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RE: Display_LCU Artwork Display Tool - V0.2

 
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RE: Display_LCU Artwork Display Tool - V0.2 - 1/7/2011 9:25:44 AM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
Status: offline

quote:

ORIGINAL: Reg

It looks like the first is always the hardest. This one came together quite quickly.

Below is a quick and dirty ship patch installed artwork display tool.
(I will go back through later and tidy up the code for the proper release version).

I had to get the unit types from other tables (relational databases - quite an achievement in MSDOS) but it has slowed things down a bit. Speed is still OK if you are only doing units with artwork (I let it print to screen so you can watch progress) but if you generate every unit (including those without artwork) looking for holes, be warned it might take a while to get through the entire 5,000 slots. Still it is worth the effort as I found a few graphics that don't seem to line up with the units. They must have been intended for a different scenario.

Version 0.2 has the capability to include links to non-existant graphics (select N when prompted for units with graphics only, then Y to include links) so if you install the graphics later they will just appear on your browser without having to regenerate the HTML file.

Once again, have a play with this and let me know what you think of it.







Thanks for the update Reg!

Is this just a test sample that you are displaying?
These are not the LCU bitmaps for the slots in the campaign scenarios.

(in reply to Reg)
Post #: 541
RE: Display_LCU Artwork Display Tool - V0.2 - 1/7/2011 11:01:01 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

Thanks for having a look Halsey. Looks like this tool has proved it's usefulness already.

Both the pictures above and below were generated from the following fragment of a WITPLoadAE dump for Scenario 001. The one above is using the "Only display lines with graphics" option whilst the one below all active unit lines are displayed.

The difference is when took the first screenshot, I had JWE's DaBabes scenario graphics installed (Doh!!!)
As you know these are massively different from the standard graphics assignments. This isn't a real problem as scenario 026 unit data could have be used for these graphics had I realised.

I just used my JoneSoft Generic Mod Enabler program to remove the DaBabes installation (along with it's graphics). I really can't say enough about this great little program. We now should be back to standard Grand Campaign scenario 001 configuration and the screenshot below should be more like what you are expecting.

How does it look now Halsey?



