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Creating .def, help
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FCst1 Offline

Posts: 1165
Post: #16

(21.08.2009 23:39)Valery Wrote:  FCst1, when checking "create msg+msk I get this error. Any idea why?
Image: image1fev.jpg
For units .msg and .msk are not necessary, only for units on a map. But I too receive this error. For a long time I ask GrayFace to correct...


Image: vestnik.gif
Eye Monster!
22.08.2009 02:54
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Valery Offline

Posts: 2196
Post: #17

@Darkloke: Ok sorry. I sent one bmp by mail.

@FCst1: then how did you import so many objects into the patch if you have same errors?

I just got Caesar 3&4, Disciples and found a lot of nice things there. I am ready to start importing them. What a msg/msk contains?
(This post was last modified: 22.08.2009 03:10 by Valery.)
22.08.2009 03:03
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Valery Offline

Posts: 2196
Post: #18

I am dying to understand how all this works.
I have those 3 new objects, but only one has white background. How to change black bg from other two? And how to create msk/msg without crashing the def tool. And how to add those lines of codes to ZEOBJTS.txt?

Image: image3idm.jpg
22.08.2009 19:22
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FCst1 Offline

Posts: 1165
Post: #19

(22.08.2009 03:03)Valery Wrote:  @FCst1: then how did you import so many objects into the patch if you have same errors?
I used preparations .msg & .msk
About an error - today has asked GrayFace to correct.


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Eye Monster!
22.08.2009 20:00
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Valery Offline

Posts: 2196
Post: #20

Quote Darkloke:
1. Open it in Photoshop (i suspect u are using it).
2. Go to Image - Mode - Indexed Color. Now u are in Indexed Colors
Menu.
3. In the "palette" combo box box select any scheme u like (i prefer to use
local adaptive variant, but u could try other ones).
4. Set colors to 256.
5. In "forced" combo box select "custom". In newly opened menu click
"load" and load the file i attached.

As note - PS generates palette file automatically, so forced color
option allow u to add colors which not present on the image - such way
u can be sure that u have added in the palette system colors, that
required for heroes.

6, Uncheck "transparency" option.
7. Select dither as none (though it not necessary - u can play with
settings to see whats changing).

Press ok. Thats all - palette created and applied to ur image, which
is now in 256 colors (after saving it - u could see the difference in
the size).

Now u can go in Image - Mode - Color table to see ur palette and
saving it into external file for using it for ur other images.
REMEMBER - all images in ur set (unit for example) must have the same
palette.

Ah, one more thing - be sure to check that ur cyan background has (0;
255; 255 color) - now it has (130;254;254) - in that case u wont see
transparency in the game.


Ok, I tried whole process and I got a 154ko image instead of 600Ko. Now I have some questions:

1) I changed the image to indexed colors. Does it means I have to repeat the whole process for EVERY frame I import from WoW model view?
I never used Photoshop in the process: here how I did it- create frames from modelviewer and place them in different folders and renamed, then opened straight the def tool and created the def.
4) Changed colors to 256
5) Where is forced combo options?
Thats is how I did:
Image: image1wms.jpg
Then loaded your palette but it gives this:
Image: image2uru.jpg
6) I unchecked transparency when choosing indexed colors, thats right?

I also changed the cyan background to (0; 255; 255 color) .
(This post was last modified: 22.08.2009 22:07 by Valery.)
22.08.2009 22:00
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Valery Offline

Posts: 2196
Post: #21

I am sorry for bothering you all with my stupid faults. I found the reason why my creature did not show in game, and thats because of modelviewer crashing constantly. While I set up the background for the first frames at 0.255.255 I forgot to redo it at every after-crash.

Solved.
Image: image2otd.jpg

Now I have to figure to insert objects and msg/msk thing.

Off topic: Mad

I just found that Berserker closed all his projects and quited Heroes world. This is terrible news. You were an extremely nice person and I thank you for all your kind help. I wish you to enjoy your future life but don't forget us, drop us a "hello" from time to time.

Be well Bers.
(This post was last modified: 23.08.2009 01:33 by Valery.)
23.08.2009 00:47
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GrayFace Offline
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Posts: 1233
Post: #22

Valery, here's how you could do it easier: just choose Transparent color on "Frames" tab. Click on the blue box there and choose the green background color of your images.

(22.08.2009 01:07)Darkloke Wrote:  Well, indexed files are the 1st requirement for creating defs. Also u should have a correct palette (1st 10 fixed colors).
This is only true for DefMaker. DefTool doesn't have such limitations.
23.08.2009 16:11
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Valery Offline

Posts: 2196
Post: #23

Grayface, the problem now is getting the msg/msk and adding code in ZEOBJTS.txt. Care to look at that error?
I got a lot of interesting objects from various games. I am very excited now that I got at least something working.

