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Sprite Generator... CA ?
I guess all modders realise this is a problem: we need a sprite generator. This is not something that can (or will) be done by a community member such as vercingetorix, as it must be a hell of a lot of work (basicly writing a small 3D engine that can display the models and animations).
Now CA must have had some kind of tool for this job, so I wonder if they could consider releasing it *hopes a CA member reads this*. This doesn't need to be a userfriendly, nice looking application, just a stupid executable that uses a commandline would be more then enough. Or whatever CA used to get it done.
I hope I'm not the only one who thinks this is important :help:
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Re: Sprite Generator... CA ?
Ah. Yes. The sprite generator. It's there already, but I'm afraid it's not all that user friendly. Like many of the tools used for Rome it's embedded in the main Rome exe, and you access it by starting up the game with "-sprite_script" on the command line. It was made available in the 1.2 patch exe, and won't be there in earlier versions.
What this does is cause the game to start up looking for a file called "sprite_script.txt" in the game's root directory, which it uses to construct the sprite pages and .spr files for the sprite imposters into the data/sprites directory. This process references data in the descr_model_battle.txt file to create sprites which correspond to the different faction colour / model texture pages. I'm including a chunk of the syntax below, so that you will have something to work from when creating the script:
barb_female_peasant no_faction
east_female_peasant no_faction
generals_horse romans_julii generals horse
generals_horse romans_brutii generals horse
generals_horse romans_scipii generals horse
horse_cataphract seleucid horse cataphract
horse_cataphract parthia horse cataphract
barb_cavalry gauls generals horse
barb_cavalry germans generals horse
carthaginian_medium_cavalry carthage generals horse
carthaginian_medium_cavalry numidia generals horse
carthaginian_medium_cavalry spain generals horse
persian_sparabara_merc no_faction
egyptian_peltast_merc no_faction
greek_elephant_crew_merc no_faction sprite_root
And so on... it's essentially a list of "descr_model_battle type id" "faction type" "mount type". You have to explicitly list all the factions that you want sprites for, since you could economise on space by sharing sprites among factions. The sprite_root keyword is used to indicate a model which is on a mount but is nevertheless standing up (chariot drivers, etc).
Be warned that this process can take a long time - a couple of hours for regenerating the complete set of sprites was not unusual - and requires a decent graphics card (128mb of video memory minimum, I believe). If you run with -ne on the command line you should be able to do other things during that time, although I wouldn't recommend running anything that uses DirectX.
After it completes you'll have to modify descr_model_battle.txt to correctly use the new sprite files.
Hope that gets you started...
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Re: Sprite Generator... CA ?
yes, thank you, thats excellent :D
Quote:
a couple of hours for regenerating the complete set of sprites was not unusual
I hope you don't mean for 1 unit's sprite set :O either way, anything better then the alternative ways of making sprites :)
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Re: Sprite Generator... CA ?
Fantastic. Thank you very much Jerome :)
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Re: Sprite Generator... CA ?
Thanks Adherbal for finding that! And thanks Jerome for the explantion!
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Re: Sprite Generator... CA ?
Thanks Jerome, thats saved me a hell of a lot of time (believe it or not, I was going to recolour the existing sprites so they vaguely fit my units)
~;)
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Re: Sprite Generator... CA ?
well it works perfectly - generating a sprite for 1 unit (1 faction) took only like 1-2 minutes.
The game then went back to desktop (I assume that's normal) and the sprite files (spr + TGA files) were there in the data\sprites folder. The TGAs are then easily converted to the much smaller DDS fileformat with photoshop.
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Re: Sprite Generator... CA ?
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Re: Sprite Generator... CA ?
this is great news indead. thanks for helping us as much as you have Jerome. I sure do apreciate it.
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Re: Sprite Generator... CA ?
Being a lowkey modder and a bad photoshop, and such programs, user I have always avoided changing the look of units in games.
Thus I know next to nothing about this.
So am I getting this right when I think this makes it possible for every faction to get every unit with the correct colour if you just make the correct changes in descr file?
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by Kraxis
So am I getting this right when I think this makes it possible for every faction to get every unit with the correct colour if you just make the correct changes in descr file?
no, what this does is it creates 2d sprites for the models and textures one would make. sprites show up at a long distance to keep the cpu usage down.
