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Re: Improving Original JA2 graphics [message #183930] Sat, 03 May 2008 10:36 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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@Birdflu

It is really great to hear that layering animations is really no more difficult than adding a new animations (if I read you correctly).

It may not be necessary to use the base weaponless animations I mentioned earlier. It may perhaps be possible to instead use some colour to block any part of the silhouette that extends past the silhouette of the weapon.

In other words, if you are replacing a rifle animation with a gun that is smaller in silhouette we may be able to use some colour to block out the parts of the rifle that extend past the new weapon image.

What do others think?

The alternative would be having to make some base animations with the rifle silhouettes erased so that any pixel that extends passed the desired silhouette would not be a problem.

I am thinking of first making some 'guns floating in the air' animations that would be used to layer on top of the existing rifle animations. The method I think that will work is to use the exact frame size of the existing animation (although it might be possible to just use the top half or so of the frame?) but place the gun image (or partial image as the animation might require) exactly where it needs to be xy wise to layer into the animation.

It would be very helpful if I could find a free imaging tool that supports layers. I may even be able to get one that is not free - any suggestions?

I'm pretty sure lisac will beat me to the first animation set but I may be able to help.

Any ideas that might correct any misconception I have would be appreciated.

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Sergeant Major
Re: Improving Original JA2 graphics [message #183939] Sat, 03 May 2008 13:30 Go to previous messageGo to next message
PFM is currently offline PFM

 
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Khor1255

It may not be necessary to use the base weaponless animations I mentioned earlier. It may perhaps be possible to instead use some colour to block any part of the silhouette that extends past the silhouette of the weapon.

In other words, if you are replacing a rifle animation with a gun that is smaller in silhouette we may be able to use some colour to block out the parts of the rifle that extend past the new weapon image.

What do others think?


I don't understand. Are you talking about layer animations with and without weapon? You said we can shorten current weapon? But muzzle animation is in the file so we would need to shorten the weapon, not "block out" part of it. Or you are taliing about "blocking out" weapon part of animation(layer one) and blocking human part of animation(layer two). I'm lost Sad

Khor1255

It would be very helpful if I could find a free imaging tool that supports layers. I may even be able to get one that is not free - any suggestions?


sorry I can't help you

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Private 1st Class
Re: Improving Original JA2 graphics – Sprite[message #183942] Sat, 03 May 2008 14:23 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Khor1255

It would be very helpful if I could find a free imaging tool that supports layers. I may even be able to get one that is not free - any suggestions?


are you talking about an graphics program like photoshop?

then get paint.net! http://www.getpaint.net

it

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First Sergeant
Re: Improving Original JA2 graphics [message #183951] Sat, 03 May 2008 16:23 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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The weapon blocking idea is gonna cause issues as PFM points out the muzzle flash will be in the wrong place. So stick a P90 image in the mercs hands and the flash will be many pixels out due to size differences.

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Lieutenant

Re: Improving Original JA2 graphics [message #183953] Sat, 03 May 2008 16:30 Go to previous messageGo to next message
the scorpion

 
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make the muzzle flash part of the same layer as the gun.

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Sergeant Major
Re: Improving Original JA2 graphics [message #183961] Sat, 03 May 2008 20:41 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Right.

You obviously have to get rid of any part of the existing gun image that is going to stick out into your new image.

The options for doing this are:

A)first make a base image of all merc animations with a rifle (some smaller weapon animation may have to be redone as well. Maybe not) erasing any part of the gun that might exterd passed the sihouette of the smallest new gun image layer.
Make your 'floating' weapon animations.
Then add the gun layer over the rifle-less 'base' animation..

= simple but a lot of extra work because all the base animation would have to be redone.


B)make silhouettes of each weapon type but use a different transparency colour for areas of your weapon layer that tells the program to overwrite any 'underlying' pixel with the transparency colour. This way any longer or wider part of the old image would overwritten by background transparency where necessary. It could be as easy as the transparency using it's own palette colour but just adding a few pixels of the base transparency colour to any area the old rifle image protrudes passed your new silhouette.