For the background solution, I choose an object which has dark background. I inserted it in Def tool and choose frames/checked transparency and clicked on the small blue box on its left. Choosed 0.255.255 and clicked ok. Nothing changed, the background is still dark.

Now I solved it in my manner. I opened the bmp in photoshop and used teal airbrush to change the background. It worked.
Image: image1djr.jpg
(This post was last modified: 23.08.2009 16:57 by Valery.)
23.08.2009 16:16
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Valery Offline

Posts: 2196
Post: #24

A new def, all moves are detailed, background and indexed colors fixed, but in game the colors lose a lot from the original. I did also some weird mistakes as my model is exactly vertical like in the gif, but in game the perspective is a bit distorted and the angle slightly different. I will correct it.
Image: elfd.gif

Also I had to change RVB to indexed for every frame, is there a fastest way?
My finger is broken.
When I will explore the process deeper I will start with 3dsMax, right now I can't get it to run (some keygen problem). It costs 5000 $ 36
(This post was last modified: 24.08.2009 08:35 by Valery.)
24.08.2009 07:15
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Corwin Offline
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Posts: 3346
Post: #25

Valery, there is fastest way, it is called "actions" in photoshop.
1. Take all images, that color palette must be changed (all frames of one unit) in one separate folder.
2. Create one more folder, call it "indexed color", for example.
3. Open photoshop
4. Open one frame in photoshop
5. (!) go to action tools (window->actions), pick on "create new action" button (bottom of actions window); name the created action "changing palette", for example. Now all editing that you do - photoshop records.
6. Change palette to your opened frame from RGB to indexed palette, that you already have (!).
7. Save frame without changing name in folder "indexed color" (or any other name, that you did)
8. Close the frame.
9. (!) Stop record (at bottom of action window button "stop")
10. Go to "File -> Automate -> Batch". In batch window set action, that you did (in our case - "changing palette"); in "source" field click "choose" button and choose folder where is all frames (see step 1); click "ok".
11. Take sprite and popcorn, sit сonveniently and watch how the photoshop do your job Sm.
12. Go to folder "indexed color" (see step 2) and take all your frames in indexed color format.

P.S. if you have any problem - ask here; when I have time, I answer Sm.


Не балуйтесь.
24.08.2009 10:37
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Valery Offline

Posts: 2196
Post: #26

I already knew about this multiple files command because I read this
guide

But thats why I hate all those programs, as everyone has different options and they never are same Dash1

I have no "actions", no "tools", no possibility to do all this in my Adobe photoshop CS 8.0.1. But millions of weird options.
Image: image1vaf.jpg

Edit: ok I found it. In fact it is called "start a new script". I am still fighting with it but I will win soon.
(This post was last modified: 24.08.2009 11:41 by Valery.)
24.08.2009 11:13
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Corwin Offline
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Posts: 3346
Post: #27

I did not understand what is the problem.
You don't have that in your photoshop?
Image: original.gif


Не балуйтесь.
24.08.2009 14:39
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GrayFace Offline
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Posts: 1233
Post: #28

(23.08.2009 16:16)Valery Wrote:  Grayface, the problem now is getting the msg/msk and adding code in ZEOBJTS.txt. Care to look at that error?
I've fixed the msk/msg error. Here you can test it: http://sites.google.com/site/sergroj/wog...edirects=0
Here's an editor for ZEOBJTS: http://bournwog.narod.ru/programs/ObjTxtEditor.zip

(23.08.2009 16:16)Valery Wrote:  For the background solution, I choose an object which has dark background. I inserted it in Def tool and choose frames/checked transparency and clicked on the small blue box on its left. Choosed 0.255.255 and clicked ok. Nothing changed, the background is still dark.
0.255.255 isn't a dark color Sm You should choose the background color that you have in your images there. Anyway, in the new version background color is chosen automatically.


Вся правда обо мне
24.08.2009 15:31
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Valery Offline

Posts: 2196
Post: #29

Its ok, thanks. It as different on my system, I was looking as mad for "actions" and "tools" (options in french) but in fact the feature is "scripts".

From there is same.
Image: image1pkdtlp.jpg
(This post was last modified: 24.08.2009 15:36 by Valery.)
24.08.2009 15:32
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Valery Offline

Posts: 2196
Post: #30

Finally I see the light:
Image: image1oyc.jpg

1) Did I set up the pass ability well? The grids are not identical between def tool and text.exe.
2) Is type 63 ok?
3)Do I have to check something in object place or leave it uncheked?
4) What to put in "current position"?
5)Object count?
6) Where to tell the program where in the editor the object will be located?
7)To introduce it I have only to add the names of def/msk/msg in H3sprites.txt, copy the text line in ZEOBJTS.txt, add ZEOBJTS.txt into the .wog file? What to add in action.txt, as it is it who will contain the ZEOBJST.txt, no?

Sorry for many questions, but as you can guess, I introduced the object in the game without errors but it does not show in editor.
24.08.2009 16:41
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