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More Art Mod Opportunities

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Re: More Art Mod Opportunities

Postby mathusalem » 27 Oct 2009, 16:25

Ok here we go with everything with a 800 x 600 rezolution
http://rapidshare.com/files/298656643/shellart.rar

here is what the new positions should be

buttons :
Winbk_Shellsphereanimation16-1 : x = 38 ; y = 198
Winbk_Shellsphereanimation16-2 : x = 28 ; y = 273
Winbk_Shellsphereanimation16-3 : x = 39 ; y = 348
Winbk_Shellsphereanimation16-4 : x = 60 ; y = 421
Winbk_Shellsphereanimation16-5 : x = 103 ; y = 496
size of the buttons 74 x 74 px

menu box :
Winbk_shellbox16 : x = 180 ; y = 0

now when I try it, it works but the buttons experience a strange "pulse" effect. maybe the game doesn't see the proper size.
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Re: More Art Mod Opportunities

Postby gmzombie » 28 Oct 2009, 00:08

hey math how did you find the cords to the buttons? did you just take the pic and use some kind of program? im interested mainly for the deck builder. could u do it for that as well? just thinking it may be useful down the road for a new deckbuilder or a revamped one at least. the only thing wrong i see right now wit the new pics is that the original circle is still huge and way off of the buttons. im going to try to shrink the circle to the size of the new circles and see what happens

edit: Changing the size of the pic so that the circle just surrounds the sphere doesn't fix the size...so it is hardcoded into the exe somewhere
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: More Art Mod Opportunities

Postby gmzombie » 28 Oct 2009, 02:05

Code: Select all
; Attributes: bp-based frame

; int __cdecl sub_4CEF00(HWND hDlg, int, LPVOID pv, int, int, int, int, int, int, int, int, int, int, int)
sub_4CEF00 proc near

FileName= byte ptr -10Ch
var_4= dword ptr -4
hDlg= dword ptr  8
arg_4= dword ptr  0Ch
pv= dword ptr  10h
arg_C= dword ptr  14h
arg_10= dword ptr  18h
arg_14= dword ptr  1Ch
arg_18= dword ptr  20h
arg_1C= dword ptr  24h
arg_20= dword ptr  28h
arg_24= dword ptr  2Ch
arg_28= dword ptr  30h
arg_2C= dword ptr  34h
arg_30= dword ptr  38h
arg_34= dword ptr  3Ch

push    ebp
mov     ebp, esp
sub     esp, 10Ch
push    ebx
push    esi
push    edi
push    offset dword_7876F0
push    offset aSWinbk_shellsc ; "%s\\WINBK_ShellScreen16.bmp"
lea     eax, [ebp+FileName]
push    eax
call    j_sprintf
add     esp, 0Ch
push    0               ; int
push    0               ; int
lea     eax, [ebp+FileName]
push    eax             ; lpFileName
call    sub_466720
add     esp, 0Ch
mov     ecx, [ebp+arg_4]
mov     [ecx], eax
mov     eax, [ebp+arg_1C]
mov     dword ptr [eax], 0
mov     eax, [ebp+arg_20]
mov     dword ptr [eax], 0FEFEFEh
push    offset dword_7876F0
push    offset aSWinbk_shell_1 ; "%s\\WINBK_ShellSphereHighlight16.bmp"
lea     eax, [ebp+FileName]
push    eax
call    j_sprintf
add     esp, 0Ch
push    0               ; int
push    0               ; int
lea     eax, [ebp+FileName]
push    eax             ; lpFileName
call    sub_466720
add     esp, 0Ch
mov     ecx, [ebp+arg_C]
mov     [ecx], eax
push    offset dword_7876F0
push    offset aSWinbk_shellbo ; "%s\\WINBK_ShellBox16.bmp"
lea     eax, [ebp+FileName]
push    eax
call    j_sprintf
add     esp, 0Ch
push    0               ; int
push    0               ; int
lea     eax, [ebp+FileName]
push    eax             ; lpFileName
call    sub_466720
add     esp, 0Ch
mov     ecx, [ebp+arg_24]
mov     [ecx], eax
mov     eax, [ebp+arg_30]
mov     dword ptr [eax], 0EDD0B1h
mov     eax, [ebp+arg_34]
mov     dword ptr [eax], 0D0F0F7h
push    offset dword_7876F0
push    offset aSWinbk_shell_2 ; "%s\\WINBK_ShellScimGlow16.bmp"
lea     eax, [ebp+FileName]
push    eax
call    j_sprintf
add     esp, 0Ch
push    0               ; int
push    0               ; int
lea     eax, [ebp+FileName]
push    eax             ; lpFileName
call    sub_466720
add     esp, 0Ch
mov     ecx, [ebp+arg_14]
mov     [ecx], eax
mov     eax, [ebp+arg_4]
cmp     dword ptr [eax], 0
jz      short loc_4CF00D
does this help anybody with the highlight area around the buttons? im getting this by looking at the magic.exe with IDA pro + hex dissammbler. maybe this is good or maybe this is crap...lol im tired but trying to help.
can I maze of ith your snowstorm?

