Page 1 of 2 12 LastLast
Results 1 to 20 of 25

Thread: sprites & CAS

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Keyser Soze's Avatar Domesticus
    Join Date
    Jul 2008
    Location
    Bratislava
    Posts
    2,437

    Default sprites & CAS

    i try to put some new units to the game and i donīt know what about sprites and CAS files. i heard that game generate them automaticly but must i add them before or what?
    sorry if it is in no correct forum.

  2. #2

    Default Re: sprites & CAS

    Cas files are 3D models for units. Sprites are 2D images for units that will be used while looking unit at long distances. Sprites are used to reduce image calculations for making game faster since 2D images requires less calculations than 3Ds.

    Hope this helps.

  3. #3
    Keyser Soze's Avatar Domesticus
    Join Date
    Jul 2008
    Location
    Bratislava
    Posts
    2,437

    Default Re: sprites & CAS

    thanks. but must i create sprites, or only make folder, named it and the picture will be automaticly generate?

  4. #4

    Default Re: sprites & CAS

    Yes, you only need the "sprites" folder, the sprite-script.txt and the " -sprite_script" command in the shortcut. The game will generate the actual sprites (.spr and .tga files)

  5. #5

    Default Re: sprites & CAS

    visitor, there is a program called Sprite Generator but I never used it before. Here, Sebulba's answer expalains how to make sprites for units.

    Hope it helps

  6. #6
    Keyser Soze's Avatar Domesticus
    Join Date
    Jul 2008
    Location
    Bratislava
    Posts
    2,437

    Default Re: sprites & CAS

    thanks, boys. the program seems good. iīll try it .

  7. #7
    Keyser Soze's Avatar Domesticus
    Join Date
    Jul 2008
    Location
    Bratislava
    Posts
    2,437

    Default Re: sprites & CAS

    when i add new units to descr_model_battle.txt must be there for new unit be _sprite.spr or without? like: saxons_BI_saxon_general_sprite.spr
    or: saxons_BI_saxon_general

    and if i do any little changes on textures of existing units, must i generate new sprites for it too?
    Last edited by Keyser Soze; December 21, 2008 at 03:29 AM.

  8. #8

    Default Re: sprites & CAS

    If you change very little I think you dont need to generate sprite again. However, every new unit need sprites.otherwise it will be invisible at some distance.

  9. #9

    Default Re: sprites & CAS

    You need both the .tga files (which should be converted to .tga.dds) and the .spr files.

  10. #10
    Keyser Soze's Avatar Domesticus
    Join Date
    Jul 2008
    Location
    Bratislava
    Posts
    2,437

    Default Re: sprites & CAS

    o.k. but you wrote me that units have usually 1-4 sprites.tga
    and for me it generate only one 000.tga, no 001.tga, no 002. tga. will it be problem in game to have only 000.tga?
    sorry if i canīt explain exactly my problem.

  11. #11

    Default Re: sprites & CAS

    Assuming your sprite-script is correct, just use *anything* the game generates. yes, there will be a problem if you remove some of the .tga files, since the game generated them, it needs them.

  12. #12

    Default Re: sprites & CAS

    Hi,
    I have followed the instructions that KLA and Sebulba wrote, but the sprites donīt work. I mean, once i have obtained the sprites, put the new sprite line in descr_model_battle.txt and started a new battle with the unit that suppose to have the new sprites, they simply donīt appear: when zoom the image, the unit turns invisible.

    are there common errors in this process? what I should have to do?

    Please help me.

  13. #13

    Default Re: sprites & CAS

    Did you use the proper preferences.txt file while generating them?

  14. #14

    Default Re: sprites & CAS

    Quote Originally Posted by Aradan View Post
    Did you use the proper preferences.txt file while generating them?
    Is it necessary modify the preferences.txt file? I didnīt know that. Whatīs the "proper" preference.txt to do it?

    Thank you

  15. #15

    Default Re: sprites & CAS

    This one. When you're done generating sprites, replace this with your original prefs file.
    Last edited by Aradan; March 03, 2011 at 07:17 PM.

  16. #16

    Default Re: sprites & CAS

    Quote Originally Posted by Aradan View Post
    This one. When you're done generating sprites, replace this with your original prefs file.
    Thanks a lot Aradan, Iīll try and tell you about the result later.

  17. #17

    Default Re: sprites & CAS

    Hi again, it doesnīt work. I replaced the file but nothing. The only tga file that is generated is empty, it doesnīt have any model inside. Iīm trying to generate a sprite for a mercenary unit, so in the sprite_script.txt file I write: "gallic_heavy_infantry merc".
    Gallic_heavy_infantry is the "type" in my descr_model_battle.txt and there is just a texture for that model.

    Any suggestion?

  18. #18

    Default Re: sprites & CAS

    You need to write "no_faction" instead of "merc" iirc. There's a sprite-generator around here, that can do the dirty work for you, make a search.
    Last edited by Aradan; March 05, 2009 at 06:22 PM.

  19. #19

    Default Re: sprites & CAS

    So, i have to write "gallic_heavy_infantry no_faction iirc" or
    "gallic_heavy_infantry no_faction"?

    Thank you very much Aradan.

  20. #20

    Default Re: sprites & CAS

    lol, iirc is the acronym for If I Recall Correctly.

    You need to replace "merc" with "no_faction".


    Here, read this: http://www.twcenter.net/forums/showt...45#post4065345

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •