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Martin the Dane is offline Martin the Dane
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Aarhus, Denmark
Feb 2000
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  Old Post 06-09-2003 11:42 Visit Martin the Dane's homepage!
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Thanks IW

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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Post  Old Post 06-09-2003 19:40 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Martin the Dane
Ok I have a question for all you potential sprite-artists:
How do you prefer to work with the individual frames of the sprites?


Difficuilt question, if I just want to change the color of the sprite e.g. change the color of the uniform of an unit than I don't need the shadow. If I want them to convert them to the makespr 0.3 format two files would be better. If I want to export it and modify it in PSP then one image would be better so I know where to place the shadow. I don't see a need for the three file system. So I would like to see both the two file and the one file system, but as I think the one file system is more of use it should have the higher priority.

-Martin

The Big Mc is offline The Big Mc
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  Old Post 07-09-2003 00:40 Visit The Big Mc's homepage!
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imw what about the continental shelves :d

Immortal Wombat is offline Immortal Wombat
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  Old Post 07-09-2003 01:32 Visit Immortal Wombat's homepage!
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What about them? It's in the picture just after the beach.

Martin the Dane is offline Martin the Dane
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  Old Post 07-09-2003 04:07 Visit Martin the Dane's homepage!
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Ok I've just updated SpriteEdit

Changes from Build 4 to 5


  1. Added Background image option (Thanks Imortal Wombat for the image) It is now possible to display an image as the background. You can make your own background image-stripe, first image in stripe should be blank. Color of upper left pixel is transparant color and any pixel in the image with this colr will be replaced by the current background color.
  2. Added save as 32 bit tga with alpha. Both with and without the shadow.
  3. Added save alpha Mask to 32 bit tga.

There seems to be a bug in the shadow and background color handling.
I havn't been able to nail it down, so if anyone finds a pattern please let me know.
The problem is that the shadow and background colors does not always change as they'r suposed to.

I have decided to put all options for saving image frames in there, so you'll have the options of saving each component to seperate files, to same file, and masked without shadow. As to what options I'll put in for loading that's not decided, but as the on file system seems to be the prefered option, I'll put that in, and possibly the two file system as well.

A note on background images: If anyone feels like creating more images, just make all images the same size (any size will do) and save them to one wide .bmp-file, but put a blank frame to the left. On the options menu you can tell SpriteEdit what size each frame has and then load the image. If the image is less than the size of the sprite it is tiled, to fill the whole background. I'll be happy to post a few extra image-stripes on my site.

The Big Mc is offline The Big Mc
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  Old Post 07-09-2003 19:13 Visit The Big Mc's homepage!
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Martin there is a problem with gx09.spr on both ctp and ctp2 so you should have the spr file the shadow is going over the image

Martin the Dane is offline Martin the Dane
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  Old Post 07-09-2003 23:53 Visit Martin the Dane's homepage!
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quote:
Originally posted by The Big Mc
Martin there is a problem with gx09.spr on both ctp and ctp2 so you should have the spr file the shadow is going over the image

Have looked into the sprite and it seems it's not me but Activision that has a problem with that sprite, for some reason they have saved the shadow and not the image where thay overlaped, so there's nothing I can do. But at least it showed me a situation I'll have to take into account when importing shadow from a seperate image.

For the not so faint-harted here is the cpmplete data-block in Hex mode for line 40 of frame 4

code:
24 0A 09 0E 06 0F 01 00 0A 0F 01 00 0F 0F 20 00 15 0F 40 00 1C 0F 40 00 23 0F 80 00 2B 0F A0 00 33 0F C0 00 3A 0F E0 00 42 0F 00 01 49 0F 20 01 4F 0F 20 01 61 0F 40 09 72 0F A0 09 71 0F 80 01 24 0A 09 0E 06 0F 01 00 0A 0F 01 00 0F 0F 20 00 15 0F 40 00 1C 0F 40 00 23 0F 80 00 2B 0F A0 00 33 0F C0 00 3A 0F E0 00 42 0F 00 01 49 0F 20 01 4F 0F 20 01 61 0F 40 09 72 0F A0 09 71 0F 80 01 80 0F A1 02 73 0F 60 0A 5C 0F 60 09 5B 0F 40 09 5B 0F 80 09 59 0F 40 09 65 0F 00 09 7F 0F 00 0A 76 0F 00 0A 69 0F C0 09 5D 0F 60 01 65 0F 00 02 5E 0F 80 01 69 0F 61 02 46 0F 00 01 38 0F E0 00 30 0F 40 00 4D 0F 60 01 30 0F 00 01 10 0F 01 00 06 0F 01 00 0F FA