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Re: Sprite Generator... CA ?
Ah I could just kiss you... except Im not that kind of wolf..
Anyway thanks for the great info!
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Re: Sprite Generator... CA ?
Could I suggest somebody to make a "How To" about this question? :dizzy2:
It would be great. :bow:
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Re: Sprite Generator... CA ?
I tried doing this. I created a shortcut to my RTW.exe which went to "C:\Games\Rome Total Realism\RomeTW.exe" -sprite_script. I made a file in C:\Games\Rome Total Realism\ called sprite_script.txt. In that file, I wrote
Quote:
generals_horse romans_julii generals horse
with that spacing, copied directly from Jerome's post. When I clicked the shortcut, RTW started up, went through the initial loading screen, and then returned me to the desktop almost immediately. The data\sprites folder doesn't even exist. I must be doing something wrong—but what? Jerome, [cF]Adherbal? Any ideas?
-Simetrical
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by Simetrical
When I clicked the shortcut, RTW started up, went through the initial loading screen, and then returned me to the desktop almost immediately. The data\sprites folder doesn't even exist. I must be doing something wrong—but what? Jerome, [cF]Adherbal? Any ideas?
Are you sure the original Rome dataset is still completely intact? The fact that it returns almost immediately could indicate that it's not even getting to the sprite generator execution.
Also, you need to make sure there are no -mod options on the command line, and since it's a modded game, there's a risk that some of the typenames have been renamed or removed from descr_model_battle.txt or descr_mount.txt ... i'd suggest you make sure that the typenames are there, the cas models reference valid textures, and so on. And of course run with -show_err on the command line as well.
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Re: Sprite Generator... CA ?
I tried it on a fresh installation and I couldn't get it to work either. Went straight to desktop after the red credits screen. show_err was used but said nothing.
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Re: Sprite Generator... CA ?
I haven't been able to get this to work, with a fresh install of RTW and 1.2 patch. The game returns to the desktop after showing the red credits screen, and show_err gives no report.
In fact, no one I know of who has tried it has been successful either.
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Re: Sprite Generator... CA ?
Question if you Put no faction will it generate a sprite with the unit color and not faction color it? In other words, made the sprite more realistic by keeping the colors of the unit and not the faction?
Thanks,
Lt
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by bouis
In fact, no one I know of who has tried it has been successful either.
No-one i know who has tried it has failed ~;) Make sure you have the 1.2 patch exe.
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Re: Sprite Generator... CA ?
@Simetrical
Use: "C:\Games\Rome Total Realism\RomeTW.exe" -sprite_script -show_err
so it shows error reports.
generals_horse romans_julii generals horse is wrong. The 3rd mount type parameter is for mounted units only, NOT for the mount itself (generals_horse in your case). Leave it out and it should work.
@lt1956
Not sure what you mean, but it doesnt use faction colours anywere. It only uses the texture you specified for the given faction.
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by bouis
In fact, no one I know of who has tried it has been successful either.
i have 2 complete factions done. so now you know one person who has been successful. ~;)
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Re: Sprite Generator... CA ?
Wow it seemed to work for me. lol Now Do we just delete the TGA files? Because it made a Spr file and a pile of TGAs just for one unit.
Lt1956
This is neat.
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Re: Sprite Generator... CA ?
no, you either use the TGA files or convert them to (tga.)DDS files
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Re: Sprite Generator... CA ?
As far as I can tell, the spr file is just the information about the TGA's. The tga's contain the images, the spr file tells the game which bit of image to use for which sprite.
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Re: Sprite Generator... CA ?
But it makes 600 TGA files! lol Even at 40k each compressed that alot of Megs for one unit. isnt it?
It did work as I could tell and made the sprite show up at 40 instead of 60 and I couldnt tell the difference seemed to be the same color etc.
Lt
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Re: Sprite Generator... CA ?
600, I haven't tried the generator yet, maybe thats usual
Open up the one of the TGA's, is it one sprite or a collection of many? I know that the existing ones contain many sprites in one tga..
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Re: Sprite Generator... CA ?
