Author Topic: Weap-gfx positions  (Read 1966 times)

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Offline Arbiter

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Weap-gfx positions
« on: April 14, 2008, 05:58:57 am »
So there could be this extra file, e.g "steyraug-pos".

So it's the same size as the whole weap-gfx, with different coloured pixels to indicate where, for example, the clip is, where the shells come out of, where the hands hold onto em. If you don't get what I mean, too bad.

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Offline Pie

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Re: Weap-gfx positions
« Reply #1 on: April 14, 2008, 06:10:38 am »
seems like a good idea. Useful for positioning a gun if you don't know how it would sit.
even an online tool that would let you paste an image of a gun and it would indicate how it sat and such.
Lol, internets.

Offline -Skykanden-

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Re: Weap-gfx positions
« Reply #2 on: April 14, 2008, 06:55:30 am »
I like the idea! F12
Just becuase i hate to try to guess where the hand is going to be :P

And that could be done with a colour system, eg: Red: Hands Blue: Mag, etc

Offline STM1993

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Re: Weap-gfx positions
« Reply #3 on: April 14, 2008, 07:17:05 am »
Good idea for modders. F12.

Offline O.R.I.O.N.

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Re: Weap-gfx positions
« Reply #4 on: April 14, 2008, 09:29:53 am »
This would be a much-welcomed addition. F12.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline Serial K!ller

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Re: Weap-gfx positions
« Reply #5 on: April 14, 2008, 11:47:20 am »
or make it choose the middle of the image height (multiple of 2) as normal weapon position like in stick soldiers 2 so no extra files are needed but it would need some programming to make the rotation point work well when aiming so it doesn't look awkward.

Offline MR X

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Re: Weap-gfx positions
« Reply #6 on: April 20, 2008, 02:46:51 pm »
Ill support that. F12
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Offline M.rSnow

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Re: Weap-gfx positions
« Reply #7 on: April 23, 2008, 09:15:42 am »
Nice! Support. F12
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Offline PaFel

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Re: Weap-gfx positions
« Reply #8 on: April 23, 2008, 10:18:40 am »
I'll better like a thing like all gfx would be "counted" from it's centre (now all gfxare counted from top-left so if you make huge gfx then  it's not in the centre).

If the centre thing would be made then positioning would be lot easier. Just make square .bmp and point magazine for eg. on right side).

Btw: Arbiter's idea is good too but my one can be used to all gfx not only weapons.
« Last Edit: April 23, 2008, 10:20:52 am by PaFel »

Offline Ziem

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Re: Weap-gfx positions
« Reply #9 on: April 23, 2008, 10:42:39 am »
Sounds good. F12... new modding possibilties/making Soldat easier to mod = F12 FTW.

Offline xtishereb

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Re: Weap-gfx positions
« Reply #10 on: April 24, 2008, 07:37:43 am »
My only big issue here is with mod compatibility. What about all of those old mods? Is some loser with an excessive amount of time such as myself going to have to manually update them? Will he try to find a way to automate this process?

But the pros greatly outweigh the cons. Either an additional positioning file (which will allow for hassle-free compatibility) or making the anchor point always halfway on the left side of the image would be great for me. Good ideas, people.
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Offline M.rSnow

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Re: Weap-gfx positions
« Reply #11 on: April 24, 2008, 08:43:11 am »
What about a default file? Then you only need to change the Gfx for the old mods. Simple.
Lapis: You need a vacation or a bullet though the head both works just fine by me.

Offline Serial K!ller

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Re: Weap-gfx positions
« Reply #12 on: April 24, 2008, 12:28:16 pm »
also making everything have only 1 file and mirror it for left view would make modding a bit easier

Offline M.rSnow

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Re: Weap-gfx positions
« Reply #13 on: May 01, 2008, 02:32:35 am »
also making everything have only 1 file and mirror it for left view would make modding a bit easier
Its pretty much a waste of time. Theres way more important stuff to do.
Lapis: You need a vacation or a bullet though the head both works just fine by me.