Widescreen modding?

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sinisterseed
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Re: Widescreen modding?

Post by sinisterseed »

Yeah, documentation is also pretty poor and hard to find too.

There is an archive listing all sprites here though: http://www.r-t-c-m.com/knowledge-base/d ... s-editart/

Edit: Oh just come on... ninja'd 4 times already?
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Re: Widescreen modding?

Post by sinisterseed »

Rachael wrote:Yeah I made a similar comment about that earlier about SLADE. Its .ART editing interface is really undeveloped and unusable. I suppose I'll someday have to create a utility that extracts the graphics en masse so they can be edited with external applications.
There are some Build tools available for messing with the ART files, a more recent tool that I could find being this: http://swforum05.proboards.com/thread/7 ... -editor-v1

But one problem: It requires Java to run... which isn't surprising at all since m210 designed it...
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Re: Widescreen modding?

Post by Rachael »

Build files are an open format - one of the things Ken did well was documenting how the formats work. The desolation of tools is merely just a lack of desire to create them, and generally the ones that came with the various Build games were deemed sufficient enough.
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Re: Widescreen modding?

Post by Nash »

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Last edited by Nash on Wed Sep 16, 2020 12:30 pm, edited 2 times in total.
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Re: Widescreen modding?

Post by Graf Zahl »

Nash wrote: I'm unsure what image format the game expects or how to even get these into the game, these are currently just lose images on my desktop.
PNG will do. Which reminds me: I really should add grAb handling when PNGs get used for sprites later.
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Re: Widescreen modding?

Post by Graf Zahl »

Do you have the status bar as PNG? The JPG artifacts in this one are too visible, unfortunately.
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Re: Widescreen modding?

Post by sinisterseed »

"Holy pile of dynamite Batman" that sprite work knocked me off the chair, especially the sword which blows Redux's take on it out of the water - for starters, Redux's widescreen sword is actually visibly curved past the point where the original sprite stops, this one has no such issue I see.

This is absolutely phenomenal work, can't wait for those, and the Riot Gun aka Shotgun if you have the time. This is SO GOOD.

And yes, the compass in SW's status bar is dynamic, it changes depending on where you're facing.
Last edited by sinisterseed on Tue Jan 28, 2020 3:14 pm, edited 4 times in total.
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Re: Widescreen modding?

Post by Nash »

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Last edited by Nash on Wed Sep 16, 2020 12:30 pm, edited 1 time in total.
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Re: Widescreen modding?

Post by Nash »

Graf, just so I understand - why did you ask for the status bar? Were you by any chance thinking of packaging these with the engine?
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Re: Widescreen modding?

Post by Graf Zahl »

Yes, I haven't done so because the status bar needs some work on the code. It's drawn with an upper left origin which doesn't work with a wider version.
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Re: Widescreen modding?

Post by Nash »

Alright, noted. I was just curious if there was a deadline for any of this stuff. I am currently doing some art for other people, but I will surely get back to these ASAP as I personally want to play Raze without cut-off graphics myself. :P

There's still the shuriken, other frames of the sword, and the riot gun left to do. And some minor adjustments to the status bar I'd like to edit in.
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Re: Widescreen modding?

Post by Graf Zahl »

PLease keep in mind, to add the weapon sprites I also need the offsets I need to put in, otherwise they won't work.
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Re: Widescreen modding?

Post by Nash »

No problem, I will have the exact offset numbers figured out for you when the assets are ready.
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Re: Widescreen modding?

Post by sinisterseed »

Wait a moment, the shuriken?

But what is wrong with it? Never spotted anything myself.
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Re: Widescreen modding?

Post by Nash »

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Last edited by Nash on Wed Sep 16, 2020 12:31 pm, edited 1 time in total.
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