Importing Fleet-Ops ODF Commands to Stock STA2
Talk about anything related to old versions of Armada.
posted on August 24th, 2010, 3:28 am
I'm also not good at C++ Coding and I'm also not so good at creating new build buttons (by cutting the ones needed from the Fleet Ops 36 button TGA file and creating my own with the required image). Then trying to get them to show up in the game is hard too because I'm not understanding the coding that was used and the coding that is stock for Armada II (0 0 64 64). Can anyone help with these build buttons? Plus there are some ODF Commands I have questions on but they involve how to edit the Special Weapons so they'll work with Armada II.
posted on August 24th, 2010, 6:46 am
they are in x-y-w-h notation
the first number is the x coordinates where the button graphic starts in pixels, the second number is the y coordinates. we do now have a 2D point on the texture, which identifies the upper left corner of the button image. the width and height components should now be self-explanatory.
the first number is the x coordinates where the button graphic starts in pixels, the second number is the y coordinates. we do now have a 2D point on the texture, which identifies the upper left corner of the button image. the width and height components should now be self-explanatory.
posted on August 25th, 2010, 1:25 am
Optec wrote:they are in x-y-w-h notation
the first number is the x coordinates where the button graphic starts in pixels, the second number is the y coordinates. we do now have a 2D point on the texture, which identifies the upper left corner of the button image. the width and height components should now be self-explanatory.
I'm alittle confused still, would the X most likely equal a number between 1 and 36 (but by horizontal and vertical? 1- 6/1-6) then? (like say 6 horizontal)
If I'm thinking right and my above example is correct, would Y most likely equal 1 - 6 vertically? (like say 6 vertically?)
That would make the final 2 numbers the width and hight for the buttons, like possibly the 64 64 (or 128 128 met in Armada II?
I still need more explaining or maybe an example if possible that would most likely work in Armada II.
posted on August 25th, 2010, 1:35 am
Adm. Zaxxon wrote:you should look in the texture section of the FO modding guide. It might help with your problem.
Could you by any chance please post or PM me a link to the Fleet Ops Modding Guide? I have been looking for it here since first hearing about it but havent been able to find it yet.
posted on August 25th, 2010, 10:25 am
Last edited by Anonymous on August 25th, 2010, 10:29 am, edited 1 time in total.
Modding - The Hitchhiker's Guide to Fleet Operations
thats the modding section of the guide.
about the x y w h notation:
u have a big image, which is a grid of little images.
the x value tells you how many pixels to go along, aiming for the top left corner of the little image you want.
the y value tells you how many pixels to go down, also aiming for the top left corner of the little image you want.
now u have a point in the big image, where the little image's top left corner is located.
the w value tells you the width of the little image and the h value tells you the height of the little image. thus the game now knows what part of the big image to crop to.
thats the modding section of the guide.
about the x y w h notation:
u have a big image, which is a grid of little images.
the x value tells you how many pixels to go along, aiming for the top left corner of the little image you want.
the y value tells you how many pixels to go down, also aiming for the top left corner of the little image you want.
now u have a point in the big image, where the little image's top left corner is located.
the w value tells you the width of the little image and the h value tells you the height of the little image. thus the game now knows what part of the big image to crop to.
posted on August 26th, 2010, 1:28 am
Thanks for the link, I'm thinking about saving that internet page for later reference too unless its downloadable?
I'll try to grasp your explanation on the build buttons and try to work on that leter well I recharge my laptop from using it on battery power outside the library to get online
(I hate having to do that, well living at my friend's house I had internet all the time.)
I'll try to grasp your explanation on the build buttons and try to work on that leter well I recharge my laptop from using it on battery power outside the library to get online

posted on August 26th, 2010, 10:32 am
jetnova16 wrote:Thanks for the link, I'm thinking about saving that internet page for later reference too unless its downloadable?
there used to be a pdf version of the guide, but its not available anymore.
u can convert the pages u need to pdf for free using many common internet tools like this:
Convert Web Page to PDF - #1 Web to PDF Converter
or acrobat pro.
ask dominus or zebh first though, they may not want people saving copies of the guide (i doubt it, but its better safe than sorry)
posted on August 26th, 2010, 11:27 am
Also remembering that the engine does not know the size of the image file. You have to tell it using an "@reference = 512" line.