And here is an explanation:
code:
+----------- Counter/alpha value | +-------- Identifier | | +----- low 8 bit of 16 bit color value | | | +-- high 8 bit of 16 bit color value | | | | 24 0A = 36 Blank pixels 09 0E = 9 Shadow pixels 06 0F 01 00 = 1 Pixel with color 00 01 = 00000 00000 0 00001 = very dark blue, alpha 6 0A 0F 01 00 = 1 pixel with color 00 01 = 00000 00000 0 00001 = very dark blue, alpha 10 0F 0F 20 00 = 1 pixel with color 00 20 = 00000 00001 0 00000 = very dark green, alpha 15 15 0F 40 00 = 1 pixel with color 00 40 = 00000 00001 0 00000 = very dark green, alpha 21 --== Have cut out a number of lines ==-- 0F FA = 15 Blank pixels (to end of line)


Finally I have attached the frame in question, with line 40 marked in the left side of the image.

Attachment: gx09.4.0.gif
This has been downloaded 98 time(s).

The Big Mc is offline The Big Mc
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  Old Post 08-09-2003 19:34 Visit The Big Mc's homepage!
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can we ahve a way to turn the shadow off

Martin the Dane is offline Martin the Dane
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  Old Post 08-09-2003 19:58 Visit Martin the Dane's homepage!
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quote:
Originally posted by The Big Mc
can we ahve a way to turn the shadow off

Apart from not selecting shadows in the Render-options list, Save Masked Image, and Save Frame? Nope , but that should be plenty. I'll give in a little and save the Render-options to the ini-file.

Ok I admit that the Save-Menu-items-names are a bit unclear.
There are 5 Frame Save items:


  1. Save Combined Image - all thre elements Image Pixels, Mask, and shadow is saved. (Mask in alpha chanel)
  2. Save Masked Image - Image Pixels are saved with Mask in alpha chanel.
  3. Save Frame - only the Image Pixels are saved
  4. Save Mask - only the mask is saved, as a grayscale image and in alpha-chanel.
  5. Save Shadow - Only shadow is saved.

I anyone likes different names, let me know and I'll think about it.

Martin the Dane

The Big Mc is offline The Big Mc
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  Old Post 09-09-2003 00:54 Visit The Big Mc's homepage!
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Increase the size of your Attachments

save spr file all the images that make an spr file up

Martin the Dane is offline Martin the Dane
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  Old Post 09-09-2003 16:02 Visit Martin the Dane's homepage!
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quote:
Originally posted by The Big Mc
save spr file all the images that make an spr file up

Patience my fiend, patience (where is that sweathing smily???)
I'm working on it, both with and without script export. And yes there will be the same for import.

SMIFFGIG is offline SMIFFGIG
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  Old Post 09-09-2003 19:10 Visit SMIFFGIG's homepage!
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quote:
Patience my fiend


My fiend ??

The Big Mc is offline The Big Mc
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  Old Post 09-09-2003 19:20 Visit The Big Mc's homepage!
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nice one martin i am just working on a new terain strip for you be done very soon

Martin the Dane is offline Martin the Dane
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  Old Post 09-09-2003 19:24 Visit Martin the Dane's homepage!
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quote:
My fiend ??

Oops! Sorry MC Should have been Friend!!!!