= maybe the better way but I'm not sure if it is possible


In either case you would - of course add the mussle flash at the end of each animation direction just as it is done in the existing animations.


Any ideas?

Could the second method work or should I start 'erasing' rifles from animations?

Is that more clear?

[Updated on: Sat, 03 May 2008 22:10] by Moderator

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Sergeant Major
Re: Improving Original JA2 graphics [message #183983] Sun, 04 May 2008 02:24 Go to previous messageGo to next message
lisac is currently offline lisac

 
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Khor1255
The options for doing this are:

A)...
B)...

I've already made a concept how it all should look like, it's in the updated "design document". It should be something similar to the A) option. I've also updated the new filename convention...

The problem is, I didn't finish all of it and it should be available in a few days. I'll let all of you know about it as soon as it gets online.

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #183989] Sun, 04 May 2008 04:28 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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That's cool.

You don't think 'b' is possible or is it just problematic/undesireable?

No argument intended. You are the leader or this project as far as I am concerned. But if there is a simpler solution it would make the concept more likely to happen.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184005] Sun, 04 May 2008 13:45 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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I don't think that option B is possible for more than a handful of objects, because then every object that is encoded in an image depends on
all other objects. So if you change or fix one pixel for one object, you might break something for another object.

----------------

I would propose that you guys start small, work on one animation maybe even only one direction. So you can create prototypes faster and we can
test them earlier. If we will run into some problems then it is easier to change small prototypes. Once the basic creation process is established,
we can move on to larger or longer animations with multiple layers.


BTW, how do you plan to "assemble" the animations. I suppose it will be one layer per file, right? And how do you want to get the results back?
There are more or less obvious options, but i will let you guys "vote" first.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184019] Sun, 04 May 2008 15:46 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
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Would colour remaps be an option that can be added too? Similar to how Diablo 2 works so you could add in say (total speculation here) a golden desert eagle and it chooses the colour map for the gun image (say a total of 64 colour maps possible for each gun) to match the equipped weapon? 64 would be more than enough and is just an arbitrary number chosen for example purposes.

The other thing is are we going to enable a different file type? Preferably one allowing multiple layers/pages with full 24 bit colour and transparency.

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Lieutenant

Re: Improving Original JA2 graphics – Sprite[message #184023] Sun, 04 May 2008 16:04 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
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Kaerar

The other thing is are we going to enable a different file type? Preferably one allowing multiple layers/pages with full 24 bit colour and transparency.


well, if you

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First Sergeant
Re: Improving Original JA2 graphics [message #184027] Sun, 04 May 2008 16:44 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
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Agreed Very Happy

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Lieutenant

Re: Improving Original JA2 graphics [message #184037] Sun, 04 May 2008 17:47 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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@ Birdflu

Overlapping layers that sometimes run into the weapon silhouette (I can see vests and helmets doing this a lot) is a great reason not to use option b.

That had not occoured to me.

Yikes...and thanks.

I think the idea is to start with the base animations depicting the sprite with the weapon 'erased' from the image.

Then a seperate file (seperate file name as well) with 'floating' weapons.

Please correct me if I am mistaken here. It is important.

lisac is actually working on this and says he'll get back to us in a few days. In order to keep the work from being redundant I plan on working on whatever he does not work on (preferably something that can wait since even when I have the time I work slow).


I do not understand what you mean when you say 'how do you want to get the results back'? Do you mean how do we want to test our animations?


If that is the question I would ask for a test .exe that runs the new layer so we can make adjustments 'on the spot' so to speak.