Bearing that in mind, the number do NOT need to be in pixels. If an image file contains precisely 36 buttons (and no empty spaces), you can set the reference using "@reference = 6" and then your x y w and h numbers can be the number of BUTTONS, not the number of pixels.
Left that obscure enough to make you think about it. If you get what I mean, though, it's surprisingly simple. =)
Bearing that in mind, the number do NOT need to be in pixels. If an image file contains precisely 36 buttons (and no empty spaces), you can set the reference using "@reference = 6" and then your x y w and h numbers can be the number of BUTTONS, not the number of pixels.
Left that obscure enough to make you think about it. If you get what I mean, though, it's surprisingly simple. =)
posted on August 26th, 2010, 11:58 am
If you need, I can send you a .doc copy of my modding guide(that is, the introduction) it contains a detailed explanation of buttons and textures(not how to texture, but just some useful info)
Thats interesting, I will have to try that out. it would be alot easier if it is as easy as it sounds.
Atlantis wrote:Also remembering that the engine does not know the size of the image file. You have to tell it using an "@reference = 512" line.
Bearing that in mind, the number do NOT need to be in pixels. If an image file contains precisely 36 buttons (and no empty spaces), you can set the reference using "@reference = 6" and then your x y w and h numbers can be the number of BUTTONS, not the number of pixels.
Left that obscure enough to make you think about it. If you get what I mean, though, it's surprisingly simple. =)
Thats interesting, I will have to try that out. it would be alot easier if it is as easy as it sounds.
posted on August 26th, 2010, 5:13 pm
wouldn't using buttons as increments require that all buttons be the same size? all square?
this works fine for build buttons, but wouldnt work for other stuff like single unit overview images etc.
this works fine for build buttons, but wouldnt work for other stuff like single unit overview images etc.
posted on August 26th, 2010, 5:34 pm
no, because the buttons use invisible alphachannels aswell, so it will always select an area that big, even if the actual button is half the size of the square.
like the miniimages(wireframes) are 128 by 128, but the actual pictures can be smaller than that. it counts clear parts too.
like the miniimages(wireframes) are 128 by 128, but the actual pictures can be smaller than that. it counts clear parts too.
posted on August 27th, 2010, 2:16 am
Atlantis wrote:Also remembering that the engine does not know the size of the image file. You have to tell it using an "@reference = 512" line.
Bearing that in mind, the number do NOT need to be in pixels. If an image file contains precisely 36 buttons (and no empty spaces), you can set the reference using "@reference = 6" and then your x y w and h numbers can be the number of BUTTONS, not the number of pixels.
Left that obscure enough to make you think about it. If you get what I mean, though, it's surprisingly simple. =)
I think I get what you are saying, I'll try it tonight.
posted on August 27th, 2010, 2:18 am
Adm. Zaxxon wrote:If you need, I can send you a .doc copy of my modding guide(that is, the introduction) it contains a detailed explanation of buttons and textures(not how to texture, but just some useful info)
Thats interesting, I will have to try that out. it would be alot easier if it is as easy as it sounds.
I'm willing for you to send me a .doc copy of your modding guide, if you send me a message I can send you my e-mail address unless its already listed on my profile here.
posted on August 27th, 2010, 2:20 am
Adm. Zaxxon wrote:no, because the buttons use invisible alphachannels aswell, so it will always select an area that big, even if the actual button is half the size of the square.
like the miniimages(wireframes) are 128 by 128, but the actual pictures can be smaller than that. it counts clear parts too.
I was wondering if you have any other ideas I could try because I don't think I fully understand what you are saying.
posted on August 28th, 2010, 12:54 am
well, the buttons in stock a2 are 64 by 64, but you can make the actual button smaller with the size of the texture still being 64 by 64. you just add an a transparency layer with your button on top, maybe smaller. the transparent parts won't show up on screen if you do it right. in the case of FO, they use it to add transparent parts, and the buttons themselves are semi-transparent.
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