And sounds good with that terrain-strip

The Big Mc is offline The Big Mc
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  Old Post 09-09-2003 19:28 Visit The Big Mc's homepage!
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i did not notice

Martin the Dane is offline Martin the Dane
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  Old Post 10-09-2003 02:41 Visit Martin the Dane's homepage!
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Good to know I'm not the only one who didn't notice

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:30
  Old Post 10-09-2003 17:01 Visit Maquiladora's homepage!
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I reported this as a news item by accident (not the first time ive pressed that link by accident) but all publicity is good publicity

The Big Mc is offline The Big Mc
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  Old Post 11-09-2003 15:32 Visit The Big Mc's homepage!
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martin what is with the numbering of frames on some spr files (eg ai spy plane)

Some have frames with the same number or is some spr files numbers are missing

it appears to be in all builds.

oh and here is the terrain strip I promised you

i have altered them so you can see what the unit would look like on the map also as a bit of a bonus the new terrain strip is good for larger fx (eg eco ranger). as on most of the land and sea tiles they make one big image rather then what happens at the moment

i also moded the original to fix the dead, plains and volcanoes

Attachment: tiles.zip
This has been downloaded 4 time(s).

Martin the Dane is offline Martin the Dane
Prince
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  Old Post 11-09-2003 18:28 Visit Martin the Dane's homepage!
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quote:
Originally posted by The Big Mc
martin what is with the numbering of frames on some spr files (eg ai spy plane)

Some have frames with the same number or is some spr files numbers are missing

it appears to be in all builds.

The list of frame-numbers, is the animation-sequence - a list of the frames as they are played, not the list of frames in the file. I'll add the number of frames to the display as well as a number of other minor but usefull bits of information.

Let me use give a short description of the structure of the .spr-file:
The file has three parts:


  1. File-headder - describes what type of sprite the sprite-file contains and what version number.
  2. AnimBlocks - a number of animation blocks.
  3. Footer - the firepoints, shieldpoints, etc. (This has not yet been implemented into SpriteEdit, but will obviousely have to be implemented befor long)

Each AnimBlock consists of the following:

  1. Block-headder - Dimentions, facing-offsets, etc
  2. Frames - the frames available to this animation.
  3. Animation-Description-Block - three lists (all with the same number of elements): first a list of frames to be shown, then a list of deltas or nudges, and finally a list of transparency-values.

Note that there are to number of frames: first SPRITE_NUM_FRAMES or number of sprite-frames witch is the number of "slides" stored for this particular AnimBlock in the file. Secondly ANIM_NUM_FRAMES or number of animation-frames to be played in the playback-sequence fro this particular AnimBlock. This system lets the artist reuse each sprite-frame in several anim-frames.

quote:
Originally posted by The Big Mc oh and here is the terrain strip I promised you
Thanks, looks good.

Last edited by Martin the Dane on 11-09-2003 at 18:56

The Big Mc is offline The Big Mc
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  Old Post 11-09-2003 19:43 Visit The Big Mc's homepage!
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That’s great now I know what is what I can get back to my planes for world domination

Martin the Dane is offline Martin the Dane
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  Old Post 15-09-2003 16:27 Visit Martin the Dane's homepage!
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Ok, here comes a new version of SpriteEdit.

The reason for the long delay between build 5 and 6 is that I have made some major (from a programing point of view) changes to the display, and finally got all the Export options working.

Changes from Build 5 to 6
(minor-version changed from 1 to 2)

  1. Implemented all the save image options, (I hope) so now you can save as Combined Image, Masked Image, Pixels, Mask, and Shadow.
  2. Added Export images options. You can now save all frames in the sprite file in three different modes:
    1. One file : All elements of the frame is saved to the same image.
    2. Two Files : Each frame is saved as Masked Image and Shadow.
    3. Three Files: Each frame is saved as Pixel, Mask, and Shadow Images.
  3. Fixed the shadow color bug.
  4. Added displaying of a number of properties: (Not fully implemented)
    1. Centerpoints, for each headding
    2. Deltas or nudges for each Animation frame
    3. Transparency (fade) values for each Animation Frame
    4. SpriteNumFrames, number of frames pressent in the animation block
    5. SpriteFirestFrame, first frame in animation block only used in the scripts from Activision, has no impact on the spritefile.
    6. AnimType, sequential, loop, or back-n-forth.
    7. AnimNumFrames, number of animation frames.
    8. AnimPlayBackTime, length of animation in milliseconds, not implemented acording to Activision.
    9. AnimDelay, number of times to play last frame in animation befor restarting animation.
  5. Relative Paths now work in the interface (note: This is only visual).