I would also suggest that if there is any possibility that MORE than two layers (the base animation and the weapon animation for example) can cause an unforseen problem down the road we might also try just one other layer early on. But this is more of a coder/filename concern so I'll of course defer to you about that.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184074] Sun, 04 May 2008 22:23 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Quote:
I think the idea is to start with the base animations depicting the sprite with the weapon 'erased' from the image.
Then a seperate file (seperate file name as well) with 'floating' weapons.

That is what i was thinking.
Is it possible that the displacement values for 'floating' weapons could/should vary for different body types?

Quote:
I would ask for a test .exe that runs the new layer so we can make adjustments 'on the spot' so to speak.

I would say that you send me the layer images for the first tests. I will make the necessary adjustments to my program and make sure that
it doesn't crash or something. Then i can give you the exe so that you can actually work.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184075] Sun, 04 May 2008 23:07 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I don't think the floating animations could be completely recycled due to likely differences of stance and height, etc. With any luck a very small amount of adjusting will be all it takes but that still means seperate layer files for each body type. Maybe not.

I would really like to hear from lisac here before I do anything to prevent redundant or erroneous work.

He has likely not visited here today. I think he is Austrian which means English is maybe not his first language. These boards may not his main point of contact with the Ja community. I would venture to say Ja Basis might be but that is a guess.


In any event, if I don't hear something from him in the next day I will work on a standing female animation (probably the one where she is holding the weapon then raises and fires since I think that would have all the essential elements) erasing the weapon. I will then make a floating smg animation since this should look remarkably different than the generic long rifle silhouette in existing animations.

I would also like to make a helmet layer but if you do not want to get in to that yet even for testing purposes I understand.

Remember that I work pretty damn slow so....

I hope in the meantime lisac has something.

[Updated on: Sun, 04 May 2008 23:10] by Moderator

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Sergeant Major
Re: Improving Original JA2 graphics [message #184076] Sun, 04 May 2008 23:20 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Quote:
I would also like to make a helmet layer but if you do not want to get in to that yet even for testing purposes I understand.

Don't understand me wrong, you can do any animation you like. It would be even better for me as i can test my program with more examples (and eliminate
more bugs). I was just thinking that you may not want to do redundant work when some problems arise and their fixing requires redoing animation files.

I don't expect any problems that would have these consequences, but you never know.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184077] Sun, 04 May 2008 23:26 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Cool. I'll keep it just guns for now.

I just thought giving you one more test layer might help to ensure that multiple layers would work.


But I guess if you say 2 layers are no different than 10 as far as the coding goes I don't need to do that just yet.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184082] Mon, 05 May 2008 00:01 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Quote:
But I guess if you say 2 layers are no different than 10 as far as the coding goes I don't need to do that just yet.

i was not plannig to restrict the number of layers, so i guess 2 would be no different than 10 or N.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184085] Mon, 05 May 2008 00:13 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I don't think you understand me. I was offering to make the extra layer in case more than two layers might be necessary for your code testing purposes.

If you can get by with just the base sprite animation and a gun layer that is better for me. I just did not want to find out later that additional layers were going to pose a problem.


It sounds like you already answered that.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184089] Mon, 05 May 2008 00:19 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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Quote:
I was offering to make the extra layer in case more than two layers might be necessary for your code testing purposes.

The more the better.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184105] Mon, 05 May 2008 01:07 Go to previous messageGo to next message
Marlboro Man

 
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BirdFlu
Quote:
I was offering to make the extra layer in case more than two layers might be necessary for your code testing purposes.

The more the better.


Like a menage a trios? :playboy: :biglaugh:


Ok, I'll byte, where is Lampukistan? :headscratch:

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Sergeant Major

Re: Improving Original JA2 graphics [message #184113] Mon, 05 May 2008 01:53 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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It is a crisis-ridden country in the Zepettel-region 6000 km east of Tuttlingen.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184120] Mon, 05 May 2008 02:53 Go to previous messageGo to next message
lisac is currently offline lisac

 
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Damn, people, I let you alone for 24 hours and you fill the thread with 20+ posts... Jokes aside, I'm finished with this hard-working weekend, time to do something useful for the game.