Its only one per tga, that must explain it, but then is there a different string or something? It made the sprite but looked like 1 per tga when I opened it some had black background others had yellow.
Anyone else?
Lt1956
Example of My Script inside.
egyptian_elite_guards_spears egypt
It only took 15-20 seconds to make the 1 unit sprite, but then again I have a powerful system and a x800xt platinum video card 256mb
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Re: Sprite Generator... CA ?
600 files ??? I had 4 at max, some unit (archer i think) only had 1. Each TGA file has like 60 sprites on it.
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Re: Sprite Generator... CA ?
whats going on then it did it on TWO units the same thing? Is there a string to use with the editor? Show me what you entered in your Stript that may help.
Did you try it on a NEW unit model and skin?
Lt
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Re: Sprite Generator... CA ?
the script example you use is fine, and yes I'm only using brand new models and textures. Maybe it's video card related ? I have a GF4 Ti 4200 myself (pretty old but very reliable)
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Re: Sprite Generator... CA ?
Come on fess up, what are you doing different. ;-)
I did this twice now again and tried just using the name and not egypt or faction behind it and got 324 tga files that dont look like they have much in them but black or yellow background. lol
My card is very reliable top end card you should now that. lol There is something with the generator that your not saying, Help me out here. please? :-)
Lt
Some details.
My command line executable.
"C:\Program Files\Activision\Rome - Total War\RomeTW.exe" -sprite_script
The name of my script file.
sprite_script.txt
THe text in my script file
egyptian_archer
I have also tried egyptian_archer egypt
There must be something else your adding or doing to make 1 or 3 tga files because I get hundreds. I am doing everything as stated or I a missing something. Please help me out, we should help eachother.
Lt
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Re: Sprite Generator... CA ?
my current script file is:
woodsman scythia
so that's exactly like the strings you are using. I did add a number of manualy edited sprite files (spr and dds) to the sprites dir (after creating it) before path 1.2, but I don't see how that could make any difference. You did put the script.txt file in the ROOT dir right ?
And I know your card is very good, that is exactly why I'm saying it *could* be causing the problem. As you surely know new cards often give more problems then old ones (especially the GF4 series was very compatible). Still, it would be strange, but it's the only reason i can come up with. Wanna change your card for mine ? :P
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Re: Sprite Generator... CA ?
It might be worth explaining that the "root dir" mentioned here is the project root, ie the same directory in which RomeTW.exe lives, and not c:\ or some such.
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Re: Sprite Generator... CA ?
Jerome, do you have any idea whats causing this? I have a high end system. P4 3.6 Prescott 1 gb Ram ddr 400 2-2-2-5, WD Raptor 10krpm HD. and my ATI x800xt PE.
This should be more than enough to make sprites. lol
I knew to put the script into the same directory as the .EXE that makes since by your post. But I am at a loss why I get 3-6oo tga files, does anyone else know in department?
Lt1956
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Re: Sprite Generator... CA ?
After rearranging my show_err and sprite_script, I started getting this error (as opposed to none):
Quote:
Generic Error: Model_db: model registry has requested a model " which was not found in model load script 'data/descr_model_battle.txt'.
The solution seems to have been to delete my preferences, save games, all that stuff, and create a \data\sprites folder. I'm not sure what did it, but after that it stopped giving errors and started making sprites files & tgas. Empty tgas.
:(
My vid card is a Geforce 6800 GT, and, curiously enough, when I hit printscreen in game, I get blank TGAs from RTW.
Maybe I should try it with another video card?
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Re: Sprite Generator... CA ?
Okay...disabling anti-aliasing in the preferences seems to have fixed the screenshots -- now I get 470 files, like lt1956.
I think the key to this is in the preferences.txt file somewhere.
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Re: Sprite Generator... CA ?
Can someone who has it working correctly post, or e-mail their preferences.txt to me?
bouis (at) datasync (dot) com
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Re: Sprite Generator... CA ?
i had it make and inortinate amount of tgas one time. i just deleted those and tried again and it worked fine for me.