The Big Mc is offline The Big Mc
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  Old Post 15-09-2003 18:45 Visit The Big Mc's homepage!
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i will let you know how it handles

The Big Mc is offline The Big Mc
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  Old Post 16-09-2003 13:22 Visit The Big Mc's homepage!
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Small problem when you extract all the images that make up the spr file you save the victory animation wrong the file names you have selected is gu__w for some reason when it should be gu__v

Martin the Dane is offline Martin the Dane
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  Old Post 16-09-2003 15:22 Visit Martin the Dane's homepage!
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quote:
Originally posted by The Big Mc
Small problem when you extract all the images that make up the spr file you save the victory animation wrong the file names you have selected is gu__w for some reason when it should be gu__v

And Work is gu__v not gu__w. Have fixed it so it'll be corrected in the next version. And I'll add a reset filename-mask option, to take care of mask strings saved in the ini-file.

The Big Mc is offline The Big Mc
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  Old Post 17-09-2003 01:04 Visit The Big Mc's homepage!
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Martin I have a idea for you when exporting the image and shadow as two different files could it be possible for you to allow the user to export each image with different background colour for example black for the main image and whit for the shadow for some reason ( like the first compiler) I prefer to see the main image on black but the shadow on white

Martin the Dane is offline Martin the Dane
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  Old Post 17-09-2003 01:33 Visit Martin the Dane's homepage!
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Thought I already did that. The idea was that if you exported with black shadow and black background, in any other than Single File mode, you'd get black shadow on white background, but apperently I messed it up somewhere along the way, so you now get black shadow on black background, witch is not verry usefull.

Thinking it over, it seems to be a better idea to add an 'individual colors option' to the advanced page on the export menu. That way you can export in any color combination you like.

The Big Mc is offline The Big Mc
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  Old Post 17-09-2003 14:52 Visit The Big Mc's homepage!
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You get a dark blue image on black

Other then that I think the export spr file is not bad

I found a temp work around like I sav the spr file 2 times one black one on white and just copy and past the white background on top of the black background :d

The Big Mc is offline The Big Mc
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  Old Post 19-09-2003 13:47 Visit The Big Mc's homepage!
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I am trying to get a test image ready for you when you come to compile the spr

To make sure it works I am compiling it throw the original make spr file but I just noticed the program can’t handle with file names like gu090 funny hay.

When it come to lading the images in to your make spr what will the import options be

Eg

One frame at a time

The hole spr file (like the original make spr)

One characteristic at a time ( like victory)

Martin the Dane is offline Martin the Dane
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  Old Post 19-09-2003 14:02 Visit Martin the Dane's homepage!
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quote:
Originally posted by The Big Mc
To make sure it works I am compiling it throw the original make spr file but I just noticed the program can’t handle with file names like gu090 funny hay.

Well that's 'caus MAKESPR.EXE is version 1.3 where units have two digit numbers, not three as in 2.0

quote:

When it come to lading the images in to your make spr what will the import options be

Eg

One frame at a time

The hole spr file (like the original make spr)

One characteristic at a time ( like victory)

Yes

The whole answer is: the plan is to include several different options, ranging from importing one frame (and possibly single elements like pixels, mask, or shadow) at a time to importing a whole sprite in one go.
For programing reasons, the first option to be implemented is replacing single frames in an exsisting sprite, then I'll probably add the ability to add and remove frames. When that works, I'm going on to the variouse multi-frame import options.

The Big Mc is offline The Big Mc
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  Old Post 19-09-2003 15:10 Visit The Big Mc's homepage!
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Martin the ctp sprit maker did not work something to do with needing tiffs instead of tga

Plus I noticed on some ctp units that when I extract them there is pure black on them (I can’t think of a ctp example of the top of my head)

Also what kind of alpha channel support you offering

 
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