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Создание/сборка/замена монстров
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Ivor Offline
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Posts: 1138
Post: #1
Кирпич 
Приветствую!

Занялся выдиранием монстров из WoW и вставкой их в Герои.
3 монстра уже есть
Image: WingedSerpent.gif, Image: Crab.gif и Image: Wolvar.gif
Будут включены в мод МОР.

На очереди ещё два. С двумя верхними были проблемы при создании. Насколько я понял, Deftool при создании дефа из полноцветных кадров и из кадров с 8-битным цветом, но с разной палитрой формирует гигантские DEFы, размером в 15-20Мб.

Вопрос, кто как решал проблему разных палитр в кадрах?

я экспортировал палитру из 1ого кадра, а затем делал экшен в Фотошопе, который переводил все кадры в индексированные цвета, но с очередным монстром это не сработало. 3-4 нижних ряда палитры всё равно различаются.


Моды (Иные герои, иные заклинания), скины, портреты
16.09.2009 17:06
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Qwertyus Offline

Posts: 246
Post: #2

Делать можно так - берёшь несколько ключевых кадров одного монстра, в которых представлены все цвета будущего дефа (например, кадры движения, атаки, защиты, в которых появляются другие цвета, нежели чем в анимации "стояния"; сюда же можно отнести кадры с тенью, обводкой и т. п.). Создаёшь в Шопе большую картинку, которую заполняешь данными картинками. Потом делаешь индексирование цвета (выборочная палитра, если надо - задаёшь на первые позиции "системные" цвета для тени, обводки и т. п. в разделе "заказных" цветов). Полученную палитру сохраняешь и используешь для индексирования всех картинок дефа. Вуаля.


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16.09.2009 18:47
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gamecreator Offline

Posts: 7107
Post: #3

я слышал что в дефтуле можно как-то сшить дефы, привести палитру и порезать.


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
16.09.2009 20:37
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gamecreator Offline

Posts: 7107
Post: #4

Ivor, так помогло или нет?


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
19.09.2009 02:36
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Valery Offline

Posts: 2196
Post: #5

Ok я пытался это тоже, что вы думаете? <------148
Image: image4zv.jpg
Image: 111bn.gif

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19.09.2009 15:16
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Ivor Offline
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Posts: 1138
Post: #6

(19.09.2009 02:36)gamecreator Wrote:  Ivor, так помогло или нет?

В дефтул ничего подобного не нашел.


Моды (Иные герои, иные заклинания), скины, портреты
19.09.2009 15:25
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Corwin Offline
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Posts: 3346
Post: #7

Наиболее действенный и вполне грамотный метод описан Qwertyus-ом, чем он не устраивает, или где затруднения?

Valery, excellent russian 96-copy


Не балуйтесь.
19.09.2009 15:48
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MOP Offline
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Posts: 1468
Post: #8

Надо бы у Valery тоже тихонько начать воровать. 96-copy Тем более, что он вроде полные анимации выкладывает. Spiteful Или контракт заключить (хотя моя аглиццкая языка очень плоха). Классных юнитов делает. Image: rolleyes.gif


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19.09.2009 15:57
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gamecreator Offline

Posts: 7107
Post: #9

Ivor, оказывается это может старая версия дефтула

MOP, а вы с ним так и будете общаться через переводчик ))


When all gods have burnt to ashes in eternity of sorrow,
Demons gonna tear your soul because there is no tomorrow.
19.09.2009 16:00
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Flashback Offline

Posts: 2001
Post: #10

валеру жжет 148

Quote:MOP, а вы с ним так и будете общаться через переводчик ))
я с одним китайцем общался на английском через переводчик, и ниче, понимали друг друга Sm)


Любишь Героев? Читай "Вестник". Уже прочитал его? Читай теплый ламповый блог обо всем и играй в МутноИгры.
(This post was last modified: 19.09.2009 23:15 by Flashback.)
19.09.2009 23:13
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Valery Offline

Posts: 2196
Post: #11

Гриффин 172

Download
Image: image2zv.jpgImage: 111et.gif
(This post was last modified: 20.09.2009 02:09 by Valery.)
20.09.2009 01:33
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Qwertyus Offline

Posts: 246
Post: #12

(19.09.2009 15:16)Valery Wrote:  Image: 111bn.gif
Ho-ho! Nice punch! Let's kick some asses! 96-copy

Gunman is good, he has just small lacks in animation. And his moving in battle looks a bit strange.