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Re: Sprite Generator... CA ?
copy paste away
Code:
SAFE_REFRESH:FALSE
USE_TRIPLE_BUFFER:FALSE
USE_WIDESCREEN:FALSE
SUBTITLES:FALSE
MORALE:TRUE
FATIGUE:TRUE
LIMITED_AMMO:TRUE
SUPPLY:TRUE
FOG_OF_WAR:FALSE
RESTRICT_CAMERA:FALSE
DEFAULT_BATTLE_CAMERA:DEFAULT
EVENT_CUTSCENES:TRUE
SMOKE:TRUE
DESYNC:TRUE
SPLASHES:TRUE
GLINTS:FALSE
REFLECTIONS:FALSE
SHADOWS:TRUE
VEGETATION:TRUE
DETAILED_UNIT_SHADOWS:FALSE
GLOSS_MAPPING:FALSE
STENCIL_SHADOWS:TRUE
MULTI_TEXTURE:TRUE
AUTO_SAVE:TRUE
SHOW_BANNERS:TRUE
UNIT_SIZE:80
MASTER_VOL:100
SPEECH_VOL:100
SFX_VOL:100
MUSIC_VOL:70
CAMERA_ROTATE:78
CAMERA_MOVE:100
CAMERA_FOV:75.000000
ENABLE_AUDIO:TRUE
ENABLE_MUSIC:FALSE
ENABLE_UNIT_SPEECH:TRUE
DISABLE_BACKGROUND_FMV:FALSE
DISABLE_ARROW_MARKERS:FALSE
AUDIO_3D_PROVIDER:Miles Fast 2D Positional Audio
CLOUD_TRANSITIONS:TRUE
GRASS_DISTANCE:75
AA_QUALITY:AA_OFF
STRATEGY_RESOLUTION:1024x768
STRATEGY_32_BIT:FALSE
BATTLE_RESOLUTION:1280x960
BATTLE_32_BIT:FALSE
UNIT_DETAIL:SUPER_HIGH
BUILDING_DETAIL:ULTRA_HIGH
TGA_CAPTURE_WIDTH:1024
TGA_CAPTURE_ASPECT:1.333333
TGA_CAPTURE_INPUT_SCALE:1
TGA_CAPTURE_RESERVE_SPACE:FALSE
LABEL_CHARACTERS:FALSE
LABEL_SETTLEMENTS:TRUE
MINIMAL_UI:TRUE
CAMPAIGN_MAP_MAX_SCROLL_SPEED_MIN_ZOOM:30
CAMPAIGN_MAP_MAX_SCROLL_SPEED_MAX_ZOOM:30
FIRST_TIME_PLAY:FALSE
ADVISOR_VERBOSITY:0
MUTE_ADVISOR:FALSE
BLIND_ADVISOR:FALSE
CAMPAIGN_MAP_CAMERA:FOLLOW_AI_FACTIONS
CAMPAIGN_MAP_SPEED_UP:FALSE
CAMPAIGN_MAP_GAME_SPEED:99
DISABLE_EVENTS:0
MICROMANAGE_ALL_SETTLEMENTS:FALSE
ADVANCED_STATS_ALWAYS:FALSE
UNIT_USE_SHADERS:FALSE
TERRAIN_QUALITY:HIGH
EFFECT_QUALITY:MEDIUM
VEGETATION_QUALITY:HIGH
KEYSET:0
UNLIMITED_MEN_ON_BATTLEFIELD:FALSE
CAMPAIGN_MAP_CAMERA_SMOOTHING:TRUE
CHAT_MSG_DURATION:10
USE_QUICKCHAT:TRUE
GS_PIDS:TRUE
GS_PIDS_FULL:TRUE
GS_PIDS_CUR:TRUE
ALWAYS_LOGFILE:FALSE
TIMESTAMP_LOGFILE:TRUE
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Re: Sprite Generator... CA ?
Alright!
Using the preferences you posted I've been able to get it to make sprites... well, it made three sprites instead of 300, but that's a start.
Is it supposed to do 3?
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Re: Sprite Generator... CA ?
Well, it works. But it doesn't look very good:
http://www.datasync.com/~bouis/sprites.JPG
I wish it would do the shields' color.
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Re: Sprite Generator... CA ?
