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Post by sean1917 on Apr 2, 2021 0:55:22 GMT
I am trying to figure out the coordinate parameters here from there x,y setup.... I made a markup from the city features files....
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Post by sean1917 on Apr 2, 2021 0:59:47 GMT
My goal is to eventually create a replacement webp/xml ... For not only some or all of this but also for the generals (small heads)....
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Post by sean1917 on Apr 2, 2021 1:02:17 GMT
To understand how Easytech put them together... Hopefully it'll lead to further customization of our mods....
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Post by sean1917 on Apr 2, 2021 1:05:58 GMT
My ? Is... how are the numbers generated? If X is the 'column'.... Y is ?
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Post by sean1917 on Apr 2, 2021 12:28:07 GMT
My ? Is... how are the numbers generated? If X is the 'column'.... Y is ? X will always be a multiple of the width ( plus the value of the gap space between icons) Y will be based on height Together they show the spaces taken up by the icons by relative position.... as if on a grid.
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Post by ππ³π°π΅π΄π¬πΊ on Apr 2, 2021 12:43:19 GMT
---- copy ---- It happened to me when I added three weapon holders. Darth Vader, what should I do now? Q3. How do we use the hex editor? Q2 - what does all these variables stand for? <Texture name="image_item.png" /> <!-- Created with TexturePacker http://www.codeandweb.com/texturepacker--> <!--Format: n => name of the sprite x => sprite x pos in texture y => sprite y pos in texture w => sprite width (may be trimmed) h => sprite height (may be trimmed) oX => sprite's x-corner offset (only available if trimmed) oY => sprite's y-corner offset (only available if trimmed) oW => sprite's original width (only available if trimmed) oH => sprite's original height (only available if trimmed) r => 'y' only set if sprite is rotated --><Images> <Image name="mod0001.png" x="462" y="738" w="45" h="45" refx="0" refy="0" />
I believe refx = oW, and refy = oH (if trimmed). You can add and change generals with modifying the corresponding xml-file. Use and editor with syntax-highlight MT to avoid syntax errors. (iE: a missing " is fatal) As you see, we can put comments in xml-files. It helps a lot to document what is changed in a file. What is the basic information you are missing for binary editing using a hex-editor?
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Post by Darth Vader on Apr 2, 2021 14:18:13 GMT
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Post by ππ³π°π΅π΄π¬πΊ on Apr 3, 2021 14:33:21 GMT
Thats a way :-0 You move the image of the city (for the offset), the city will remain at the same hex location.
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Post by Darth Vader on Apr 3, 2021 14:52:53 GMT
Thats a way :-0 You move the image of the city (for the offset) the city will be at the same cocation. You have to be careful moving citys,units,and landscape sprites. You may have a city in the middle of the ocean!
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Post by ππ³π°π΅π΄π¬πΊ on Apr 3, 2021 15:10:59 GMT
My ? Is... how are the numbers generated? If X is the 'column'.... Y is ? X will always be a multiple of the width ( plus the value of the gap space between icons) Y will be based on height Together they show the spaces taken up by the icons by relative position.... as if on a grid. Hello sean1917, these files are not complicate. These are Sprite Libs or Sprite Sheets. This is industry standard. All mobile OS and Web browser support them. I.E: I use only 1 graphic, the ingame image_ui.png + xml-values (-x -y w h) for all my ET4 graphics in my postings. Why: Imagine: The ET games have a few thousands of single Images - loading them all from single files will blow up the APK size and take ages untill the game starts. So instead of having for example, all single hands arms and feets of our infantry in many single files, they all are all 'packed' into one singe image. And the xml-describes where to find each single image. How: Usually the developer (ET or the modder) has all images as single files in folders - so there easy to work on. When they publish the game, a tool (TexturePacker is the (western) standard tool for this) looks for all files in a folder and generates the (one ore more) graphic (.png or .pkm) and corresponding xml-files that we know. Info: To be most space efficent, the pcker-programm starts with the biggest image and finish (fill up) with the smallest. For this reason the images are organized in the way we find them. Usually images can be even rotated. For performance, these libs should be organized as squares of squares: Image size ( 64*64, 128*128, 256*256, 512*512, 1024*1024, 2048*2048 or maybe 4096*4096) If not needed, the lower half is sometimes truncated. Tipps for building up spritelibs by hand: It is much easier for humans, to arrange your images with a decimal grid. Example: To make a generals-image-lib with 82*82 general pictures, set a grid to 100 and you can easy maintain the xml (x&y = 0, 100, 200 ... w=82, h=82). A mixed-size sprite sheed is easier to maintain by hand with the smaller images in the left top edge and the big images at the right edge down. We don't need to 'replace' an image1.png at its original position: - add your new image at the empty space - Duplicate the original row in the xml - set the name of Image1.png to orig_Image1.png (1. row for backup and image is still there to extract) - write the x and y position of your graphic in the 2. row for the modded Image1 There is no real dissadvantage (minimal bigger png's), but easier work. I havenΒ΄t found ONE ready sprite-packer for android untill now. --unbelievable-- P.S. Coordinates: Computer have 0,0 in the left top edge x grows to the right, but Y grows down ! (not like math)
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Post by sean1917 on Apr 4, 2021 5:16:13 GMT
Coordinates: Computer have 0,0 in the left top edge x grows to the right, but Y grows down ! (not like math)
AAAAH! And here I was trying to make sense of it in our West style math X,Y.... njo wonder it t didn't fit!!!
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Post by ππ³π°π΅π΄π¬πΊ on Apr 4, 2021 17:25:16 GMT
Coordinates: Computer have 0,0 in the left top edge x grows to the right, but Y grows down ! (not like math) AAAAH! And here I was trying to make sense of it in our West style math X,Y.... njo wonder it t didn't fit!!! I am happy, I added the PS. Sometimes it is just a small hint missing. Feel free to ask. Do you mod on andoid or a computer ?
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Post by sean1917 on Apr 5, 2021 20:40:43 GMT
I am actually doing this stuff on an Amazon tablet, so it is Android but not all Android stuff, I guess, is compatible. All of this stuff is new to me, so BIG learning stretch for me. I greatly apprec all the help from you guys!
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Post by tristanknight on Apr 6, 2021 10:40:33 GMT
Thats a way :-0 You move the image of the city (for the offset) the city will be at the same cocation. You have to be careful moving citys,units,and landscape sprites. You may have a city in the middle of the ocean! Rename it Atlantis
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Post by Darth Vader on Apr 6, 2021 12:03:25 GMT
You have to be careful moving citys,units,and landscape sprites. You may have a city in the middle of the ocean! Rename it Atlantis That would sound like a great mod. I want to see if cities can move around,like planets.
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