"Floating weapons" - there's problem with those. Actually, we need everything floating. According to my original idea, each "merc"-type sprite should consist of several "floating" areas. The initial value was 6 (head/hair/beard, torso/vest, arms/hands, legs/feet, weapon, helmet), meaning 6 layers. Which means that a weapon held by female merc PROBABLY WON'T be the same layer as the same weapon held by strong male merc. I need more time to think this through...

This makes the filenames convention very complex, also there's a bunch of graphical stuff to be added, but the results are "optimal".

Gotta go to bed now, I'll continue tomorrow.

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184135] Mon, 05 May 2008 06:12 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Unless the silhouettes happened to line up perfectly for two different body types I don't see a possibility of using the same layer twice.

The naming conventions might be as easy as a progressively higher number or letter at the end of each animation file name to represent layer 2, 3, 4, etc.

Possible?

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Sergeant Major
Re: Improving Original JA2 graphics [message #184201] Mon, 05 May 2008 17:31 Go to previous messageGo to next message
lisac is currently offline lisac

 
Messages:92
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Khor1255
Unless the silhouettes happened to line up perfectly for two different body types I don't see a possibility of using the same layer twice.

Yes, there will be occurrences where this should be possible.

Khor1255
The naming conventions might be as easy as a progressively higher number or letter at the end of each animation file name to represent layer 2, 3, 4, etc.

Possible?

Actually, I've already made a concept how it should look like. It might look confusing, so feel free to ask/suggest/flame/whatever.

Everyone, the updated version of the design document is available. What's added:
-New filenames convention
-Filenames example for a 7-layered female merc sprite
-Table with the new names for the female merc(s)

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184202] Mon, 05 May 2008 17:39 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Since you are here, what would be a good file or set of files for me to work on?

I don't want our work to 'overlap' because that would be a lot of wasted man hours.

I was thinking of working with the female sprites but really just want to work on anything you are going to take some time getting around to. Hopefully you work much faster than me.

It sounds like even though he is busy with another project Birdflu is wanting to go ahead with this right away (or at least start coding for it) but needs one base animation with one layer to use in his tests.

If you have something already you might want to send it to him.

But in any event please tell what file or group of files you are going to wait on doing and I will start there.

Thanx man.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184205] Mon, 05 May 2008 18:44 Go to previous messageGo to next message
BirdFlu is currently offline BirdFlu

 
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What if we would define "attachment coordinates" for layers or objects in an animation. Then we could use these "displacements" to position
for example weapons in the hands of a merc. Different body types would have different attachment coordinates and thus could reuse weapon layers.
This probably wouldn't work for vests, because they vary in size (?) depending on the body type.

I think if we could spare some work by using some tricks or shortcuts, then it's worth trying, and we will finish earlier.

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Master Sergeant
Re: Improving Original JA2 graphics [message #184206] Mon, 05 May 2008 19:14 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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That might work. If the overlay image could be made to move down or over a pixel or two that might be all it takes to make some reusable.

I think lisac already has something in mind but I haven't read his document he posted yet.

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Sergeant Major
Re: Improving Original JA2 graphics [message #184208] Mon, 05 May 2008 20:23 Go to previous messageGo to next message
the scorpion

 
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lisac

small comment on your updated design document (on the issue of palettes): the dark red color as refered here

Hair or Unused (???)

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Sergeant Major
Re: Improving Original JA2 graphics [message #184234] Tue, 06 May 2008 03:06 Go to previous messageGo to next message
lisac is currently offline lisac

 
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Khor1255
Since you are here, what would be a good file or set of files for me to work on?

To be honest, I have no idea :whoknows: My concept foresees that all sprites should be recreated in 3D, then converted to 2D. I'm starting with the female merc sprites tomorrow, so all I could recommend you is to start working on one of the male merc animation sets... However, bear in mind that those animations sets will be remade in 3D and converted to 2D eventually, just like the others.