Griffin needs to be shifted slightly forward (as he is 2-hex unit). Also, his movements are too sweeping, he did not quite fit into the allotted space. In game it looks awesome, but not perfect.


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(This post was last modified: 20.09.2009 03:15 by Qwertyus.)
20.09.2009 03:14
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Valery Offline

Posts: 2196
Post: #13

(Going to english to answer)

Thanks for feedback. In fact I was thinking to change Infantry moving to "walk" instead of run, thats why it is strange. What other animations you think it lacks?

Griffin is very hard to correct. I will move it forward but still have problems with attack, he goes too forward and has not other attack...Any idea how to modify attack to fill only a few squares instead of that big move?

His death is very detailed in WOW, sometimes I had to extract one frame after another. But when it dies it goes out of screen for one frame, and also the dead corpse is really too big.

Ok, don't laugh but my biggest problem is still how to index colors from RGB, as I have to do it frame by frame and by hand. The tool from Photoshit to do all frames at once does not work. It saves the frames but in not in correct order (and gives automatic option-save as PSD not bmp so I have to choose it manually) and then I lose track of which is which. So it takes forever to do it by hand.
(This post was last modified: 20.09.2009 04:04 by Valery.)
20.09.2009 03:56
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Qwertyus Offline

Posts: 246
Post: #14

I have no englisn version of Photoshop now and it's hard for me to explain for you right method on right english Sm . But it's here, in post#2. Well, I can try...

1) Choose a few frames of the monster, which use different colors. These frames can be from different sequences (Standing, Moving, Attack etc). Try to choose them in such way that these frames include all the possible colors of monster animation.
2) Create a new big image in Photoshop and place this "key" frames in it. Fill background with "transparent" color.
3) Go to the "Indexed Color" window. Choose Local (one of three versions, "Adaptive", for example) palette, 256 (or less) colors, Forced - No (you can use forced colors only for special "system" colors of Heroes, like transparent color or faint shadow, deep shadow, selection colors etc). Don't use other options like Transparency, Matte, Dither, Amount for indexing.
4) After the indexing go to "Image" menu and click on "Palette...". Save the resulting palette as *.ACT-file in some place.
5) And now you can use this palette for indexing every frame of your def-file. Just open image and load this palette for it. You can use also "Last Used" palette option, if you go in "Indexed Color" window.
6) Use Def Tool for best results after all Sm .

A small tip - when indexing, Photoshop often do a "stroke" line around a monster borders with blue color. It looks like "transparent" color, but it's not (you can see this blue stroke in game). If you go in "Color Table" window you can see real transparent color - 0,255,255 (for RGB values) and "fake" - something like 2,254,254. Just replace these values with 0,255,255 and "stroke" line will be removed.


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(This post was last modified: 20.09.2009 05:56 by Qwertyus.)
20.09.2009 05:36
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Valery Offline

Posts: 2196
Post: #15

no no! That I already know and did it for each creature. I was speaking about multitask Photoshit, as performing indexed colors for ALL frames without having to do it by hand. Sorry if bad explained. I will certainly open a thread for that matter in english forums, to not go off topic here.

palettes are no longer a problem.

@Edit: I got it working. The problem was that Photoshit has already built-in scripts which prohibited me to save files automatically. I deleted all scripts and now it is working.

I modified the griffin: two hexes, start/stop moving fluid, and moved manually to left all attack frames which were out of range. It still goes a lot forward, but if I delete the moves then all attack is deleted.

Griffin
(This post was last modified: 20.09.2009 10:23 by Valery.)
20.09.2009 05:56
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