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  #21  
Old June 15th, 2004, 11:03 PM

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Default Re: Unit Names, IDs, and Graphics Available

Is there any way for you to 'rip' them out in the proper sizefile for ease of changing? Only because there are a few of us (me in particular) who have no skill in image editing.

Also is there any way to pull the animation images or would you have to go into the game, take some sort of SS then port it out?
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  #22  
Old June 15th, 2004, 11:12 PM

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Default Re: Unit Names, IDs, and Graphics Available

Quote:
This is the thread if you go to the first page
Oh, okay. Glad to know I'm in the right place!

Quote:
I'm still working on the unit database. I'm anxious to see what Edi has created because that may ease my work considerably.
I liked the national troop write-ups that someone did (a few people; don't remember much about them except that I think I got them from Sunray's site)... something like that updated for the new patches would be great. The only thing is that the numbers tended to run together...

Quote:
If you want to download all the images you can get them from the link on the first post. These are only the base animations, and they are a large filesize than what is needed in the game.
Okay. So I _can_ get the images, but I need to edit them before I can use them... seems fair. I'd like to see them pre-edited to fit the game (which I think is what Zen is asking for), but I might be able to work with this.
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  #23  
Old June 15th, 2004, 11:30 PM
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Default Re: Unit Names, IDs, and Graphics Available

Quote:
Originally posted by Zen:
Is there any way for you to 'rip' them out in the proper sizefile for ease of changing? Only because there are a few of us (me in particular) who have no skill in image editing.

Also is there any way to pull the animation images or would you have to go into the game, take some sort of SS then port it out?
I got all the images by creating a script that automated the process of taking screen captures.

I tried many settings to get the best image before I took the screen capture but was unable to find one where the images were displayed in there ACTUAL resolution.

If someone comes up with the perfect settings I can run the scripts again. It takes about 4 hours to go through all 1100 units.

I can't think of anyway to automate the capture of the attack animation. If anyone has some ideas I'm open to them.

The absolute best method would be for someone to actually rip the data directectly from the game files. I don't have any expierence in this area.
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  #24  
Old June 15th, 2004, 11:50 PM
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Default Re: Unit Names, IDs, and Graphics Available

You could get most of them from Dominions I: PPP, where they were always the same size... except I think they are lower res there. And it might be harder to automate.

Even with the screenshots, there is some tricky work in engineering an image of the same size as the original without too many artifacts from the process.

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  #25  
Old June 16th, 2004, 12:16 AM

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Default Re: Unit Names, IDs, and Graphics Available

What settings are you looking for? Just Pixel size, or do you need resolution? If you use the largest pixel size availiable. 64x64 was it?

If you do that, then all people will need to do is edit the base image for attack animations.

I can't think of any good way to get attack animations since there is no stable command except for pause to try to get them and that is an incredible pain in the ***.
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  #26  
Old June 16th, 2004, 02:15 AM
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Default Re: Unit Names, IDs, and Graphics Available

Hmmm I havent played with MODs yet. Since mods do make reference to image 1 and image 2, is there any way in a mod to switch them? maybe create a new unit where they are reversed?
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  #27  
Old June 16th, 2004, 02:30 AM
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Default Re: Unit Names, IDs, and Graphics Available

Nice idea, Gandalf, but no, not for the build-in units. That's because the only image mod commands refer to .TGA file names, and not unit numbers. If we could do that, then there would be little need for this.

That is, one thing IW could provide which would solve all of this would be if we had a mod command to use the images from an existing unit, by unit number.

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  #28  
Old June 16th, 2004, 02:38 AM
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Default Re: Unit Names, IDs, and Graphics Available

Quote:
Originally posted by Zen:
What settings are you looking for? Just Pixel size, or do you need resolution? If you use the largest pixel size availiable. 64x64 was it?
...
I think he meant settings for his own routine which automated taking the screenshots. The ones he did resulted in higher resolution that the format needed for the images.

Considering that a 3D algorithm is at work on the images, with varying distances, I don't think it will be possible to use the battlefield view to get the images the right size. It might be possible to use the unit character sheet view, and/or the pretender view, to get a flatter Version of the image.

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  #29  
Old June 16th, 2004, 03:12 AM

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Default Re: Unit Names, IDs, and Graphics Available

After speaking with him this is the best alternative. Unfortunately people will have to find out how to resize and crop their images down to the game parameters. Which if you are like me and Gimp, takes a long drawn out proceedure to shrink down the image.
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  #30  
Old June 16th, 2004, 03:20 AM
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Default Re: Unit Names, IDs, and Graphics Available

All the images were captured from the unit detail screen. That seemed to be the way to get the cleanest and most detail out of them.

They are like 200x250 pixels. So they need to be sized down signifantly.

I think it is easier to edit them at this size though. Once you have finished modify the image you just need to get a clean alpha by selecting the black, crop the image to a square dimension, size it down, reapply the black, add a shadow (purple grid or something), and save your image.
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