If you want to provide quick layered sprites for BirdFlu, you could try decompositing one of the existing male merc animations and send it to him - for testing purposes, of course.

BirdFlu
What if we would define "attachment coordinates" for layers or objects in an animation...

Certainly one of the features we need to discuss about. The problem is the merc's position and the way he/she holds the weapon, including all 8 directions. The advantage of using the same weapon layer for all mercs (F, M, S) would be a great deal, however I can't say if this shall be possible without further modeling/animation set creation. My estimation is, that the most of the animation sets (or at least a great part of those) will be available to use the same weapon layer. The same applies to helmet layer, but (most probably) not to armour layer - as BirdFlu said, the different models cause this layer to be more specific than the others.

the scorpion
small comment on your updated design document...

You old nitpicker :bluegrin: Anyway, you're probably right, they wouldn't throw away dozens of colours in the palette just like that. However, the inconsistency of the developers can be seen everywhere - in the source code, filename convention, even the unimplemented features... Nthing to wonder about, they've made mistakes with the palettes too, I'm pretty sure.

Talking about palettes... Question for Birdflu: Can we count on the engine-driven recoloured palettes in the "new layered sprite system" or not? In other words, is it going to be possible to recolour a layer in the fashion the whole sprites were recoloured in the original game or not?

This is important for us to take the proper approach with the creation of the new sprites... I guess.

Thanks goes to the scorp for pointing out the issue with the palettes :newstuff:

Schedule for tomorrow: I'll make a new female model and set up the default scene in LW3D (camera, lights, zoom, aspect etc...), try to rig the character (set up bones, inverse kinematics) and eventually try to make an animation set.

Wish me luck :ok:

[Updated on: Tue, 06 May 2008 03:06] by Moderator

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184237] Tue, 06 May 2008 03:30 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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You completely lost me there. I guess I am going to have to wait for you to do it.

The way I see it, all we have to do is take existing sprites and erase the parts that do not apply to each layer.

For instance:

For the base animation you would only erase the gun (this would be sort of trick because not only would you have to use background colour to erase any of the weapon that went outside of the sprite's silhouette but you would have to erase the weapon that overlapped the body with appropriate body shade.

No big deal but way more involved than the other layers.

Birdflu just wants the base layer and the accompanying weapon layer to make his tests.

I get the feeling if I do it my way and you do it another it could end up being a hassle on his end.

That is the last thing I want to happen here.

Oh, and good luck.

[Updated on: Tue, 06 May 2008 03:31] by Moderator

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Sergeant Major
Re: Improving Original JA2 graphics – Sprites[message #184242] Tue, 06 May 2008 04:45 Go to previous messageGo to next message
Navetsea is currently offline Navetsea

 
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Hi,

I'm so excited to see this idea close to be realized,
BTW here I tried to quickly edit the sprite with pencil tool in Photoshop
in the psd file, I made them in layers.
I added the knee protector in the same color as the boots
and there is also vest
and helmet.

http://i18.photobucket.com/albums/b144/Navetsea/vest_helmet_pad.png

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Private
Re: Improving Original JA2 graphics [message #184256] Tue, 06 May 2008 11:56 Go to previous messageGo to next message
PFM is currently offline PFM

 
Messages:22
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Navetsea
Hi,

I'm so excited to see this idea close to be realized,
BTW here I tried to quickly edit the sprite with pencil tool in Photoshop
in the psd file, I made them in layers.
I added the knee protector in the same color as the boots
and there is also vest
and helmet.

