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Topic Subject: change black buildingshadows to transparent one
posted 07-24-15 04:39 PM CT (US)   
i want start to change all false building shadows, i tried it with the Archery Range but it didnt work how i imagine :X

Here is a example what i want do / change:
http://i.imgur.com/sr9wdha.jpg
see the villager ? - the black shadow covers him, the transparent one not.


so i looked for the transparent shadow graphics and change the black one with the grey (transparent one) but it didnt work ingame, it was displayed as grey and not as transparent.
http://i.imgur.com/n7u836b.png - changes blck to grey

http://i.imgur.com/w1WD9St.png - ingame :/ palette is correct, just it doesnt appear transparent.

ny ideas / solutions ?


Done so far




http://steamcommunity.com/sharedfiles/filedetails/?id=490053744

[This message has been edited by gag2000 (edited 07-29-2015 @ 01:10 PM).]

Replies:
posted 07-24-15 04:51 PM CT (US)     1 / 28  
The semi-transparent shadow needs to be in a separate slp containing only the transparent background colour and the semi-transparent shadow. Ensemble Studios only used this shadow type for larger buildings which throw longer shadows (with a few exceptions like the English wonder) and these shadows are always put in separate slp files. You can use one of these as a basis, the main difficulty will then be to set the anchors correctly.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
posted 07-24-15 05:02 PM CT (US)     2 / 28  
thanks Kor, but when i do a separate slp file that means i have to add them also in the dat file ?
i was start to change them becaue there are a few more buildings (imp. market) that covers a lagerer place - if build next to a stonewall the stonewall are hidden ect -
but if its that difficult it seems i have to sstop it :/
posted 07-24-15 05:08 PM CT (US)     3 / 28  
As Kor said, you need to put the grey shadow in a different slp file, hoever you just need to invert/revert the shadow/not shadow building on the same bmp, then just save them into separate bmps, then with the slp editor just import the new bmp and set the same anchor point for both building and shadow slps.

In order to manage to get the shadow mounted on building I suggest you to watch in AGE how the towers delta graphics are placed!

Hope what i writed is compresible and helpful gag!
posted 07-24-15 05:21 PM CT (US)     4 / 28  
thanks AFFA the Cleric but when i need to change the dat file it will break the multiplayer because i use the HD edition.

[This message has been edited by gag2000 (edited 07-24-2015 @ 05:21 PM).]

posted 07-24-15 05:23 PM CT (US)     5 / 28  
Yes, you need to add the new shadow slp to the drs file and then using AGE you can add a new graphics entry, which you must then set as a delta to the existing Archery Range graphic. It's actually quite easy once you start doing it, so don't be discouraged! Take a look at some of the instances where ES used shadow slps, such as castles and wonders, and you'll have it figured out in no time.

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
posted 07-24-15 07:07 PM CT (US)     6 / 28  
Doesn't one or two of the animated banners have a transparent shadow within the main sprite?
posted 07-25-15 01:13 AM CT (US)     7 / 28  
good point Tzontlimixtli , i looked for the flags and found them, 1 banner have the transparent effect included in the graphic, here are the gif + ingame screen:

transparent: http://i.imgur.com/CuwMEyf.gif
black: http://i.imgur.com/A8JdyGZ.gif

ingame: http://i.imgur.com/rr2mElu.png

i also didnt find an extra slp for that flag, the SLP for FLAGE_N0 and N1 also not included in the graphics drs

if there is a chance to do this also with the buildings, (without dat editing) ect. i would start to change them all into the transparent one

___

Edit: as i see now in the dat, there are unused entries already for buildings that havnt a transparent shadow, as example there is an STBL2N0W with SLP number 1001 but its not included in the graphics.drs, so i can use this ID for my shado and it should be possible without dat editing now.

i just have to remove the black shadow and add a transparent one new slp, becaue i cant get it to work same as the Flag E, would be more easy but ok.

___

tried it with archery range (it works without editing the dat) it needs just a bit until you change the graphics ect.
here a a example:
transparent: http://i.imgur.com/ARGNqFV.png
black: http://i.imgur.com/NuS2tqQ.png

it seems ES wanted to create for all buildings transparent graphics - but then they saw its a lot of work haha.

[This message has been edited by gag2000 (edited 07-25-2015 @ 03:42 PM).]

posted 07-28-15 07:00 PM CT (US)     8 / 28  
posted 07-29-15 05:16 AM CT (US)     9 / 28  
That looks pretty neat. Would it be possible for you to write up a step-by-step tutorial on what you're doing exactly? I'd like to use this for a mod project, I think it produces a great effect (Especially with getting rid of the unit outlines/shadow overlapping, and looks great on that Archery Range.)

