RockinHarry
Posts: 2963
Joined: 1/18/2001 From: Germany Status: offline
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quote:
Originally posted by David boutwell:
RockinHarry,
How do you handle adding these new terrain icons to your game? Do you keep a custom set of terrain files, or do you just not post any of your work?
David Boutwell
All that I do is for everybody once I got some stuff finished. First I try to figure out what graphic adds are welcomed then I try to get the needed base material like photos or premade stuff from the existing shape files newly arranged. Would be nice if some people help,..giving pictures or links but also other "shape"-workers are welcome as I´m also still learning how to do the stuff best with Freds Editors and graphic programs. By now I´m investigating in the "centering" of shapes issue and already found out some interesting stuff.
Shape files in question: 82,83,84,85,86,90 and maybe more. At least these ones are supported directly by SPWAW through the various key-commands. (a,~,use-X,SHIFT-1..) Of course all zoom levels need to be made also. The size ratios are: Highest zoom (z4) 100%, 2.zoom (z3)=80%, 3.zoom (z2)=60% and 4. zoom (z1)=~35%. The working steps usually are: Exporting the shapes in question with freds ShapeEd to BMP format. Do the changes in graphic program and reimport the changed BMPs into the Shapefiles again with Freds ShapeEd. Fred has most of the info needed to work with his programs kept in either the helpfile or a historyfile. That´s what I´m working with. No secrets.
Some facts: Shapefiles may have upto 255 graphic slots. (most have less than 100 now or just dummies) Building type shapes have a 2-3 pixel "autoshadow" in the game. The shadow is below and left, the lighting in SPWAW obviously seems to come from North-East.
BTW: The new city street graphics look best when placed on the "floor" layer of SPWAW. By now they are placed on layer 6 and so covering these building "autoshadows". (..makes the row houses looking a bit flat at times) The changes need to be made with Freds MapEd only.
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Harry
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