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HD Flags Sampler
Posted: Mon Oct 01, 2012 2:16 am
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
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 2:17 am
by RebBugler
The attachment HDFlagSampler.jpg is no longer available
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 2:29 am
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
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 2:47 am
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?
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 3:04 am
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.

Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 3:20 am
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.
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 5:45 am
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
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 6:12 am
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.
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 7:14 am
by Jack ONeill
RB,
Brother, you are TOO awesome!!
Jack B)
Re: HD Flags Sampler
Posted: Mon Oct 01, 2012 8:16 am
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