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Topic Summary

Posted by: Avenger_teambg
« on: June 18, 2004, 06:05:21 PM »

Sounds sweet to me.  As soon as you put that source up, maybe someone can go about making a command-line version of it, so it can work with on-the-fly installations.  Nice work Avenger, and thanks. :)
It is already up. WedTile.cpp (ongreenwater) and mos.cpp (saturatetransparency), are the most important files to check out.
Posted by: Ghreyfain
« on: June 06, 2004, 12:40:17 AM »

Nothing so far.  If we can convince someone to write a command line tool to do this, you can expect to see it as a fix or something.  Eventually.  Possibly. :)

For now, just turn off 3d animations.
Posted by: Evange
« on: June 06, 2004, 12:01:11 AM »

Er...so is there any solution an average gamer like me can do to solve the 'green water' prob? All this command line thingy is making my head spin....
Posted by: Ghreyfain
« on: June 04, 2004, 12:57:58 AM »

Sounds sweet to me.  As soon as you put that source up, maybe someone can go about making a command-line version of it, so it can work with on-the-fly installations.  Nice work Avenger, and thanks. :)
Posted by: Avenger_teambg
« on: June 03, 2004, 01:37:43 PM »

I don't have time to implement a commandline tool, but it is quite possible.

I did the following in code:
If there was an overlaid tile (tile flags & 1 ^ overlaynum) != 0 then cloned the tile (and set alternate tile to this clone).
I've removed the transparent color from the original tile (i made the transparent pixel take one of its neighbours color, future improvements could base the color selection on all neighbours).
If dithering removal was also enabled, i've made all orphaned pixels transparent in the cloned tile.

Some terms
orphaned pixel: a non-transparent pixel with all neighbours transparent
transparent color: it is the 0. palette index
tile flags: they exist for all tile, if a tile is overlaid,  the overlay is marked by setting the overlay's bit to 1. The first overlay's bit number is 2  (1<<1), because the main overlay (the area graphics) is the first.

I hope this helps.

I'll soon update the DLTCEP sources on the gemrb site too, so one can see the C source.
Posted by: Ghreyfain
« on: May 30, 2004, 04:24:17 PM »

Is there any way to do this via a .BAT or something?  If not, how much effort would it be to just cannibalize the specific code for the tileset conversion and make it .BATable?

Would be nice to be able to do the conversion on the fly, and stay true to Tutu's nature (and small download size).
Posted by: Avenger_teambg
« on: May 28, 2004, 03:06:55 PM »

Erm, that was me. I just tend to forget to log in.
DLTCEP is able to convert bg1 overlaid areas into bg2 compatible one.