Home › Forums › Destiny of an Emperor › Destiny of an Editor (permanent beta test mode active)
Tagged: Destiny of an Editor, Destiny of an Emperor, Huo Hu, Niahak, ROM Hacking, Xian Zhu Xuande, Zhuge Liang
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MiDKnighT.
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February 12, 2009 at 1:23 am #26860
Niahak
ModeratorThanks junsuijin!
February 13, 2009 at 5:34 am #26861Xian Zhu Xuande
ParticipantAwesome new layout for Destiny of an Editor! It would be doubly awesome if you could share some of that love with the text editor, which would benefit especially from a resizable window. Destiny of an Editor looks really cool and I’m digging the drop-down lists for portrait values. I’ll be testing it pretty thoroughly as I plan to use it to set up Liu Shan’s forces in the final chapter of the Cao Cao edition, so if there’s a major bug I’ve got a good chance of stumbling across it, especially with all the manual hacking I’ve done to the ROM on top of everything else.
Looks great!
February 13, 2009 at 6:30 am #26862Xian Zhu Xuande
ParticipantUnexpected behavior: If you type in the values for a portrait and click save the program crashes. It would be nice if certain things such as portrait hex value (and other things like sprite name and background color) could be typed in manually with the program being able to recognize those values and assign them properly when saving.
It would be a time saver! Anyway, back to my ROM. Doesn’t look like it actually damaged the ROM at all.
February 16, 2009 at 3:26 am #26863Xian Zhu Xuande
ParticipantI sent you a present over at SoSZ!
Also, when one of the flags are full and you save an officer who is using one of those flags, even if you haven’t adjusted the flag, the editor pops up a warning which says that the array is full and no more can be assigned—though it still saves the changes to the officer and doesn’t modify the flag.
February 16, 2009 at 1:14 pm #26864Niahak
ModeratorI appreciate the present, but I actually don’t have Photoshop.
I think there are ways to programmatically change the palette for an image in C#, though – so I’m hoping to do that for both portraits and sprites eventually. Just need to figure it out.
The logic for the flag-save-warning should be pretty easy to fix. I’ll try and get that out soon, since it’s annoying and pointless.
February 16, 2009 at 5:29 pm #26865Xian Zhu Xuande
ParticipantDid you actually open the files I sent you? I did the work in Photoshop. I sent you the complete graphics, so you don’t need Photoshop at all. The new portraits can be dropped in without any code changes and all you would have to do for the sprites, I assume, is add additional logic to display the right graphic for each color. :)
February 16, 2009 at 11:50 pm #26866Niahak
ModeratorOh wow. I didn’t think to check, I’d just assumed it was the action, exported somehow ;) Thanks.
It may take a bit for the sprite colors (since that’s dependent on two boxes), but both should be in the next release.
Current priority is DoaTed, then I’ll switch back :)
Here’s what threw me off:
Quote:I created a Photoshop action to automatically convert all the blue and green portraits to more recognizable Destiny of an Emperor colors. I’ve included it as an attachment…/edit: The sprite set isn’t at the link you pointed. I’ll have to grab those from you when you respond :)
February 17, 2009 at 12:56 am #26867Xian Zhu Xuande
ParticipantMy bad! Yeah, I worded that very poorly. :)
I wouldn’t have expected you to much around with a Photoshop action.
http://jpeirce.com/stuff/temp/sprites_complete_set.zip
That is a direct link to the sprite downloads. It includes all four sets.
I’m very much looking forward to seeing that in DoaEd!
February 18, 2009 at 2:19 am #26868Xian Zhu Xuande
ParticipantNiahak… a random question which just occurred to me.
Are you able to work with PNG or GIF graphics that have a transparent color in your program? If you like, I could create versions of the portraits in which white is replaced with transparency. You could then place the image over a colored tile, or I could provide you a background-colored graphic for each available color, to emulate the portrait right down to the finest detail. I’d be happy to do all of the graphics work involved if you can program that.
February 18, 2009 at 3:29 am #26869Niahak
ModeratorYeah, a .png will work. In fact, that should be pretty easy to do, if you’re willing to help out with that. Awesome :)
February 18, 2009 at 4:41 am #26870Xian Zhu Xuande
ParticipantCool! It took a little while to figure out how to replace white with transparent pixels on these portrait tiles without editing each image one at a time, but I was able to get it. Now you’ve got a complete set for this little project! I included the backgrounds too in case you would like to use images.
February 18, 2009 at 5:17 am #26871Niahak
ModeratorThanks! I’ll try it out tomorrow – getting a bit late to go for it tonight.
February 18, 2009 at 5:27 am #26872Xian Zhu Xuande
ParticipantI’m looking forward to seeing what you put together. It would be mighty cool while wrapping up my mods! And especially for anyone else who wants to create a game based on DoaE. I’m not insane enough to ever begin another modding project but it will be fun to give feedback, ideas, tools and information to everyone else who wants to try. :)
February 19, 2009 at 1:32 am #26873Niahak
ModeratorA new beta thanks to James’ color portraits/sprites.
This beta introduces a little "tweak" that shouldn’t have any side effects… but let me know if it does!
I chop off the first 4 bits of the portrait backgrounds, so all those extra "Unknown Hex Value" portrait BGs go away. James informed me earlier they have no bearing on the game, so I don’t know why they were there in the first place. This is done silently, so the user has no idea. I’m normally leery of this sort of thing, but I don’t think it will make a difference, and it makes the user experience better :)
Quote:I’m not insane enough to ever begin another modding project but it will be fun to give feedback, ideas, tools and information to everyone else who wants to try.That’s pretty much exactly my attitude ;) I like thinking about making mods more than the actual doing.
February 19, 2009 at 8:55 am #26874Xian Zhu Xuande
ParticipantWhen I read that you chopped off the ‘first four bits’ of the portrait background I thought for a moment that you might be talking about the values which eventually turned out to be tied to name display. I’ve been using the editor and it looks like that’s not the case! For the portrait backgrounds it just starts at 0 and counts up, cycling through the list of backgrounds as it goes along. What’s odd about that is that Capcom used colors from various iterations rather than simply using the first iteration. But yes, it doesn’t matter—you can use any value from any iteration without problems.
That said, I love this version of the editor! It is so cool with sprite and portrait previews! :)
I noticed that when you arrow down through portraits sometimes the sprite doesn’t switch over properly. It happened a few times in my Cao Cao mod and seems to happen more to specific officers. If I can find out any particular trend behind it I’ll let you know, just in case you aren’t able to duplicate it. If you arrow back up to the affected officer the proper sprite displays, though, and the editor seems to work just fine despite this rare oddity.
Thanks, Niahak!
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