Samase
Aug 10 2017, 6:15 pm
By: Neiv
Pages: < 1 2 3 49 >
 

Sep 29 2017, 4:51 pm Black_Overseer Post #21



images.dat is not working.

it's disappeared.



Post has been edited 1 time(s), last time on Sep 29 2017, 5:00 pm by Black_Overseer.




Sep 30 2017, 10:36 pm Neiv Post #22



What was exactly changed?

But I believe that most things related to unit graphic files got changed in remastered.

As the sprites are now stored in .anim files, the .grps/images.tbl don't seem to be relevant anymore, the .anim files just have sprite for image id ###. I tried changing .grp in images.dat, the sprite didn't change but became misaligned in SD mode, no change at all in HD. And images.dat remap palette functionality doesn't seem to work at all.

Also there are some unknown graphic files, anim\main.lit, SD\images.rel at least.

We'll need new tools (and a bit of research) for changing SCR graphics.



None.

Oct 1 2017, 11:24 pm Pr0nogo Post #23



I was able to successfully pack a remastered mod with custom .dat, .tbl, and AI script files. Thanks for your work!

edit: DarkenedFantasies had a problem with an exe I packaged. Worked fine on my computer and another user's. This is the error that showed, regardless of whether it was run as admin, or of the location of the exe when run.



Any ideas?

Post has been edited 1 time(s), last time on Oct 2 2017, 1:25 am by Pr0nogo.




Oct 5 2017, 2:08 am Neiv Post #24



Should be fixed now.



None.

Oct 13 2017, 7:47 pm Pr0nogo Post #25



Did 1.20+ change the paths required for stat_txt.tbl? I can't seem to make any changes take into effect using samase.

On another note, users have reported numerous issues waiting for blizzard's login panel to appear when using samase-created exes. Any chance that's something you can fix on your end?




Oct 13 2017, 8:06 pm Neiv Post #26



The file is now rez\stat_txt.xml, you can extract it from CASC and edit it with any text editor.

No idea about login panel, I haven't had any special issues - as in it's really bad even without samase. If anyone who has the issues could tell if the login panel works otherwise when the game is launched with "starcraft.exe -launch" commandline argument, or does logging in only work for them with the automatic battle.net app login.

Also, since the login panel is just an embedded website, maybe deleting the file Starcraft/cef/cookies/cookies or wiping the entire directosy Starcraft/cef/cache could fix the issue.
(I tried it and it didn't seem to break anything at least)



None.

Oct 13 2017, 8:23 pm Pr0nogo Post #27



Ok, thanks for the info. I'll post again if I run into any issues.




Oct 21 2017, 6:39 pm Neiv Post #28



New update.

Samase can now load Firegraft button/requirement/status screen patches.

You'll just have to extract the .fgp file from an 1.16.1 Firegraft-created mod, and place it in Firegraft/ directory for samase to find.

As with the regular file loading, this is supposed to work on future versions as well. I've confirmed that it at least works on two different versions, but we'll have to see if it breaks in the future or not.

..there also might be bugs with button conditions/actions doing the wrong thing. I was too lazy to test all ~120 of them, so if anyone runs into issues with certain actions/conditions (Or any larger scale mod in general, my test mod was quite basic), I'd like to hear about them.



None.

Oct 21 2017, 8:18 pm Pr0nogo Post #29



This is incredible. Thank you! Nekron and I will get to work on implementing some dat requirement changes and button set modifications straight away.




Oct 23 2017, 3:33 am LordJafud Post #30

Remastered!! :D

I've been testing it and so far works great! ^^

As mentioned before, images.dat changes are not working. I have testing with some files and got this:

Custom Triggers: Tested including a custom melee.trg and works good
AIScripts: Working good too
IScripts: Seems to work 100%, also iscript errors don't crash the game, just does not show the frame.
Portraits: Now in webm format, no color pallete even in SD version! 672x720 resolution works in SD for all interfaces. Including only the HD version webm (portrait/unit/file.webm) replaces the SD and HD portrait. SD-only version uses a different path (SD/portrait/unit/file.webm)
Graphics: Anims files can be swapped if found in the path (anim/main_xxx.anim) for HD graphics. No idea for the SD graphics! :><: (Hoping for an anim file compiler!)
TBL: Files are now XMLs, editable with any text editor, but difficult to do a direct TBL to XML export.
Sounds: Including original WAV files works
Campaign: Working good
Interface files: Including them crashes the game
Wireframes and buttons: Files are in dds.grp format, no idea about them!

Also tried the new version including the .fgp file but it crashes the game when an unit with a custom button is selected. It might be cause I'm testing with a 1.15.1 mod (never updated SC to 1.16.1 :omfg: )

Will test more with campaign intermissions, fonts, and In-game interfaces. But for the moment this is a huge advancement!

Keep up the good work and a great thank you! :)




Oct 23 2017, 4:53 pm Pr0nogo Post #31



LJ is correct about the game crashing when you select a unit with a modified button set. Here is the crashdump from my temp folder. Hope this is an easy fix, as this will open up a great deal of opportunities for SCR mods.




Oct 23 2017, 9:12 pm Neiv Post #32



Okay, fixed the crash. Sorry about missing such an obvious issue.