Actually looking carefully at the sprite tga it seems that the shield is colored, but in the game the sprites are showing the guy from the wrong side?
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Re: Sprite Generator... CA ?
With recent revelations of the built in sprite maker and the skeleton snimation parser, it makes me wonder if there are any other hidden mod tools in the RTW executable. Perhaps CA could release a list of command line options and other built in tools that the community might not know about.
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Re: Sprite Generator... CA ?
Well if it's so simple to do these sprites, why hasn't CA released the sprites for those new Spartans? I'm fed up of the silly 'look I'm barechested... now I'm wearing a robe and a stupid looking helmet' trick. If this thing works, perhaps some nice kind person could post the sprites on the net anyway...
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by JeromeGrasdyke
Are you sure the original Rome dataset is still completely intact? The fact that it returns almost immediately could indicate that it's not even getting to the sprite generator execution.
Also, you need to make sure there are no -mod options on the command line, and since it's a modded game, there's a risk that some of the typenames have been renamed or removed from descr_model_battle.txt or descr_mount.txt ... i'd suggest you make sure that the typenames are there, the cas models reference valid textures, and so on. And of course run with -show_err on the command line as well.
Well, I cut-and-pasted [cF]Adherbal's preferences, and now I get a split-second view of some freakish-looking spiky thing, and no files in data\sprites. I tried taking a screenshot of the thing, but it seemingly didn't get copied to the clipboard. I'm now running with show_err. I'm sure the model type and texture exists (I took it straight from descr_model_battle in the correct directory), and I'm not using -mod.
Quote:
Originally Posted by [cF
Adherbal]generals_horse romans_julii generals horse is wrong. The 3rd mount type parameter is for mounted units only, NOT for the mount itself (generals_horse in your case). Leave it out and it should work.
I took that straight from Jerome's post, but it doesn't work even without.
-Simetrical
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Re: Sprite Generator... CA ?
OK so maybe it was my preference settings. High end settings may mess up the generator, lower settings it may work. sheesh, I what they use a CA P2 1.2? lol
Ok,
I'll tyr the different settings and see if I can get 3 files instead of 400
Lt1956
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Re: Sprite Generator... CA ?
I'm getting the hundreds of tgas per model too. I've got fairly low-end specs and settings, and I've tried fiddling with them a bit to no success.
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Re: Sprite Generator... CA ?
First I just removed my preferences and tried. I did get only 1 tgs for the archer, BUT it was emptied.
I then took your settings as pasted in the preferences file,. then tried and it worked! lol There must be a setting to two that you need to use to do it. I have everything on High because my system can handle it.
Problem though. I noticed it does NOT use the textures you use. See I used different skins for egyptian_archer, but its using CAs colors because mine have blue skirts not gold! So I have a feeling you need to RENAME the model like egyptian_archers_new.
Jerome is that correct? WILL the generator look for the original model skins if the name is unchanged?
Lt1956
Getting close though, but still no cigar.
P.S. Neat thing is it only took less than 10 SECONDS to make the sprite! also when I get this down pat, if anyone wants me to make the sprites I will just send my the files and I'll make the sprites I fingure it would take 30minutes to make 200 model unit sprites.
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Re: Sprite Generator... CA ?
Ok, I got it working great.
I had to specify which skins to use.
egyptian_archer egypt
otherwise it went straight to the CA default. NEAT.
Looks like I have Alot of Sprites to do, see you in half hour.
Lt
Well it took 3 minutes to do 2 units worth of sprites. I still need to figure out the Mount thing correctly, I beleive I add that string to make the unit mounted with a horse? Oh well. It works and thats all that counts.
Thanks Adherbal, I knew you did something different to get it to work! All it was was in the Preferences file. I'll have to look to see whats different and caused that.
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by Simetrical
Quote:
Originally Posted by [cF
Adherbal]generals_horse romans_julii generals horse is wrong. The 3rd mount type parameter is for mounted units only, NOT for the mount itself (generals_horse in your case). Leave it out and it should work.
I took that straight from Jerome's post, but it doesn't work even without.
-Simetrical
woops, you are right, I was wrong about this (that could explain the error I got) it should work without the mount type parameter tho, but I guess you should include that so the generator knows the scale of the horse model.
