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Sprite modelling....
Posted: Sun Apr 14, 2013 9:14 pm
by alexjack
Could someone give me a quick run through in how I would say, put a black hat on a Confederate cavalryman for instance? I'm not asking about painting techniques but rather which sprites would I need to select so that I wouldn't get black hats on all of them. Really basic stuff like that.
Re: Sprite modelling....
Posted: Sun Apr 14, 2013 9:48 pm
by Davinci
Could someone give me a quick run through in how I would say, put a black hat on a Confederate cavalryman for instance? I'm not asking about painting techniques but rather which sprites would I need to select so that I wouldn't get black hats on all of them. Really basic stuff like that.
I think that there are
two-different default Cavalry uniforms for the Confederates. They are listed in the
Base \ Graphics \ Units folder.
So, you would need to
create a Mod-Folder - such as...Confederate Black Hats
Then copy all of the
CSA_H_Cav_01 sprites into that folder that you just created.
Then
rename all of them so that you don't
overwrite the existing default graphics.
Since there are two default uniforms - name these something like....CSA_H_Cav_03.
Then
edit all of the sprites to have a black hat, which is probably going to be in the hundreds.
You will also need to edit several more
csv files so that the game will know to load these in, but editing the sprites by hand, even if you are just adding a hat will probably take several months.
Hope this Helped!
davinci
Re: Sprite modelling....
Posted: Sun Apr 14, 2013 10:06 pm
by alexjack
Helpful but discouraging. Lol. Thanks for your answer.
Re: Sprite modelling....
Posted: Sun Apr 14, 2013 11:29 pm
by Davinci
Helpful but discouraging. Lol. Thanks for your answer.
Well, I've said this in a previous post, but there is a reason that the units are just not designed to edit by hand, it takes a very long time to add in something as simple as a hat.
Look at the
Cavalry units that are listed in the
Base \ Graphics \ Units folder.
Even if you were just editing the Cavalry walking graphics there are
ten of those files with each one containing
sixteen different sprites. So that would be
16x10 or 160 edits.
Then you would still have to edit the other files.....Kneel, Stand, Fire, Run, Charge, Melee, Death, and the other two that I didn't mention.
So, it probably wouldn't be several hundred, but closer to a thousand different edits.
Probably not the best way to spend your time!
davinci
Re: Sprite modelling....
Posted: Mon Apr 15, 2013 1:57 am
by alexjack
Makes you appreciate what RebBugler did with the horses.
Re: Sprite modelling....
Posted: Mon Apr 15, 2013 9:54 am
by RebBugler
Makes you appreciate what RebBugler did with the horses.
Well, not much talent involved with what I did, and without the benefit of a sprite building and rendering application, the time involved in modifying sprites can be ridiculous. Once I did the CSA cavalry horses, two sets of Butternut uniforms darkened, and all the Death Sprites for BloodBath, I was fairly burnt out.
Re: Sprite modelling....
Posted: Tue Apr 16, 2013 1:54 pm
by alexjack
Well look at it this way. You've probably pleased more people than Joe Hookers girls.