5139,"86th",3,5,225,75,0,50,0,50,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,2363,3,0,0,0,0,0,0,0,37,0,0,0,0,0,420601,0,0,0,0,0,0,0,0,
5140,"6th Marine",7,6,227,78,0,70,0,90,0,0,0,0,0,0,0,102,0,0,0,0,0,0,0,0,0,0,0,0,0,2503,2,0,0,0,0,0,0,0,71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
5141,"22nd Marine",7,6,227,78,0,70,0,90,0,10,102,0,0,0,16094,103,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,74,0,0,0,0,0,420615,2000,0,
5142,"4th Marine",7,6,180,107,0,70,0,90,0,0,0,0,0,0,16589,102,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,74,0,0,0,0,0,440917,2000,0,0,
5143,"29th Marine",7,6,227,78,0,70,0,90,0,0,0,0,0,0,16293,102,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,74,0,0,0,0,0,440501,2000,0,0,
5144,"369th",3,5,218,70,0,50,0,50,0,0,0,0,0,0,0,102,0,0,0,0,0,0,0,0,0,0,0,0,0,2363,3,0,0,0,0,0,0,0,37,0,0,0,0,0,420616,0,0,0,0,0,0,0,0,
5145,"821st",10,5,218,70,0,40,0,45,0,0,0,0,0,0,0,103,0,0,0,0,0,0,0,0,0,0,0,0,0,2365,3,0,0,0,0,0,0,0,108,0,0,0,0,0,420622,0,0,0,0,0,0,0,
5146,"603rd",3,5,225,76,0,50,0,50,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,2363,3,0,0,0,0,0,0,0,37,0,0,0,0,0,420616,0,0,0,0,0,0,0,0,
5147,"",0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"",0,0,0,0,0,0,0,0,0,
5148,"256th USAAF",10,5,223,76,50,40,221,45,0,0,0,0,0,0,0,100,504,0,0,0,0,0,0,0,0,0,0,0,0,2400,3,0,0,0,0,0,0,0,109,0,0,0,0,0,420501,81,
5149,"1942 US JUL-DEC",0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,"",0,
5150,"165th",9,5,212,52,0,60,0,60,0,0,0,0,0,0,0,101,0,0,0,0,0,0,0,0,0,0,0,0,0,2408,3,0,0,0,0,0,0,0,92,0,0,0,0,0,420714,0,0,0,0,0,0,0,0
5151,"112th Cavalry",7,5,218,70,0,60,0,70,0,0,0,0,0,0,15434,103,0,0,0,0,0,0,0,0,0,0,0,0,0,2397,1,0,0,0,0,0,0,0,74,0,0,0,0,0,420720,0,0,
5152,"4th Marine",7,6,227,27,0,60,0,90,0,0,0,0,0,0,0,103,0,0,0,0,0,0,0,0,0,0,0,0,0,2502,2,0,0,0,0,0,0,0,71,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
5153,"23rd Marine",7,6,227,27,0,70,0,90,0,0,0,0,0,0,16584,103,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,74,0,0,0,0,0,420722,2000,0,0,
5154,"24th Marine",7,6,227,78,0,70,0,90,0,4,103,0,0,0,21954,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,74,0,0,0,0,0,430326,2000,0,
5155,"25th Marine",7,6,227,27,0,70,0,90,0,0,0,0,0,0,21950,103,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,74,0,0,0,0,0,430501,2000,0,0,
5156,"507th",3,5,225,76,0,50,0,50,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,2363,3,0,0,0,0,0,0,0,37,0,0,0,0,0,420801,0,0,0,0,0,0,0,0,








Attachment (1)

< Message edited by Reg -- 1/9/2011 12:22:26 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Halsey)
Post #: 542
RE: Display_LCU Artwork Display Tool - V0.2 - 1/8/2011 5:00:52 AM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
Status: offline
Looks good Reg...

Players not using all the art mods out there are missing a real treat!

BTW Reg...
Email me your address and I'll send you the resized Allied LCU/AGP bitmaps.
I've resized the bitmaps from all contributors for uniformity.

< Message edited by Halsey -- 1/8/2011 5:04:49 AM >

(in reply to Reg)
Post #: 543
RE: Display_LCU Artwork Display Tool - V0.2 - 1/8/2011 9:08:46 AM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
Very useful tools you made here Reg, easy to use as well.

(in reply to Halsey)
Post #: 544
RE: Display_SHP Artwork Display Tool - V0.3 - 1/8/2011 11:17:49 AM   
cantona2


Posts: 3749
Joined: 5/21/2007
From: Gibraltar
Status: offline
I need some help guys as its been ages Ive worked with DOS

Whenever I enter the path, no spaces or with spaces, i get invalid folder!

What am i doing wrong or can someone post an idiot's guide


_____________________________

1966 was a great year for English Football...Eric was born


(in reply to Reg)
Post #: 545
RE: Display_SHP Artwork Display Tool - V0.3 - 1/8/2011 9:21:37 PM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline
Hi Cantona,

Please have a look at the example below which shows the script running on my PC with the path to to my game folder. Yours will probably be different.

You should have unzipped the scripts to somewhere on your hard drive. You just double click on them and they will open a DOS window as shown below.

The options in the square brackets at the prompts are defaults and will be accepted when you just press the 'Enter' key. (Note the line "Do you wish to only display groups with graphics?"). If you enter a value at the end of these lines it will be used instead.

The first line prompts you for a path to the game folder (which contains the game "Art" folder) so it can find the artwork to display. The script will accept lines with spaces or you may put double quotes around it if you wish. I have made the default the same as the game installation default so if you used the standard game install location it should work as is.

