Recent Posts

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Outpost 1 & Outpost General / Re: Outpost in Minecraft?
« Last post by White Claw on June 26, 2017, 08:35:01 PM »
Hey guys, I'm back (mostly). Here are those pictures I promised, so long ago...Was finally able to take some snaps and upload. I tried to take a picture from the outside, followed by pics of the inside. (First one starts inside a tube, then in a tube intersection.)

Enjoy!

http://imgur.com/a/tDNuM
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Outpost 2 Programming & Development / Re: Outpost 2 art
« Last post by Sirbomber on June 26, 2017, 02:03:52 PM »

Maybe i can use the art viewer and copy each image of lynx and edit to 24bpp bmp, or maybe even higher bmp res, and upload here, then we could try and see if the game likes it or not.


This is ill-advised.  Though Arklon will probably disagree with me.
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Outpost 2 Programming & Development / Re: Outpost 2 art
« Last post by Exoduz on June 26, 2017, 01:47:13 PM »
Exoduz,

Welcome to Outpost Universe!

Editing the map tiles and playing them in game can already be done now without any special tooling (except to get the initial well00XX.bmps into a standard format, which we have already done). The game can read them in either the special Outpost 2 format or in a normal BMP format. I'm planning on writing a wiki article in more detail, but haven't taken the time yet to get past a small stub:  http://wiki.outpost2.net/doku.php?id=op2_sdk:editing_map_tilesets.

I think the real problem lies in what image types Outpost 2 can accept. Currently the tilesets are 8bpp BMPs that each use an indexed color palette. So you only get 256 color choices and couldn't really add any colors to a map that do not already exist unless there are unused colors on the palette. I haven't checked if they have used all the colors or not. I haven't tested it yet, but I'm assuming that Outpost 2 wouldn't allow you to load a tile set BMP in 24bpp or 32bpp. This would be easy to test though if you are interested.

If you are interested in working on the in game tiles, let me know and I'll reprioritize putting some more time into the wiki article and answering your questions as best I can. Sounds like you are more interested in the buildings and units though.

As for editing the in game unit sprites, I would be curious what image file types are supported by the game. If you designed a new lynx in 24bpp BMP, would the game be able to read it even repacked? I worry that you would be stuck with 8bpp palletized images. This might be harder to test without the repacking tool existing?

-Brett

Hey and thx!

not really new here but been a lurker ;)
i see what you are aiming for and i understand that it might be a problem for op2 to read any other than 8bpp, and yes, i am aiming firstly for units and buildings :)
Maybe i can use the art viewer and copy each image of lynx and edit to 24bpp bmp, or maybe even higher bmp res, and upload here, then we could try and see if the game likes it or not.
if the game accepts it, then its go time to edit the rest.

Is there any way to let op2 use jpeg or png etc?
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Outpost 2 Programming & Development / Re: Outpost 2 art
« Last post by Vagabond on June 26, 2017, 12:12:54 PM »
Exoduz,

Welcome to Outpost Universe!

Editing the map tiles and playing them in game can already be done now without any special tooling (except to get the initial well00XX.bmps into a standard format, which we have already done). The game can read them in either the special Outpost 2 format or in a normal BMP format. I'm planning on writing a wiki article in more detail, but haven't taken the time yet to get past a small stub:  http://wiki.outpost2.net/doku.php?id=op2_sdk:editing_map_tilesets.

I think the real problem lies in what image types Outpost 2 can accept. Currently the tilesets are 8bpp BMPs that each use an indexed color palette. So you only get 256 color choices and couldn't really add any colors to a map that do not already exist unless there are unused colors on the palette. I haven't checked if they have used all the colors or not. I haven't tested it yet, but I'm assuming that Outpost 2 wouldn't allow you to load a tile set BMP in 24bpp or 32bpp. This would be easy to test though if you are interested.

If you are interested in working on the in game tiles, let me know and I'll reprioritize putting some more time into the wiki article and answering your questions as best I can. Sounds like you are more interested in the buildings and units though.

As for editing the in game unit sprites, I would be curious what image file types are supported by the game. If you designed a new lynx in 24bpp BMP, would the game be able to read it even repacked? I worry that you would be stuck with 8bpp palletized images. This might be harder to test without the repacking tool existing?

-Brett
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Outpost 2 Programming & Development / Re: Outpost 2 art
« Last post by Exoduz on June 26, 2017, 11:53:46 AM »
There are tools to extract the game graphics, but I don't believe there are any tools to repack the game graphics. I don't think anyone has ever seriously tried to update the game graphics before. I suppose if someone wanted to make on effort on that front we could look into building the tools. Knowing how to extract should give us most of the info needed to repack.

If you were going to do this, you'd start by extracting the graphics you want to edit. They are natively in BMP format (or at least very similar, and would be extracted as such). You can then edit them in any 3rd party image editing software, such as Photoshop. Once edited, they'd need to be put back into the game graphics. This step is lacking currently. If you were careful, this could be done with a hex editor. Easier if the image size hasn't changed at all. Ideally though, one of the unpacking tools could be modified to repack.

If you had some already edited images to be repacked, that might provide some incentive for someone to get such a tool built.

I did find a sheet sprite packer program, but it is only for packing the sprites.
I am new to how the mechanics works with sprite packs, but i think that each and every own sprite has to be allocated somehow?
If i extract and create a sprite pack with the same names of each sprite, would op2 be able to load with those sprites?
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Thanks for the update.

Since I'm new to HXD and memory offset, I was worried the problem would be that I didn't know how to sum a range of hexadecimal values (at least after sirbomber's first correction).  :-\

Good to see someone break my dozen long commit streak into the repo. :)

-Brett
17
Outpost 2 Programming & Development / Re: Outpost 2 art
« Last post by leeor_net on June 26, 2017, 11:43:26 AM »
I think it would be fun to play a HD op2 of some sort :)

I can agree with that. :D Unfortunately a lot of these older games didn't age very well. OP2 withstands the test of time better than some other games but I would love to see OP2 redone.
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General Interest / Re: Remote Pair Programming
« Last post by leeor_net on June 26, 2017, 11:38:51 AM »
I've been focused on another project at the moment, one that brings in a small amount of income but nonetheless is income.

Would def like to continue work on OPHD at some point though.
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Projects / Re: OP2MapImager Development
« Last post by leeor_net on June 26, 2017, 11:29:07 AM »
I think Hooman pretty well covered it -- PNG is lossless, JPEG isn't. Personally I hate JPEG. PNG can be squashed some using external tools like pngcrush which removes superfluous data.
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by leeor_net on June 26, 2017, 11:23:52 AM »
Also, leeor_net, you should have a look at line 436 in src/States/GameState.cpp, I think you have a bug : the string sLevel becomes SLevels at one point without any new declaration.

Seems to be an artifact of merging some changes. Have to admit, I'm finding Git to be far better at merging than SVN.

I'm also seeing that the code itself is wrong, again probably due to changes made between several commits between me and Goof.
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