Quote:
Actually looking carefully at the sprite tga it seems that the shield is colored, but in the game the sprites are showing the guy from the wrong side?
correct, it only generates half the sprites, and mirrors them for the other directions (just like in MTW actualy). I think thats a pitty because the difference between the shield side of a unit and it's sprite is very noticable.
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Re: Sprite Generator... CA ?
Has anyone else had this problem. When I convert the TGA files to DDS and played in game they worked, BUT if you look at the side of the unit and zoom out they disappear! lol I'm not sure whats causing that glitch, when they are in TGA format no problem. Soundsl ike an alpha issue, but then why is one effected and not the other? Since its obvious one of the dds files wasnt working.
Just wanted to ask, other than that this WORK perfect! Units with the correct skins blend in MUCH better and there is less noticeable change between the switch in game!
Lt
BUG thanks Jerome, Let the guys as CA know I truly do love their game, I just want to be the best it can be. The 3d Sea battles would really have been great, too bad we were never told why they did make it in. Now there is that Copycat game out which basically looks like they took the ideas from RTW.
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Re: Sprite Generator... CA ?
Ok guys i just figured out what make the generator pruduce hundreds of tga, the problem is here:
STRATEGY_RESOLUTION:1024x768
STRATEGY_32_BIT:FALSE
BATTLE_RESOLUTION:1024x768
BATTLE_32_BIT:FALSE
You must disable 32 bit so that it produces the textures for the sprites.
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Re: Sprite Generator... CA ?
None of the other settings effect it?
Lt
Would lower unit settings make lower detailed sprites? Anyone know?
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Re: Sprite Generator... CA ?
Highest unit detail settings remove sprites altogether in-game, I know that. Could that be the problem?
-Simetrical
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Re: Sprite Generator... CA ?
Quote:
Highest unit detail settings remove sprites altogether in-game, I know that. Could that be the problem?
erm, I seriously doubt that. Even low poly models should cause a much higher slowdown then sprites (basicly 2 poly models). The distance at which units turn into sprites is just much higher.
Quote:
Has anyone else had this problem. When I convert the TGA files to DDS and played in game they worked, BUT if you look at the side of the unit and zoom out they disappear! lol I'm not sure whats causing that glitch, when they are in TGA format no problem. Soundsl ike an alpha issue, but then why is one effected and not the other? Since its obvious one of the dds files wasnt working.
so it doesnt do that with the TGAs ? interesting...
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Re: Sprite Generator... CA ?
[cF]Adherbal, I kept trying but everytime I convert them to dds files there is an alpha issue. The prites are missing in areas ingame and makes them look funny, Unless you keep them TGA then they are perfect.
Its really wierd has anyone tested this Ingame to see if this is just me or if its going to be a problem. and if someone got it too work can they tell me. Because the TGA files are large. lol
Lt
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Re: Sprite Generator... CA ?
I know the shield side doesn't show up in the sprites (instead it mirrors the other side), but didn't know that only happens after converting the files to DDS - actualy I find that hard to believe. I will try it myself and get back to you. And is that what you mean by "sprites are missing" and "look funny" or is there another problem ?
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Re: Sprite Generator... CA ?
Bouis gave me a link to a converter of TGA to DDS its works good. It can convert a pile all at the same time. When I Converted them using the paint program something was wrong with the alpha and animations were missing, go figure. lol Sometimes units could disappear. But with the converter its seems fine, I already converted the files and added the tga so the file can read them I tested all of them out and found no problems.
Is there anyway to fix that shield side Problem? Did Jerome say if there is a switch or something?
Anyway the converter link can be found in the SPQR released trhead on this page. Hope it helps you because it helped me. The only problem with the sprites is the lack of shields like you said other than that they blend in wonderfully.
Lt
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Re: Sprite Generator... CA ?
Quote:
Originally Posted by [cF]Adherbal
I know the shield side doesn't show up in the sprites (instead it mirrors the other side), but didn't know that only happens after converting the files to DDS - actualy I find that hard to believe. I will try it myself and get back to you. And is that what you mean by "sprites are missing" and "look funny" or is there another problem ?