Your error is that the "Art" folder cannot be found which means the path to the game folder is invalid. This path can contain spaces (as shown), it may have double quotes around it if you wish, it may be absolute (meaning it starts with the drive letter) or it may be relative (meaning the path starts in the current directory - which will be the folder in which the script is located if you double clicked on it).

Just a couple of tips. Make sure you use the \ character in the path, not the / character for MSDOS. The . character represents the current directory (what ever it is at the time). The .. characters represent the current parent folder (or the folder above the current directory).

A couple of examples of relative paths (using the default game folder C:\Matrix Games\War in the Pacific Admiral Edition)

If the script is located in C:\Matrix Games then the relative path will be: .\War in the Pacific Admiral Edition
If the script is located in C:\Matrix Games\War in the Pacific Admiral Edition then the relative path will be: .
If the script is located in C:\Matrix Games\War in the Pacific Admiral Edition\MyFolder then the relative path will be: ..
If the script is located in C:\Matrix Games\MyFolder then the relative path will be: ..\War in the Pacific Admiral Edition

I hope this helps







Attachment (1)

< Message edited by Reg -- 1/8/2011 11:33:17 PM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to cantona2)
Post #: 546
RE: Rotating_Art_Tool_V1.3 - 1/17/2011 2:11:42 PM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
quote:

ORIGINAL: Reg


As a matter of curiosity, has anyone used my tool Rotating_Art_Tool_V1.3 to create a revolving ship art distribution???

Has anyone actually created a revolving ship art distribution at all???



None that I know of - I think Tomlabel wrote about revolving ship arts being in the works, but I am not sure.

Btw I have found a website listing by years the paint schemes applied to USN ships;

http://www.shipcamouflage.com/warship_camouflage.htm

Couple of months ago I downloaded Dixie's ship art for Witp (and AE partially) but it seems to me his website is gone.

Doing revolving ship arts, there are a couple of points of concern;

.) Different paint schemes by ships of the same class would not be possible, since each and every ship of a given class links to the same bmp.
.) The website above lists only the year when a paint scheme was applied, but not the actual date of application (i.e. say May or June etc), maybe the timeline should be chosen in accordance of the ship upgrade paths as outlined in WitP-AE.
.) Dixie's art does not include all possible schemes, and I haven't done any art myself for games myself since ages. The Fletcher DD's are missing for example - a good start would be to just use what's already there - given Dixie's permission of course. I haven't contacted him and I don't know whether he is still active.

Long story short, I am tempted to give it a try, but haven't made up my mind yet. It would be a time consuming huge task, without a question.

< Message edited by Hotschi -- 1/18/2011 4:00:55 PM >

(in reply to Reg)
Post #: 547
RE: Display_SHP Artwork Display Tool - V0.3 - 1/18/2011 7:27:09 AM   
cantona2


Posts: 3749
Joined: 5/21/2007
From: Gibraltar
Status: offline

quote:

ORIGINAL: Reg

Hi Cantona,

Please have a look at the example below which shows the script running on my PC with the path to to my game folder. Yours will probably be different.

You should have unzipped the scripts to somewhere on your hard drive. You just double click on them and they will open a DOS window as shown below.

The options in the square brackets at the prompts are defaults and will be accepted when you just press the 'Enter' key. (Note the line "Do you wish to only display groups with graphics?"). If you enter a value at the end of these lines it will be used instead.

The first line prompts you for a path to the game folder (which contains the game "Art" folder) so it can find the artwork to display. The script will accept lines with spaces or you may put double quotes around it if you wish. I have made the default the same as the game installation default so if you used the standard game install location it should work as is.

Your error is that the "Art" folder cannot be found which means the path to the game folder is invalid. This path can contain spaces (as shown), it may have double quotes around it if you wish, it may be absolute (meaning it starts with the drive letter) or it may be relative (meaning the path starts in the current directory - which will be the folder in which the script is located if you double clicked on it).