http://home.comcast.net/~gmzombie/index.html old stuff in here. don't use this stuff right now till I get time to get back into it and readjust.
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Re: More Art Mod Opportunities

Postby mathusalem » 28 Oct 2009, 12:44

I used Adobe Fireworks : it's a webdesign application and it gives the xy coordinates of every element you use. I don't exactly know how it will work with the game but I figured those coordinates should be somewhat generic.

for the highlight circle I thought we may have to ignore it and turn it off for the moment.
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Re: More Art Mod Opportunities

Postby jatill » 28 Oct 2009, 14:21

I've already figured out how to change the size of the highlite cirle, I think. It automatically matches the coords of the buttons, once I update those.
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Re: More Art Mod Opportunities

Postby jatill » 28 Oct 2009, 15:23

So, bad news. I can move the buttons on the main screen around, but I don't see where to move the buttons once you select a screen. So plan B would be to rework the images to line up with the existing buttons. Is that difficult?

Edit: I may have figured this out after all. I'll get back to you.
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Re: More Art Mod Opportunities

Postby jatill » 28 Oct 2009, 17:56

I updated the coords for the first button. Now the animation "slides" to the right. Is this what you meant by the "pulse" effect? Can you fix that by messing with the image sizes?

http://rapidshare.com/files/299182879/magic.zip
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Re: More Art Mod Opportunities

Postby mathusalem » 28 Oct 2009, 19:55

yeah, that's what I meant. I think what happens is that it doesn't see a perfect square, so each image slides a little over the next one and so forth.... I'll try to adjust that. Ihope it will blend properly with the image beneath though.

EDIT : Can't seem to be able to run your exe, Jatill
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Re: More Art Mod Opportunities

Postby jatill » 29 Oct 2009, 12:57

Well, it's definitely possible to make the images work. Worst case, you'll need to make them as big as the originals.

You probably needed extra files to run the exe. Here's everything:
http://rapidshare.com/files/299533601/20091029.zip
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Re: More Art Mod Opportunities

Postby mathusalem » 29 Oct 2009, 16:18

ok here's an update. it fixes the pulse glitch for the most part, it was mainly due to the way I had reduced the size of the images. depending of the order, the size was not exactly the same. Now there is still a running pixel on the side of the red button ans I wish I knew how to fix that.

http://rapidshare.com/files/299603268/shellart.rar

besides, I think that the xy coordinates don't really match after all, am I right Jatill ? how and don't forget the blue button. it was the only one not available in what you sent :)
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Re: More Art Mod Opportunities

Postby jatill » 29 Oct 2009, 16:46

I'll start working on pulgging these in now. How home only the red image has a problem? I would think that if you had 1 working, they would all work.

Could you do me 1 more art favor? I'd like to see how the shellbox looks if you leave it the same brightness as the original screen. Also, have you thought about changing the versus image at all?
Last edited by jatill on 29 Oct 2009, 17:01, edited 2 times in total.
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Re: More Art Mod Opportunities

Postby mathusalem » 29 Oct 2009, 16:56

yes the red button bug is a bit of a puzzle.

I had overlooked the versus image and yeah it would be a pleasure to find a cool idea for it.
Ok for the shellbox with inedited brightness.......... actually what I can do as well is a clear near white screen like on more modern software but that would imply changing the font color to black. (i can try to find the reference color for black ; rvb should be 255,255,255).

I hope you are ready to code that Spiritmonger ? :wink: (mystic snake will do if that's to tricky)
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Re: More Art Mod Opportunities

Postby jatill » 29 Oct 2009, 17:02

I also just noticed that the shellbox is off by maybe 1 pixel. Notice how the N in manalink doesn't line up quite right.

No way I'm going to try to mess with fonts now.

If we can get all these art kinks worked out, Mr. Monger and I can have a talk :)

PS: I wish I know which art the deck builder uses. That's easily the ugliest background in the game.
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Re: More Art Mod Opportunities

Postby mathusalem » 29 Oct 2009, 21:02

you know that red button is really ennoying me ? ok I thought I noticed what was wrong, Fixed it, and wow it's all jittery ! Geez !

about the shell box, I think what may be wrong is the the x coordinate are not exctly the same as they should be : i noticed that for example the red button is off when it is animated, i.e. when the animated pic takes over, it is not exactly on the right spot.

I thought that since the game has a border (the white blue frame) maybe that moves all the x values by one or two pixels.
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Re: More Art Mod Opportunities

Postby mathusalem » 29 Oct 2009, 23:02

Ok, Jatill I fixed the red button and I made you a shellbox with no color tweak
I'm working on the versus box.
I had a fantastic idea but actually it turned out very ugly....back to scratch

http://rapidshare.com/files/299754713/shellart_addons.rar
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