Porting Over sprites from TC2M

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Jack ONeill
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Porting Over sprites from TC2M

Post by Jack ONeill »

All,

Since, once again, boredom has reared its ugly head, I've decided to try and figure out how to port over sprites from one game to another. I'm actually surprised at how close I've come to getting it right, without knowing what I was doing. However, I've reached an immpass. I've been able to get the sprites onto the map,(once),showing up as it were, but they won't work. Two things are needed - 1) the log says not enough angles and textures for some of the sprites and 2) how do I adjust the size of the sprites to match the existing SOWGB sprites. The TC2M sprites are somewhat smaller.
I know DaV, Zeke and Gunship have done this, so any bit of help would be great.

Thanks,

Jack B)

"Molon Labe"
American by birth, Californian by geography, Southerner by the Grace of God.

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Davinci
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Re: Porting Over sprites from TC2M

Post by Davinci »

Jack Did you ever download the GreyMod that I posted years ago?

I think that I converted most of the sprites from the previous game into this game.

It was Hosted on one of those Sites that was free, but then started charging fees. So all of the files that I had hosted \ stored there are gone.

The angle problem is caused by not having the correct value in the unitgfx Columns N and Column O .

It's real easy, once you understand it, but it is sort of hard to explain.

Basically, try to find the Original Post that I had several years back.

The values work something like this.....If I remember it correctly.

If the Image is 8x8 eight across \ eight down equals (4)
If the Image is 8x4 eight across \ four down equals (2)
If the Image is 4x4 four across \ four down equals (1)

That means that if a set of Infantry has three sets of (8x8) and one set of (8x4) and one set of (4x4)
you would add up the numbers to be 4+4+4+2+1 = (15) This would be your angles \ frames.

But, it would be a lot easier to try to find the Grey Mod5 and to use that to get the data that you need.

davinci
The only true logic is that, there is no true logic!
Davinci
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Re: Porting Over sprites from TC2M

Post by Davinci »

Jack - I have a better idea, which TC2M Graphic are you trying to put into the game.

It would be a lot easier if I just give you all of the information for that particular unit.

davinci
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Cleaburn
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Re: Porting Over sprites from TC2M

Post by Cleaburn »

Yes Grey mod 5 is a must makes the rebs more rebs.I would like to see union artillery and calvary ported and union infantry without packs just gives a wider varity and look if possible...
Davinci
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Re: Porting Over sprites from TC2M

Post by Davinci »

.I would like to see union artillery and calvary ported and union infantry without packs just gives a wider varity and look if possible...
Hey, Cleaburn - are you talking about these guys?
The attachment 3_2013-07-20.jpg is no longer available
I think that I need to dull down the look on them a bit so that their uniform isn't so clean.

The one on the (Left) is default, while the one on the (right) is dirty-faded--looking.
The attachment 2_2013-07-20.jpg is no longer available
EDIT Post - To change Pictures.

davinci
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Last edited by Davinci on Sat Jul 20, 2013 9:10 pm, edited 1 time in total.
The only true logic is that, there is no true logic!
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RebBugler
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Re: Porting Over sprites from TC2M

Post by RebBugler »

I've got the Grey Mod 5, but it is showing a lot of texture errors, even with the unitgfx.csv file update. It does add a lot of variety but until I, or someone gets around to packing the sprites and making it error free, I don't think it's practical from a performance standpoint. What can I say, I'm spoiled with the HI REZ sprites, gotta have em...and unless packed, low rez will be required to run all those sprites decently.

Regardless, much appreciated Davinci :)
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Davinci
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Re: Porting Over sprites from TC2M

Post by Davinci »

I've got the Grey Mod 5, but it is showing a lot of texture errors, even with the unitgfx.csv file update.

If I remember correctly, one of the patches messed up the mod, so I changed \ updated it, but the change was buried inside of a different topic.
But, I have been using it for years, and I don't have an error showing up in my game that I'm aware of, and I check my SOWGB .txt file after every mod change.
It does add a lot of variety but until I, or someone gets around to packing the sprites and making it error free, I don't think it's practical from a performance standpoint.

True, but you know how I feel about the packed sprites; I cannot see any noticeable difference in My computers performance.
What can I say, I'm spoiled with the HI REZ sprites, gotta have em...and unless packed, low rez will be required to run all those sprites decently.
True, but as long as you continue to make those flags, my game might run slow , but it looks good !

davinci
The only true logic is that, there is no true logic!
Jack ONeill
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Re: Porting Over sprites from TC2M

Post by Jack ONeill »

DaV,

Can't find the GreyMod5 anywhere. Bummer. However, thanks to your bit of insight, I've managed to get the sprites onto the screen without crashing. They move alright, but are twitching and dancing about quite a bit as they do so. I think its because certain angles and textures require different number amounts in Columns N and O. Now that I know that, (I think), I can adjust accordingly. That's our story and I'm sticking to it.

I guess I should have mentioned I'm working on porting over a few of Alesillo's Frederick the Great sprites, in anticipation of his upcoming Spanish Succession War Mod. They most closely approximate the CWBR sprites, as far as numbers of sprites on a page goes.

Still can't figure out how to make them taller, though.

Jack B)

"Molon Labe"
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
Davinci
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Re: Porting Over sprites from TC2M

Post by Davinci »

@Jack - Not a problem, I can probably walk you through it!

Are the Sprites Low-Res or Hi-Res?

Answer to the question that you asked above:

Low-Res - unitgfx - G Column - to adjust the height

Hi-Res - unitgfx - M Column - to adjust the height

Also - Open the folder that you have with the graphics that you are working on:

How many of the following files are in each group?

Walk
Stand
Fire
Run
Charge
Melee
Prone
Death

I can tell you what values go in the columns by knowing some of that information.

davinci
The only true logic is that, there is no true logic!
Jack ONeill
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Re: Porting Over sprites from TC2M

Post by Jack ONeill »

DaV,

Thanks. I believe they are low-res. When I enable them on high-res, the game crashes. (TC2M). They run on TC2M with Hi-res flags only. Neither the Minimum uniforms or Hi-Res uniforms is enabled.
-------NOW - ORIGINALLY
March - 4 ---- 2
Stand - 3 ---- 1
Load - 4 ---- 0
Ready - 3 ---- 0
Shoot - 3 ---- 2
DblQuk - 4 ---- 2
Charge - 4 ---- 2
Melee - 8 ---- 2
Prone - 0 ---- 0
Death - 4 ---- 1

There are no graphics for prone. (These are basic British Infantry.) I based the changes on Gunship's ported over Landwehr Infantry unit.gfx files directly above the new British ones and extrapolated from there. It would be an easy adjustment to go back to the original set up from where I am now. Probably take about 10 minutes of hunting and typing.

Jack B)

Note @ 1820 Hrs. PST - Forgot to mention I'm getting a "Double-Stack" of troops - ie: A complete Battalion standing on top of another complete Battalion. Not sure where that come from.
Got the sizing right - 1.5 in column M, I think. Gonna have to go back and check that, but it DID work. The guys actually standing on the ground are the same size as the NapMod Brits next to them in line. The guys standing on their shoulders are full size, too.
Last edited by Jack ONeill on Sun Jul 21, 2013 5:26 am, edited 1 time in total.
American by birth, Californian by geography, Southerner by the Grace of God.

"Molon Labe"
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