Just a couple of tips. Make sure you use the \ character in the path, not the / character for MSDOS. The . character represents the current directory (what ever it is at the time). The .. characters represent the current parent folder (or the folder above the current directory).

A couple of examples of relative paths (using the default game folder C:\Matrix Games\War in the Pacific Admiral Edition)

If the script is located in C:\Matrix Games then the relative path will be: .\War in the Pacific Admiral Edition
If the script is located in C:\Matrix Games\War in the Pacific Admiral Edition then the relative path will be: .
If the script is located in C:\Matrix Games\War in the Pacific Admiral Edition\MyFolder then the relative path will be: ..
If the script is located in C:\Matrix Games\MyFolder then the relative path will be: ..\War in the Pacific Admiral Edition

I hope this helps









Thanks Reg, sorry for delay in reply but Ive just seen this post

_____________________________

1966 was a great year for English Football...Eric was born


(in reply to Reg)
Post #: 548
RE: Rotating_Art_Tool_V1.3 - 1/18/2011 11:41:17 PM   
TOMLABEL


Posts: 5116
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline

quote:

ORIGINAL: Hotschi

quote:

ORIGINAL: Reg


As a matter of curiosity, has anyone used my tool Rotating_Art_Tool_V1.3 to create a revolving ship art distribution???

Has anyone actually created a revolving ship art distribution at all???



None that I know of - I think Tomlabel wrote about revolving ship arts being in the works, but I am not sure.



Long story short.... the way it is coded, it will not support rotating ship art. DB changes take precendence.
Working on something else, but doubt it will work.
I see the only way now to get accurate ship side camoflague art it to do it via the DB.

_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to Hotschi)
Post #: 549
RE: Rotating_Art_Tool_V1.3 - 1/20/2011 5:34:09 PM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
Now I am confused (as if that's something new...)

Do you mean Reg's tool does not support (making) rotating ship art, or do you mean the game itself does not support it (i.e. ignoring any setup for ships similar as for planes), contrary to what michaelm posted?

(in reply to TOMLABEL)
Post #: 550
RE: Rotating_Art_Tool_V1.3 - 1/21/2011 5:03:09 AM   
TOMLABEL


Posts: 5116
Joined: 1/27/2006
From: Alabama - ROLL TIDE!!!!!
Status: offline
quote:

ORIGINAL: Hotschi

Now I am confused (as if that's something new...)

Do you mean Reg's tool does not support (making) rotating ship art, or do you mean the game itself does not support it (i.e. ignoring any setup for ships similar as for planes), contrary to what michaelm posted?


That's ok - I stay mostly confused half the time.

Speaking scrictly related to micheal's code------

micheal's code works well with air art, but as regards to ship art, the DB upgrade art will take precendent in most cases no matter what month/year folder you put them into (meaning the alternate art). This is becuase air art is set (in game) as ship art is not as it has DB specific art slots on upgrade.

I have not tired Reg's tool regarding ship art ( and at the moment dont have time to), but since (or if) it rides on top of michealm's code, which it HAS too, then it will not work.

However, I hope Reg's tool will prove a breakthrough!



< Message edited by TOMLABEL -- 1/21/2011 5:09:21 AM >


_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to Hotschi)
Post #: 551
RE: Rotating_Art_Tool_V1.3 - 1/21/2011 6:08:30 AM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline
quote:

ORIGINAL: TOMLABEL

micheal's code works well with air art, but as regards to ship art, the DB upgrade art will take precendent in most cases no matter what month/year folder you put them into (meaning the alternate art). This is becuase air art is set (in game) as ship art is not as it has DB specific art slots on upgrade.


I have not tested anything to do with the ship art and only programmed my utility to format the artwork as per MichaelM's instructions.