What would hapened if you mirror the shield in the .cas, would it show the shield on the other side so that the sprite look correct, have you tried this?
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Re: Sprite Generator... CA ?
the shield side of the units are not included in the texture (otherwise what would be the point of not displaying it properly), so in order to make that work you would have to add those shield side images to a new texture and edit the spr file so that it points to those new images instead of mirroring the other side - if that is even possible, I certainly couln't do it. Has anyone checked whether the sprites in RTW vanilla have shield sides ?
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Re: Sprite Generator... CA ?
I beleive they do if I recall the romans, because those are the most noticeable ones.
I think we need a switch or something, that someone forgot to tell us, because like you said shields are gone in my sprites, but then again its SO far away its better than nothing! lol BUt I think there MUST be a command they forgot to tell use, otherwise why do there roman sprites have shields. Agrippa cohorts also had shields when he made his sprites. So it can be done, eitehr they are using a different editor and threw this one in just for us, or they have some switch we need to use?
Lt
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Re: Sprite Generator... CA ?
So,
You enter the -sprite_generator into the command line, then create a file in the main directory of what units you want to sprite generate?
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Re: Sprite Generator... CA ?
No sprite_script is the command, then you create a text file in the game root folder named "sprite_script" and go to the descr_model.txt get the name of the unit,the one like "roman_triarii" and write that in the txt file and after that you add "julii" or "bruti" wich faction have the triairi with the colred textures.Also don't forget to add a folder named sprites in the data folder.
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Re: Sprite Generator... CA ?
I got the generator to work fine. The generated files look OK. I put the new files into data/sprites/. I put suitable sprite entries into descr_model_battle.txt. But as far as I can tell the game is not using the new sprites.
Do I have to extract the original sprite packs, or pack the new sprites into them? That would be a pain, because my mod only uses a handful of new models and skins.
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Re: Sprite Generator... CA ?
Quote:
Do I have to extract the original sprite packs, or pack the new sprites into them? That would be a pain, because my mod only uses a handful of new models and skins.
not if the sprite names are not identical to the original RTW ones
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Re: Sprite Generator... CA ?
Must be some other problem then, because the sprites are all for new units.
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Re: Sprite Generator... CA ?
i am hardly a modder of any sort and i got my sprites working, so maybe your solution, DimeBagHo, is this:
-make sure you have the correct info in sprite_script.txt. The i.d. from descr_model_battle followed by a faction (egypt, romans_julii etc.) for which a texture is available under that i.d. So for example, hastati would go roman_hastati romans_julii
make sure there is a 'texture' line for the faction you're specifying in sprite-script, or else it will go default.
-convert the tga files, usually about 1-3, to dds. dont know if this has any bearing, but it sure reduces the file size by a good amount. DDS Converter 2 is a good one.
-for the new dds files, rename them: put '.tga.' just before the ".dds" extension. so "roman_hastati_sprite_000.dds" = "roman_hastati_sprite_000.tga.dds". This is because the accompanying SPR file (.spr) will look for .tga files, which youve turned to dds.
-rename each set of sprites to one that is not CA. you must add the same thing to all the files (spr and tga/dds). for eg. "roman_hastati_sprite.spr" and "roman_hastati_000.tga.dds" are CA defaults so i simply add "rtr_" at the start of everyone. although the filenames have changed, in comparison to each other, they are still the same (because you added in rtr_ equally).
-in descr_model_battle, assign the model_sprite line with the name of your new .spr file.
thats all i got for now.
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Re: Sprite Generator... CA ?
Eastsidehighrise - thanks for the suggestions. It turned out to be a very silly mistake in the descr_model_battle.txt entries. I just hadn't specified the faction in the sprite lines.
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Re: Sprite Generator... CA ?
Hi!
Does anybody know something new about the problem with sprites without shields?
And I encountered one more problem. The game doesn't seem to use the assigned sprites for standard bearers, generals and so on. Instead you see the sprites for the units they belong to. Or is it only me who doesn't get this to work?
Thanks for your answers and please excuse my bad English.
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Re: Sprite Generator... CA ?
Welcome to the forum hobb'es :smile:
when you say "Without shields" do you mean the shields don't appear?
