13 and not with my mod? At the moment it 100% looks like this...

[Updated on: Wed, 01 July 2009 01:44] by Moderator

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Re: *.sti editing / creating new graphics[message #224498] Wed, 01 July 2009 02:21 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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LOL...

I think your own mod loaded some junk from TILESETS.SLF or at least the Map Editor did. All my tests were done in Data v1.13 of course. Might be some bad line in the INI, there are some experts here who can tell you more how to setup everything so your own mod files load...

Glad I could help.

Quote:

Edit: for your new images/jsd's to be read in game they need to be added to the tileset via JA2SET in Binary data... OR named exactly as an existing thing in any tileset other than Zero (does not like external JSD's and will CTD you)


Dunno about external JSDs crashing the game, guess Will can elaborate on that...

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Re: *.sti editing / creating new graphics[message #224502] Wed, 01 July 2009 02:45 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Also that green background colour has many many versions in the STI. This means that there was some transparency when cleaning the edges and that causes hard background colours which show up ingame. Unfortunately we don't have translucency on images using STI's at the moment so it makes creating them a fiddly process.

As a personal thing I tend to use Blue 255 or Black 0,0,0 for the background depending on what the main colours of the picture are. Makes life a lot simpler Smile

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Lieutenant

Re: *.sti editing / creating new graphics[message #224741] Wed, 01 July 2009 23:20 Go to previous messageGo to next message
Lexx is currently offline Lexx

 
Messages:62
Registered:June 2009
Location: Germany
Heh, guess what? I was right. If I use Data-1.13 stuff, everything works pretty easy- no problems. But if I add something new to my own mod folder, it doesn't work. But if I add the stuff first to Data-1.13, start the mapper, close the mapper, change everything back to my mod.. it works there too. Can maybe someone try to confirm this?

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Corporal
Re: *.sti editing / creating new graphics[message #224745] Wed, 01 July 2009 23:29 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Does anything change in the \tilecache folder when you do this?

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First Sergeant
Re: *.sti editing / creating new graphics[message #224748] Wed, 01 July 2009 23:42 Go to previous messageGo to previous message
Lexx is currently offline Lexx

 
Messages:62
Registered:June 2009
Location: Germany
I don't see any new or modified files in there.

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Corporal
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