However, my take on the situation is that the database sets the default ship art bitmap image. As the ship upgrades, it's class changes and the default bitmap assigned to the new class (which may be the same as the old image) is then used as the ship default image. This default image is located in the Art\AlliedShip_back, Art\JapShip_back, Art\AlliedShip_Transp and Art\JapShipShills_transp folders.

(Note: Any reference to Art\AlliedShip_back below also refers to the other three ship art folders listed above)

For example, the Pennsylvania 3/42 class in slot 310 with bitmap 009 uses different rotating art than the Pennsylvania 10/42 class in slot 312 with bitmap 011. This means if you want comprehensive rotating art for the USS Pennsylvania, then you are going to have create rotating images for bitmap slots 009 and 011 (plus bitmap slot 178 for the 12/41 class).

My utility will overwrite this game default image (in the Art\AlliedShip_back folder) with a rotating art image that is activated in 12/41 or is tagged -0000.
ie. this image is used (for this class) for the entire game.

It is my understanding that the default image is then over-ridden by any activated rotating art in a year folder in the manner described by MichaelM.
ie. if there in an image in Art\AlliedShip_back42 folder then this is the image displayed (for this class) from 01Jan42 until 31Dec42 unless over-ridden by an image in a numbered month folder.

It is my understanding that the default image and the rotating year image are both then over-ridden by any activated rotating art in a numbered month folder in the manner described by MichaelM.
ie. if there in an image in Art\AlliedShip_back42\07 then this is the image displayed (for this class) from 01Jul42 until 31Dec42.

As TomLabel says, it is not possible to assign rotating art to a specific ship. However it is my understanding rotating ship art can be assigned to a specific ship class and applies to all ships of that particular class. Within the limitations above I still believe the rotating ship art can be an effective game enhancer.





quote:

ORIGINAL: michaelm

Okay now that the planes and insignia are done, from patch 4
47. Added hooks for revolving ship art similar to aircraft.

The ship art can now revolving.


quote:

ORIGINAL: michaelm
I thought you fellows would work it out for yourselves.

It is basically same structure as for the plane folders, but a bit easier as ships are already individual images.
But I'll update the current doc when I get a chance.

AlliedShip_back (standard/default)
AlliedShip_backYY (where YY is the game year)
AlliedShip_backYY/MM (where YY is the game year and MM is a month with the year)


If it doesn't work this way, MichaelM should let us know.


< Message edited by Reg -- 1/21/2011 6:32:35 AM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to TOMLABEL)
Post #: 552
RE: Rotating_Art_Tool_V1.3 - 1/21/2011 4:49:21 PM   
Hotschi


Posts: 548
Joined: 1/18/2010
From: Austria
Status: offline
quote:



By Reg;

As TomLabel says, it is not possible to assign rotating art to a specific ship. However it is my understanding rotating ship art can be assigned to a specific ship class and applies to all ships of that particular class. Within the limitations above I still believe the rotating ship art can be an effective game enhancer.


That was my initial understanding as well, and all I need to know.

Here's my line of thinking, taking the BB Pennsylvania as example;

The following table shows the ship classes (according to its upgrades) and bitmaps it is linked to:

Class-----------BMP--------Date

308-------------178--------12/41
310-------------009--------01/42
312-------------011--------10/42
313-------------011--------06/43
314-------------011--------03/45

So we'd have 3 different bmp's to work with, 178, 009, and 011.

The following table shows the camouflage measurements which were in use on Pennsylvania, citing vertical surfaces only;

1941-----MS-1-----Dark Gray (5-D) - above top of stacks Light Gray (5-L)
1942-----MS-21----Navy Blue 5-N - all vertical surfaces without exception
1943-----MS-21----Navy Blue 5-N
1944-----MS-21----Navy Blue 5-N
1945-----MS-21----Navy Gray 5-N - (Revision 02/26/45, Navy Gray substituted Navy Blue, using same designation)

Taking Pennslvania's upgrade path and bmp change, this translates into the following painting;

BMP 178 ----------- MS-1
BMP 009 ----------- MS-21
BMP 011 ----------- MS-21 Navy Blue
BMP 011 ----------- MS-21 Navy GRAY

And since Pennsylvania upgrades in March 1945, which concides with the revision of the MS-21 camo scheme, only ONE numbered month folder would be needed, that's "1945" containing "03" with BMP 011 painted in Navy Gray.