I'm not sure about this as I haven't used the sprite generator yet... anyone?
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Re: Sprite Generator... CA ?
Thanks for the welcome, Myrddraal!
The problem with the shields means that the sprite generator doesn't recognize the shields of units when making sprites. So the sprites of e.g. Princeps don't have shields and are rather dark because of their clothes in difference to their red, blue or green look because of the shields.
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Re: Sprite Generator... CA ?
If anyone else notices their sprites have missing weapons when they generate them, here's a way to get a full set of tgas complete with weapons:
Go to the models_unit directory and temporarily rename the .rum file that shares the same name as the model your chosen unit uses. Eg: You've created a new uber-Greek peasant with Adidas style stripes and killer body odour. The Greek peasant uses this model: unit_roman_peasant_lowest.cas. In the models_unit directory, there will be a file of the same name, only with a .rum extension. Rename that to something else before you run the generator (don't bother renaming the other .rum ones, only the smallest size one is necessary). When the generator is run, it should now generate more tgas than before, complete with weapon animations. I was getting 2 tgas without weapons, but now I get the lot. Actually the generator tends to now create 1 more .tga file that those created by CA. Eg, My spearmen has 4 tgas, whereas the old one had 3.
To be honest, it doesn't make a massive difference, and it takes up more hard disk space, but it's nice to have proper sprites generated.
I actually found this out by accident when I was trying to get the 'new' CA Spartan to work. I couldn't get it to work without it reverting to the old model after zooming out only a tiny amount, and after much trial and error, realised renaming the .rum files the model uses fixed the Spartan. And when I then created the sprites for the fixed spartan - I got 5 tgas instead of 2, which I then realised was a result of not using those .rum files. Which makes me wonder what the .rum files are, and why I either create less tgas than what CA made, or 1 more.
I don't know if this is a known issue, and if everyone knows it already, but I thought I'd just share my findings with you. Course, means I now have a load of old sprites to redo.
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Re: Sprite Generator... CA ?
I noticed one slight problem that I'm not sure if it is general.
I prepared a new carthaginian standard bearer and made the corresponding sprite.
I also did the sprite for the new sacred band, which in fact has this bearer as an officer and the game uses the sprite of a sacred band soldier for the standard bearer instead of its own sprite.
The result is that the standard disappears when looking the unit from long distance. I will try to put here a screenshot to illustrate this problem.
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Re: Sprite Generator... CA ?
@Monkwarrior
I have this problem to with all standard bearers, generals etc. The games uses the sprites of the assigned units for them.
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Re: Sprite Generator... CA ?
Does it happen with the units made by CA.
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Re: Sprite Generator... CA ?
Well I finally managed to get the sprite generator to create just a single, complete page tga file, instead of hundreds for each model. The difference being if I ran the -sprite_script command switch with the -ne switch also (that's the non-fullscreen switch), it created hundreds of partial tgas, if I ran it without the -ne switch, it create the one complete tga. Rather happy that I've finally got that done.
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Re: Sprite Generator... CA ?
I was able to create a sprite package with 450 images with bright yellow on my desktop which has a geforce 5200xt 128MB and on my laptop with a ATI Radeon IGP 320m 64MB and it worked like a charm. My simple file was a vanilla unit. I am at a lost of why my worse card worked.
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Re: Sprite Generator... CA ?
Yesterday I was shocked. :dizzy2:
Last week I was able to create a full set of sprites of the reskinned carthaginian faction. However yesterday I had the same problem, the sprite generator created between 300 and 500 tgas with no content. I hadn't changed any part of my hardware, but I had been changing some preferences in the game.
I copied the preferences posted by Adherbal in the second page of this thread and the sprites were generated without problems. ~:thumb:
I don't know which parameter perturbs the sprite generator, but there is something in the preferences that, if changed, doesn't allow the spriter to work properly.
Just copy those values and test the spriter.
Cheers.
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Re: Sprite Generator... CA ?
Well when I get home I will paste my differences and compare it to the the aforementioned post.
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Re: Sprite Generator... CA ?
As far as I know, if you put color depth for campaign and battle to 16-bit, it will generate srpites fine.
But, with 32-bit it will give horde of small useless tags.