Proud Member of Black Forest Studios
Co-creator of Silent Evil - Voted Best Multiplayer Scenario of 2009
and The Seas of Egressa - Voted Best Multiplayer Scenario of 2010
posted 07-29-15 06:14 AM CT (US)     10 / 28  
Yeah, this is definitely an improvement, for the general aesthetic and I imagine it would stop the overlapping shadow problem you'd get with unconventional building placement seen in some scenarios.
posted 07-29-15 01:09 PM CT (US)     11 / 28  
thanks for the feedback !
heres a step by step, if something is unclear ask again:

Programs i used, AGE & GIMP

- choose the building you want to change, here in this example i take the ARRG2NNE / SLP 21

- extract the bmp imagne and than do a copy of the slp & the bmp image

- look for an slp (exampl. SLP 917) than includes the grey shadow image and extract the bmp image

- open all 3 images with GIMP and choose the grey shadow color with the color chooser

- now change on one Archery Range the black shadow to the grey one and on the copy you change the black shadow to the background color of the image (i had teal color)

- remove on the image with the grey shadow every other colors that just the grey color shadow stays
(that we have an Archery Range with no shadow & one archery range just with shadow)

- replace the new images with the one in the slp files, nude archery range in 1 slp, shadow only in the copied slp
(to make sure the shadow appear correct ingame you can switch in SLP Editor to "Selection mask" and if the shadow still appears than its fine, if the shadow turn invisible, than there are still a wrong color included)

- look in AGE (graphics) for the ARRG2N0E and rename the shadow only slp to the SLP number that displayed in ARRG2N0E here its 13.
(dont worry in the graphcs drs theres no SLP 13, its missing)

done.

__
mills have a different framecounts example the chinese mill took 10 framecounts so it requireds 10 shadows in the SLP.

__
All age houses have a wrong framecount in the dat file, without changing the dat file its not possible to add proper shadows for them.

Few editor buildings also no have extra shadow files and Imperial Age markets also not (trade workshop have)
Dark age barracks also not.

the aztec / maya feudal barracks have a missing shadow (comes with the game) but now you are able to give him one (because it still has the N0 entrie)

[This message has been edited by gag2000 (edited 07-29-2015 @ 01:18 PM).]

posted 07-29-15 03:40 PM CT (US)     12 / 28  
Nice work!
posted 07-29-15 07:07 PM CT (US)     13 / 28  
posted 07-29-15 10:43 PM CT (US)     14 / 28  
If it wasn't said already, the last delta graphic must always be an empty one, or the shadow will replace the graphic it's attached to.
posted 07-29-15 11:02 PM CT (US)     15 / 28  
thx for that info John the Late !
its good to know that because i thought about to change the dat file for me, because the Imperial Markets & Dark Age Barracks havnt any delta graphics, and i want to add transparent shadows for them too
now i know to add an extra delta because without that info i would ask me whats wrong now
posted 08-12-15 10:20 AM CT (US)     16 / 28  
Gag, can you upload this file to the Blacksmith pls?

posted 08-12-15 04:06 PM CT (US)     17 / 28  
Bala Arizalu, tomorrow i will upload a zip file, but it will just contain the slp files i dont have the time to include them in an drs because than i have to rename them all manually.
posted 08-26-15 06:00 AM CT (US)     18 / 28  
Gag, can you send the file to my email? . I will try to add some script for apply the slp to drs.

posted 08-26-15 07:37 AM CT (US)     19 / 28  
The semi-transparent shadow needs to be in a separate slp containing only the transparent background colour and the semi-transparent shadow. Ensemble Studios only used this shadow type for larger buildings which throw longer shadows (with a few exceptions like the English wonder) and these shadows are always put in separate slp files. You can use one of these as a basis, the main difficulty will then be to set the anchors correctly.
The solution to setting the anchors:

1. Render/photoshop/whatever you use the entire graphic. Building + shadow all together. Save two copies.
2. Select the shadows and remove them from Copy A. This is your building graphic.
3. Invert the colors to copy B. The shadow will now be pure white and the rest of the graphic varying colours.
4. Convert to black and white. The building will now all be black and the shadow white.
5. Invert colours again.
6. Paste the graphic into a shadow bmp from any of the ES shadows. Replace the black with shadow colour. Save.
7. Both graphics are the same size and in the same spot. Set the anchors the same. Use Turtle pack to crop the shadow bmp but keep the anchor consistent.