I hope this is correct...


(For simplicity in this example, I haven't cited the bmp's with transparency for the battle screens, I am aware these would need to be done as well.)

< Message edited by Hotschi -- 1/21/2011 4:51:20 PM >

(in reply to Reg)
Post #: 553
RE: Rotating_Art_Tool_V1.3 - 1/21/2011 10:30:39 PM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

Hi Hotchi, Your analysis is exactly what was thinking.

Here are the default bitmaps for the three Pennsylvania classes.
Note that the Navy Blue MS-21 measure is already incorporated on the bottom two images.

I agree these default images are adequate and only one additional image is needed.
(Though you may consider a Navy Gray version of bitmap 009 in case the player does not upgrade).





Attachment (1)

< Message edited by Reg -- 1/21/2011 11:02:11 PM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
Uh oh, Firefox has a spell checker!! What excuse can I use now!!!

(in reply to Hotschi)
Post #: 554
RE: Rotating_Art_Tool_V1.3 - 1/21/2011 10:42:39 PM   
Reg


Posts: 2787
Joined: 5/26/2000
From: NSW, Australia
Status: offline

You can now consider the rotating ship art successfully tested.

I took the default bitmap 0011 ("AnSide0011.bmp") put a bit of text on it so it was discernable from the default image and saved it as "AnSide0011-4503.bmp" in my master rotating image library alongside my rotating aircraft art images.

I then ran the script "new-ship.bat" from my utility to create a new rotating art distribution and registered the bitmap 0011 for year 45 and month 03. I then ran "build-dist.bat" and pointed the destination to my WITP-AE game folder.

(This seems like a lot of mucking around for one image but you wait until you are creating distributions with 500 bitmaps with three stages each....)

I then fired up WITP-AE and loaded the downfall scenario which is set in September 1945. The result is below. SUCCESS!!!

(Note that the bottom of the image is covered up by the moving ocean animation.)




Attachment (1)

< Message edited by Reg -- 1/21/2011 10:58:22 PM >


_____________________________

Cheers,
Reg.

(One day I will learn to spell - or check before posting....)
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Post #: 555
RE: Rotating_Art_Tool_V1.3 - 1/22/2011 1:04:26 AM   
Reg


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For comparison, this is the Marianas scenario set in 1944 which uses the default bitmap 011 for the Pennsylvania.
(Scenario 011 loaded - no other changes)

Edit: Yes I've checked in the editor for scenario 011 and the USS Pennsylvania is in fact class 314 which is the 3/45 upgrade... oops





Attachment (1)

< Message edited by Reg -- 1/22/2011 3:55:07 AM >


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Post #: 556
RE: Rotating_Art_Tool_V1.3 - 1/22/2011 7:11:25 PM   
Hotschi


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quote:

ORIGINAL: Reg


Note that the Navy Blue MS-21 measure is already incorporated on the bottom two images.

I agree these default images are adequate and only one additional image is needed.
(Though you may consider a Navy Gray version of bitmap 009 in case the player does not upgrade).






Thanks for the hint regarding bmp 009 in Navy Gray, haven't thought of that yet.

In my opinion, the default Navy Blue is a bit too bright and should be darker, but maybe that's just me. There's so many different shades of Navy Blue around that I am actually thinking of purchasing the color chip sets from that webpage I cited above.

Need to do some test paints to find the best method, as a matter of fact it all boils down to finding the right color saturation.

Good to know your tool works!