Quote from LordJafud
Portraits: Now in webm format, no color pallete even in SD version! 672x720 resolution works in SD for all interfaces. Including only the HD version webm (portrait/unit/file.webm) replaces the SD and HD portrait. SD-only version uses a different path (SD/portrait/unit/file.webm)
Yeah, SCR has this behaviour where it tries to load without SD/ prefix if there is no SD/ file available. With samase the load order for SD/ files is
Quote
1) Mod SD/
2) Mod /
3) Default SD/
4) Default /
I could have implemented it also with 3) & 2) being in reverse order, but this was a lot simpler to do and I figured if someone wants to change a file, they'd rather use same file for both HD and SD if there isn't a specific one for SD.

Also, for better or worse, samase doesn't respect CASC's locale/xxYY directories at all, but I guess you figured that out if you were able to change stat_txt.xml.

Quote
Interface files: Including them crashes the game
Yeah, .bin format changed slightly in 1.18. If you were to extract the new .bin files, they would not load in .bin editors either.

Quote
Also tried the new version including the .fgp file but it crashes the game when an unit with a custom button is selected. It might be cause I'm testing with a 1.15.1 mod (never updated SC to 1.16.1 :omfg: )
Yeah, using a .fgp that was not made for 1.16.1 won't work reliably. With this newer version it may work without crashing, but it is likely that the button actions/conditions get mixed up (And may cause additional crashes)
Though it actually seems to be reasonable to just support Firegraft patches based on versions other than 1.16.1, so that'll likely be in a future update.

Quote
Will test more with campaign intermissions, fonts, and In-game interfaces. But for the moment this is a huge advancement!

Keep up the good work and a great thank you! :)
Thanks for testing =)



None.

Oct 25 2017, 4:58 am LordJafud Post #33

Remastered!! :D

Just tested the last versions and had no issues with a 1.15.1 .fgp so far :)

The SD/HD file load order looks good, very intuitive. Seems like we will need more research to modify the new interface .bin files

Will keep testing soon, but for now button editing works even in 1.15.1 (tested with Firegraft v0.94)




Oct 26 2017, 6:11 pm Black_Overseer Post #34





it works great!
Thank you, Neiv!




Oct 27 2017, 2:57 am Pr0nogo Post #35



Quote from Neiv
Also, for better or worse, samase doesn't respect CASC's locale/xxYY directories at all, but I guess you figured that out if you were able to change stat_txt.xml.
So `unit\terran` would still be the correct path for a vulture's graphic file, even though it's a .anim now instead of a .grp? Is `SD\unit\terran` the path for SD?




Oct 27 2017, 5:25 am Neiv Post #36



No, since the graphic system was overhauled in 1.18. Vulture's HD graphics are in anim\main_256.anim (Image ID 256) and SD graphics are in SD\mainSD.anim, which contains all SD sprites. SD\images.rel and anim\main.lit also contain *something* related to the graphics.

What I meant by CASC's locale directories is that localized files like stat_txt.xml are found in locales\enUS\Assets\rez\stat_txt.xml in CASC, but samase needs the path to be just rez\stat_txt.xml; it won't support making locale-specific edits.



None.

Oct 27 2017, 2:46 pm Pr0nogo Post #37



Gotcha. So if I wanted to replace a graphic it'd have to be in `anim\` and `SD\` for HD and SD respectively.




Oct 27 2017, 4:23 pm Corbo Post #38

ALL PRAISE YOUR SUPREME LORD CORBO

Quote from Pr0nogo
Gotcha. So if I wanted to replace a graphic it'd have to be in `anim\` and `SD\` for HD and SD respectively.
Yes. Also note that there is also HD2 which you also need to replace/update.
I've been poking farty to get on with the anim compiler but as for now I am stuck with hex editing in my graphics.


@neiv, do you have what dds format does SC use? They have been working somewhat at random for me atm.



fuck you all

Oct 27 2017, 7:04 pm Pr0nogo Post #39



HD2 takes the same file as HD? Why is there a second directory?




Oct 27 2017, 9:11 pm Neiv Post #40



Quote from Corbo
@neiv, do you have what dds format does SC use? They have been working somewhat at random for me atm.
I've seen just DXT1 and DXT5 compressions being used (which dictate rest of the format afaik), and I'd assume it's DXT1 is used when the alpha channel can be 1-bit or isn't needed at all.

But I would also have assumed that BW supported at least all 5 DXT compression variants, as any sensible game doesn't even have to decompress the graphics itself but upload them to the GPU which is able to decompress them on the fly.

Quote from Pr0nogo
HD2 takes the same file as HD? Why is there a second directory?
HD2 has lower resolution remastered graphics which are used if display resolution isn't high enough. The .anim sprites can just be same for / and HD2/ and it'll work fine. Of course the sprite ends up being sharper/blurrier than default sprites, but it is scaled correctly, regardless of texture resolution.

And due to the load order prefering modded files in / before default files in HD2/, creating a separate HD2 .anim file is not necessary if you're not actually scaling it down to conserve memory.

Though while a same .anim files can be used in / and HD2/, at least the tileset graphics glitch out if the texture resolution is incorrect.



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