HD Flags Sampler

This is where our experts try to teach you the very flexible modding system for our previous release - SOW Gettysburg and its add-ons. It's powerful, but dangerous. Post your tips and your questions.
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RebBugler
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HD Flags Sampler

Post by RebBugler »

These are the first of a set of flags that will represent the Turbo Flags release in High Definition. Slow-going with these High Rez flags so be patient. Should have the set of 16 done in about a month or so. This is a stand alone mod, place it below other flag mods in the Modifications listing. For a fast look, selecting Gibbons' division 2nd Corps in Sandbox should show all of these since he has NY and Mass troops.



http://www.norbsoftdev.net/forum/modifi ... dded#52128

Next set added at this link:
http://www.norbsoftdev.net/forum/modifi ... -2-8-total
Last edited by RebBugler on Sun Oct 14, 2012 8:09 am, edited 1 time in total.
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RebBugler
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Re: HD Flags Sampler

Post by RebBugler »

The attachment HDFlagSampler.jpg is no longer available
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Davinci
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Re: HD Flags Sampler

Post by Davinci »

Reb - Excellent looking flags !

Also - very professional toolbar !

Have you noticed any slowdowns with the hig-res-flags , or does it play as normal.

davinci
The only true logic is that, there is no true logic!
Garnier
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Re: HD Flags Sampler

Post by Garnier »

Do you really do them by hand? Or do you use a script where you can put in a rectangle flag image and generate all of the frames?
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RebBugler
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Re: HD Flags Sampler

Post by RebBugler »

Since these flags are on the large 2048 texture sheets, they should draw the same load as the stock flags, since there are still 4 flags per sheet like the stocks. However, they will not be as efficient as the normal rez turbo flags since those are all on one large sheet. HD Turbo Flags will be on 4 large sheets, both designs representing 16 flags. This is based on the assumption that FPS efficiency is determined by the number of texture sheets, not their size.

Thanks for the Toolbar kudos there D, I don't go to war without it. :)
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RebBugler
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Re: HD Flags Sampler

Post by RebBugler »

Do you really do them by hand? Or do you use a script where you can put in a rectangle flag image and generate all of the frames?
I individually tooled frames to build the templates I use. For the movement phase, the swing, I still have to work frame by frame, but since there are only 8 frames, that's not too tedious. Once the swing portion is done, then movement through the templates, ruffles, shading, feathering, etc., is pretty routine and goes much faster. Still, there are about 30 steps I have to remember, and just one slip up results in a start over. Problem is, an error does not usually show up until testing 'in game'. Building in two stages helps a lot, so usually a goof can be fixed by only repeating half the process.
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Davinci
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Re: HD Flags Sampler

Post by Davinci »

Reb - Slightly Jumping Topic - but along the same lines.

Can the flags be made to constantly bend towards the troops, and not towards the front of them?

I'm not sure how that works, but you have spent more time with the flags then everyone.

Thanks,

davinci
The only true logic is that, there is no true logic!
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RebBugler
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Re: HD Flags Sampler

Post by RebBugler »

Reb - Slightly Jumping Topic - but along the same lines.

Can the flags be made to constantly bend towards the troops, and not towards the front of them?

I'm not sure how that works, but you have spent more time with the flags then everyone.

Thanks,

davinci
Nope, they're 2D, so, as the camera switches sides, the flag flips backwards or forwards. Guess you missed my Sallie mod. Poor dog had to run backwards depending on the side observed, as she was a modded flag. :side:

For flags to behave as you ask they would have to be 3D sprites, and expensive on FPS, for each different flag would be like adding another unit sprite.
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Jack ONeill
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Re: HD Flags Sampler

Post by Jack ONeill »

RB,

Brother, you are TOO awesome!!

Jack B)
American by birth, Californian by geography, Southerner by the Grace of God.

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Davinci
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Re: HD Flags Sampler

Post by Davinci »

For flags to behave as you ask they would have to be 3D sprites, and expensive on FPS, for each different flag would be like adding another unit sprite.
OK, Understand!

Thanks,

davinci
The only true logic is that, there is no true logic!
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