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Post #: 557
RE: Rotating_Art_Tool_V1.3 - 1/22/2011 10:35:54 PM   
TOMLABEL


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Thanks Reg for the explaination. Possibly I have art in the wrong folder when I tested this awhile back. I'll go back and take a look.

TOMLABEL

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Post #: 558
RE: Rotating_Art_Tool_V1.3 - 1/22/2011 11:41:57 PM   
Reg


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quote:

ORIGINAL: Hotschi

In my opinion, the default Navy Blue is a bit too bright and should be darker, but maybe that's just me. There's so many different shades of Navy Blue around that I am actually thinking of purchasing the color chip sets from that webpage I cited above.

Need to do some test paints to find the best method, as a matter of fact it all boils down to finding the right color saturation.


I had a quick attempt at this below and you can get some good results though I think my attempt below is still a bit dark.... However, I found when I tried this trick with my aircraft paintwork it was difficult to achieve consistent results even if you manage to to get it right occasionally.

Also be aware that colours fade rapidly in service and will look different from the paint chips at a distance which is why the artists have lightened up the colours in the artwork.

By the way, the colour measure in bitmaps 009 and 011 appear to be two tone which is measure M-12/M-22 so you may have to redo these as well if you want them to be authentic M-21. However the artists were tasked to provide a generic colour scheme for the default art and I think they did a magnificent job.

Another tip: The rotating art for Dec'41/All Years overwrites the game supplied default art work. If you set your rotating art to activate on Jan'42, then you leave the default artwork intact and the player is able uninstall the rotating art by deleting the ship art year folders (or disable it's use with the -fixedArt switch in the command line).





Attachment (1)

< Message edited by Reg -- 1/22/2011 11:44:51 PM >


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RE: Rotating_Art_Tool_V1.3 - 1/24/2011 3:13:30 AM   
TOMLABEL


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quote:

ORIGINAL: Reg

By the way, the colour measure in bitmaps 009 and 011 appear to be two tone which is measure M-12/M-22

Yes, MS-22.

quote:

ORIGINAL: Reg
However the artists were tasked to provide a generic colour scheme for the default art and I think they did a magnificent job.

Thanks for being kind. We wanted to be more realistic with the original release, but when you have a boss, you do what he says!

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Post #: 560
NEW SHIP ART - 1/24/2011 3:27:48 AM   
TOMLABEL


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Since we have gotten into talking about ship art, Big B and I are about ready to post some camo schemes for the USN and RN based on information obtained from various sources including 'the ship camo site' (days away), so here is a preview of selected USN ships (RN will be posted too).

USN:






Attachment (1)

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Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

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Post #: 561
RE: NEW SHIP ART - 1/24/2011 3:37:42 AM   
TOMLABEL


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Big B is credited with the RN and has done a tremedous amount of work on the USN as well. His patience has been much appreciated due to the many RL family and work situations I have been going through (we really wanted to release this many months ago but RL rules sometimes) so we have appreciated your patience as well.

As some of you may have noticed, art work for the ship SHILs are a very different animal to tame altogether. Basically, it is like re-doing the art work all over again since the combat background is very different from the SIDEs background palletes that are used. Brian (Big B) has a really good handle on these variations and is working feverishly on them. So...like I said, we are wanting to release soon, but we also want it to be right and something we and everyone can be happy with.

So, without further ado, here is the RN schemes that have been completed thus far:






Attachment (1)

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WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

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Post #: 562
RE: NEW SHIP ART - 1/24/2011 9:08:36 AM   
Reg


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WOA!!!!

Looking forward to these.........



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Post #: 563
RE: NEW SHIP ART - 1/24/2011 9:28:47 AM   
Bane


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This is a truly inspirational and outstanding community! Everyone's dedication and commitment is a testament to everyone - bravo and mahalos!

Aloha a hui hoi!

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RE: NEW SHIP ART - 1/24/2011 3:07:43 PM   
Hotschi


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This is fantastic!!!

