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Entity.Transition

Mon, 17 Dec 2007 10:25:54

Crimson Wizard

Question is, how this works?
Mon, 17 Dec 2007 12:52:48

Firebrand

The game has a translation table built by vlumpy from a pallete PCX image, which contains all the ranges of color supported by each game, then you just set the desired translation to be applied, but this only works for colors that actually are "translatable" (i.e. player colors for each game). Hope my explanation is clear enough, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 17 Dec 2007 15:08:33

Crimson Wizard

[quote="Firebrand":22aaw1w6]Hope my explanation is clear enough, heh! <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Not really, can you give some example?
Thu, 27 Dec 2007 08:43:54

Janis Legzdinsh

Usually it's used to change player's colours. Strife also uses it to change colours of accolytes and merchants.
Thu, 27 Dec 2007 10:10:12

Crimson Wizard

Err, heh, I meant something more detailed. Well, for example, I tried to use Translation for Bishops in Hexen and found out it only changes blue color range for a limited number of variants. So, questions are: - What colours can I change? Can I change everything? How? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> - Firebrand mentioned translation table. In common Hexen it is constructed this way:
translat.dat			raw 0 0 256 22
in Korax Arena it is slightly different:
translat.dat			raw 0 0 256 43
I may guess that "0 0 256" is a "blue color". Am I right? Then, what do 22/43 numbers mean? What's the effective way to make something else?
Thu, 27 Dec 2007 15:07:42

Firebrand

[quote="Crimson Wizard":3qbux7e0]Err, heh, I meant something more detailed. Well, for example, I tried to use Translation for Bishops in Hexen and found out it only changes blue color range for a limited number of variants. Yes, you can only change blue color because it's the default color for translations in Hexen, take a look at pallete.pcx file in the basev folder in progs source in the hexen subdirectory, it has all the colors that are ranged in translations, right? Well, then take a look at the file, it has two translation sequences in the blue section of the pallete (for the cleric and mage) and one in the gold colors (for the fighter), if you compare this file to the one KA has, you'll find the colors for the hero, the heretic and the doom guy. This is the first step in creating translations. [quote="Crimson Wizard":3qbux7e0]So, questions are: - What colours can I change? Can I change everything? How? <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Yes, you can add any range for translations as far as you modify the pallete.pcx entry accordingly. [quote="Crimson Wizard":3qbux7e0]- Firebrand mentioned translation table. In common Hexen it is constructed this way:
translat.dat			raw 0 0 256 22
in Korax Arena it is slightly different:
translat.dat			raw 0 0 256 43
I may guess that "0 0 256" is a "blue color". Am I right? I don't know what the "0 0 256" values mean... [quote="Crimson Wizard":3qbux7e0]Then, what do 22/43 numbers mean? What's the effective way to make something else? But the important value is the last one, "22" defines how many translations you'll have, then using numbers in the range "0 - 22" will give you a translated sprite for any enemies/players <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Lastly, you can translate not only one range of colours in the pallete.pcx file, if you create translations for blue and red for a single entry in the translations table they'll both can be used! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> The only thing I'm not sure about is how many translations are supported by Vavoom, I'm sure Janis can answer this one <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->. Hope my explanation is MORE clear now, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 27 Dec 2007 16:51:59

Janis Legzdinsh

I don't know what the "0 0 256" values mean...
The format of raw command is:
<lumpname> raw <x> <y> <width> <height>
Basically it tells vlumpy that it should start reading data from top left corner, each row 256 pixels long (as needed by translation tables).
The only thing I'm not sure about is how many translations are supported by Vavoom, I'm sure Janis can answer this one <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Currently there ain't any limits.

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