"And Matt is a prolific lurker, watching over the forum from afar in silence, like Batman. He's the president TC needs, and possibly also the one it deserves." - trebuchet king
posted 04-15-16 08:53 PM CT (US)     20 / 28  
Bala Arizalu, tomorrow i will upload a zip file
uploaded right now, tracking number: 12695

maybe known from the steam workshop called 'Building Shadow Fix' with over 16.000 subscriptions, here is the unique version for the CD version, unique because it includes beside all buildings also all other objects (except: units, missile and resources)

some screen comparisons:
http://screenshotcomparison.com/comparison/169669/picture:0
http://screenshotcomparison.com/comparison/169669/picture:1
http://screenshotcomparison.com/comparison/169669/picture:2

[This message has been edited by gag2000 (edited 04-16-2016 @ 02:39 AM).]

posted 04-16-16 02:10 AM CT (US)     21 / 28  
uploaded right now, tracking number: 12695

maybe known from the steam workshop called 'Building Shadow Fix' with over 16.000 subscriptions, here is the unique version for the CD version, unique because it includes beside all buildings also all other objects (except: units, missile and resources)
Thanks for uploading.
However, there seems to be a bit of a mistake.

SLP file is "incorrect or corrupt". What tools do you use to create a file .Drs, DRS Build or manually by Turtle Pack?

Thanks.

posted 04-16-16 02:17 AM CT (US)     22 / 28  
Link: http://aok.heavengames.com/blacksmith/showfile.php?fileid=12695

turtle pack 1.6 and to place the slp into the drs i used genied converter, replace the file in the game folder and the changes will appear ingame without issues, i checked the mod before uploading and every object that i placed worked.
posted 04-16-16 06:45 PM CT (US)     23 / 28  
turtle pack 1.6 and to place the slp into the drs i used genied converter, replace the file in the game folder and the changes will appear ingame without issues, i checked the mod before uploading and every object that i placed worked.
Do you unify the shadows and buildings into one , by using the Advanced Editor Genie 2016 ?

posted 04-16-16 07:15 PM CT (US)     24 / 28  
i merge slp with SLP Tool by Advanced Genie Editor 2016

[This message has been edited by gag2000 (edited 04-16-2016 @ 07:16 PM).]

posted 04-16-16 08:06 PM CT (US)     25 / 28  
Great stuff, gag2000. It's always bothered me how some buildings have inexplicably opaque shadows, and the fix is much appreciated

~ Forgotten Empires ~

Storm on the Steppe | Galderton Hill RP | Proud member of Stormwind Studios

"Deyr fé, deyja frændr, deyr sjálfr it sama; ek veit einn at aldri deyr, dómr um dauðan hvern." - Hávamál 77.
posted 04-27-16 09:21 AM CT (US)     26 / 28  
hey! gag, i tried to make a shadow with your step by step tutorial but i can't manage to make it right and im freaking out :'( if you have some time, could you make a topic with the tutorial step by step with image for every step? It would be an excelent topic for the univercity forum. Thanks, im going to keep trying
posted 04-27-16 10:19 AM CT (US)     27 / 28  
Thanks for your comment HockeySam18.

The_Old_Breed:

01. choose the building SLP you want create a transparent shadow
02. extract the building from the SLP
03. create a copy of the building bitmap
04. open the building bitmap with GIMP
05. choose as background color RGB 145
06. select just the purple color > https://i.imgur.com/FDIXH0m.png
07. cut (ctrl+x) the complete purple color > https://i.imgur.com/Swpn0v0.png
08. select (ctrl+a) the complete building
09. delete (del) the complete building > https://i.imgur.com/7xg1Dst.png
10. paste the purple color (ctrl+v) > https://i.imgur.com/xHGt8Jo.png
11. save bitmap - shadow done
12. open the copied bitmap from step 3 with GIMP
13. remove the black shadow > https://i.imgur.com/VW6sMqH.png
14. save bitmap - building done
15. copy building SLP from step 1
15. replace edited shadow bitmap in the copied SLP
16. untick "Auto selection mask", OK
17. save
18. same step with removed black shadow bitmap (now with non copied SLP)
19. open Advanced Genie Editor
20. in the small SLP window choose SLP Tool > https://i.imgur.com/HNxn2SG.png
21. Source SLP 1 is the building without shadow*
22. Source SLP 2 is the shadow only building*
23. Target SLP is the same SLP as in Source SLP 1*
24. click "Merge shadow from 2 to 1"* > https://i.imgur.com/yScAJxw.png
25. done.

[This message has been edited by gag2000 (edited 04-27-2016 @ 10:27 AM).]

posted 04-29-16 07:49 AM CT (US)     28 / 28  
Thank you very much!!! I made it! luv u!
Age of Kings Heaven » Forums » Mod Design and Discussion » change black buildingshadows to transparent one
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