Reg, I just wanted to post a positive comment on your Navy Blue, but I realize our conversation is "obsolete"

Tomlabel and Big B, thank you very much for your hard work!

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Post #: 565
RE: NEW SHIP ART - 1/24/2011 5:09:31 PM   
cantona2


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Great looking slides.

Maybe Ive read the posts incorrectly but are these going to be rotating art ala plane side art and will automatically change upon hitting upgrade date?


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RE: NEW SHIP ART - 1/25/2011 3:00:00 AM   
TOMLABEL


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quote:

ORIGINAL: cantona2

Great looking slides.

Maybe Ive read the posts incorrectly but are these going to be rotating art ala plane side art and will automatically change upon hitting upgrade date?



Thanks guys!
No, you haven't read the post incorrectly. At this point, that is undecided. If we take the time to organize these into rotating art, it will extend the release. In addition, alot of paint scheme changes do not correspond to a particular ship's/class upgrade date. We were thinking about releasing the art based on the year the paint schemes 'generally' took effect and then let the players decide how they want to incorporate them via rotating art or database changes/additions. For example, the art work contains completely different art for the USS Washington (as compared to the NC) structural-wise as well as paint scheme-wise(this hold true for some other classes as well in the event some wanted more variations-we've done alot of homework in what ever spare time we've had).

So..... just putting ALL of this art into a rotating art system will not work per se'. We wanted to give the "player" freedom of action on this.

One day, we might incorporate all of this into a mod, but which one do we choose???? That's the never ending question.

TOMLABEL








Attachment (1)

< Message edited by TOMLABEL -- 1/25/2011 5:04:00 AM >


_____________________________


Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to cantona2)
Post #: 567
RE: NEW SHIP ART - 1/25/2011 4:16:18 AM   
TOMLABEL


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From: Alabama - ROLL TIDE!!!!!
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Other stuff on the way........




Attachment (1)

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Art by the Rogue-USMC

WITP Admiral's Edition: Ship & Sub Art/Base Unit Art/Map Icon Art

"If destruction be our lot - it will come from within"...Abraham Lincoln

(in reply to TOMLABEL)
Post #: 568
RE: NEW SHIP ART - 1/25/2011 4:25:46 AM   
Bane


Posts: 132
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Mahalos Halsey for the files! You're echibon

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"What do you think Abraham Lincoln would be doing if he were alive today? (1) Writing his memoirs of the Civil War. (2) Advising the President. (3) Desperately clawing at the inside of his coffin."

(in reply to TOMLABEL)
Post #: 569
RE: NEW SHIP ART - 1/25/2011 3:00:24 PM   
SuluSea


Posts: 2358
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quote:

ORIGINAL: TOMLABEL

Thanks guys!
No, you haven't read the post incorrectly. At this point, that is undecided. If we take the time to organize these into rotating art, it will extend the release. In addition, alot of paint scheme changes do not correspond to a particular ship's/class upgrade date. We were thinking about releasing the art based on the year the paint schemes 'generally' took effect and then let the players decide how they want to incorporate them via rotating art or database changes/additions. For example, the art work contains completely different art for the USS Washington (as compared to the NC) structural-wise as well as paint scheme-wise(this hold true for some other classes as well in the event some wanted more variations-we've done alot of homework in what ever spare time we've had).

So..... just putting ALL of this art into a rotating art system will not work per se'. We wanted to give the "player" freedom of action on this.

One day, we might incorporate all of this into a mod, but which one do we choose???? That's the never ending question.

TOMLABEL










I've been anticipating these for quite some time Kelley thanks for the pre release pictures. Did you guys do the entire pre war USN BBs with camo? If you get the chance before release seeing them would be a blast.

Looking forward to "other stuff on the way" as the APAs look sharp.

Of course I'm in favor of getting these asap!!

Thanks!!!



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