http://i18.photobucket.com/albums/b144/Navetsea/vest_helmet_pad.png



GREAT!!! Now repeat it 13 times(average) per "side animation" times 8 (directions) and you will get one and only one animations. 13 x 8 = 104
Multipli this number with diferent stances (3) and diferent weapons (pistol, two pistols, rifle = 3) and you will get 104 x 3 x 3 = 936 So come back in 5 years when you finish it Very Happy

no offence. It's great to see lot of enthusiasm but your approach is worthless trying. That's why lisac is doing 3D -> 2D animations And we are close only for testing! Hopefully it will work

btw I think we should improve ingame sprites and not only "paint" them. Am I right lisac? Surprised

[Updated on: Tue, 06 May 2008 11:59] by Moderator

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Private 1st Class
Re: Improving Original JA2 graphics [message #184269] Tue, 06 May 2008 13:54 Go to previous messageGo to next message
lisac is currently offline lisac

 
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Hello Navetsea,

the pixel-art you've made looks fantastic, however I'm trying to automate the whole process and let the machine do the hard job for us. Generally, it's good to have you around here anyway, because we will need people working on the 2D sprites later (adjusting, cropping etc.)

PMF
btw I think we should improve ingame sprites and not only "paint" them

Painting the sprites is an improvement nonetheless.

What we're going to try is to bring the whole thing to a new level :welder:

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Corporal 1st Class
Re: Improving Original JA2 graphics [message #184272] Tue, 06 May 2008 15:35 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
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Speaking as someone who experienced the pain of modifying graphics for UC, pixel by pixel sometimes, it's not worth it.

All animations are actually frame-by-frame exports from a 3D program, as I later discovered (when I got into 3D stuff myself). Such program allows you to export BMP files of each frame. I dont remember if they used Maya or 3D Studio, but something around those parts. To modify the animation you would need the original 3d model and a bit of info of the settings they used (although they can be guessed by trial and error) such as lighting and camera position.

At one point I was able to replicate a model of a vehicle animation quite decently, but hit the wall when we discovered that STI's were at least two kind (aka static tiles and animations). The tools we had back then supported only static STIs so the project was scraped. You see... you can have all the 900 frames ready, but if you dont have a tool to re-assemble them properly into an animated STI all it's for nothing.

Bottom line, thumbs up lisac, thats the way to go! :rulez:


QUESTION: I've been away for a couple of years so I am a bit behind... has the STI/JSD animation been cracked?

[Updated on: Tue, 06 May 2008 15:47] by Moderator

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Captain
Re: Improving Original JA2 graphics [message #184274] Tue, 06 May 2008 16:12 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Dunno about JSD but multiframe STI's are possible with STI-Edit. Whether there is a special animation version I have no idea but I believe Bimbo had a multi-import version of STI-Edit to help with the anims. Which I happen to have a copy of and is called Project1. If anyone needs it just post and I'll upload to Kermi's FTP.

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Re: Improving Original JA2 graphics [message #184276] Tue, 06 May 2008 16:21 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
was just reading a post about you , ( I assume ) about racing cars . How did that go / Exciting stuff I suppose :redracer:

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Re: Improving Original JA2 graphics [message #184279] Tue, 06 May 2008 16:45 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Last time I had the funds to race was in 2004, but I am building a car up for next year. It was exciting and a feeling I couldn't shove away into the back of my consciousness any more Smile
Did alright for my first time out in a full race situation that wasn't karting though. Got 7th form 15th on the grid. Was in 4th but made a minor mistake which lost me 3 places. Ah well you gotta learn somehow Wink

Where was that post cos I dunno where that would have been :s

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Re: Improving Original JA2 graphics [message #184281] Tue, 06 May 2008 17:02 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
In private forum mate , you privates don't get to see it , only us nco's and above :biglaugh:

the secret life of kaerar ehh Very Happy , good on you mate , would love to try racing. ..... :blah:

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Re: Improving Original JA2 graphics [message #184284] Tue, 06 May 2008 17:08 Go to previous messageGo to previous message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
Its great fun, I kinda want to do it for a living though rather than just the enjoyable aspect Wink

Find I'm a bit of a fish out of water when it comes to normal jobs.

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