Beetlezombie wrote:Hello
Just a small question about the difference of the file in the preBuiltArt folder and the files in the luastate\drawers folder (emperors, ships etc).
Is the preBuiltArt for the locked races only?
The bottom line is that all this complexity makes doing something that may seem like it should be simple (like, say, adding new character or race art), harder than it probably should be. But, it also means that introducing new ship color schemes can be surprisingly easy.
This means, from a modding perspective, all you should ever need to distribute is the Drawers assets; as long as they exist, the ArtCache files will be created implicitly for anyone who has them.
What is constructed from Drawers is built into ArtCache/. PrebuiltArt is a copy of the ArtCache/ dir on my dev machine. The key difference between ArtCache and PrebuiltArt is that art files that exist in PrebuiltArt *never* get entirely rebuilt, instead we just assume that the metadata in Drawers/ will match the output images in PrebuiltArt. ArtCache files, on the other hand, are implicitly rebuilt anytime the source Drawers data changes.
Beetlezombie wrote:* Does the art in prebuiltart need to be rebuilt? Ever? I would guess not right?
Beetlezombie wrote:* Why wouldn't the metadata in drawers not match the output images in prebuiltart? Is the assumtion that the prebuiltart is static for the 8 stock empires/races wrong?
Beetlezombie wrote:* Artcache files are rebuilt anytime the source drawers data changes. When does that happen without modding? When the game randomly generates color schemes for lesser races. Or when you generate a large galaxy with max empires?
sven wrote:Delete PreBuiltArt from your dev machine entirely, just work with the source assets by changing the data in Lua state/Drawers, rely on autogeneration to keep a relatively complete ArtCache directory on your own machine, and then setup your mod installer to replace people's PreBuiltArt dir with a copy of your own ArtCache.
If you're going to do a total conversion, the way to do it might be to imitate that setup. Delete PreBuiltArt from your dev machine entirely, just work with the source assets by changing the data in Lua state/Drawers, rely on autogeneration to keep a relatively complete ArtCache directory on your own machine, and then setup your mod installer to replace people's PreBuiltArt dir with a copy of your own ArtCache.
sven wrote:The other option, of course, is to just ignore the auto-asset generation stuff entirely, and hack in images based on raw PNG files that you provide. In some cases, this will be easier. But, it's not always going to be easy -- and if you really want to mod a lot of the game's art using this technique, you may end up being forced to write a collection of relatively low-level utility functions and other special case hooks to help with the process. This is also... probably possible? But how hard it is would depend on exactly what parts of the game you're interested in modding. (Ships would get hairy. Most of the character and race art might be relatively easy though.)
Code: Select all
classic_blue_palette = {
yellow = {
629,
149,
},
canvas_size = 1500,
white_markings = {
442,
165,
},
},
Beetlezombie wrote:but could you give me some pointers as to how the engine places the layers on top of each other in layer_info.table.
Beetlezombie wrote: Which png is the master that dictates the 0,0 ?
Beetlezombie wrote:In the meantime, I'm off to https://www.amazon.com/exec/obidos/ASIN/8590379868/lua-pilindex-20.
sven wrote:The thing that's thrown you off here is that HawkColony is a "paletted" layer asset...
sven wrote:It's been a while, (for the last many years I've only intereacted with this system through my own high-level asset building scripts), but, I believe all the positioning variables assume a canvas_size x canvas_size canvas. (But some other analysis is done during the rendering process so that, insomuch as the real art only covers some subset of that canvas, we don't draw a bigger area than we need to.)
sven wrote:So, as noted on the modding page, SiS uses a modified version of Lua 5.2. Which means the best reference is, perhaps, the 3rd edition of PiL. (That said, the 4th edition of PiL is probably fine too -- just understand that 5.2 Lua doesn't include any 64bit integer math -- it's a pure 64bit floating point-based number system.)
akkamaddi wrote:Hi!
So, I'm the person in that other post.
If you have used Photoshop or GIMP, that's the easiest way to imagine how the layers work. It actually gives you very good control over shading. Like I mentioned there, once I figured it out, it was clear that the system was designed for someone who does comic art work.
Another big advantage is that it allows for animated layers. The Ashdar emperor will blink, if you haven't noticed. The first time I was soaking in the cool ship design for one of the new space harpy ships, it wiggled its mouth, which I was not expecting and it knocked me back in my chair.
Everything I did was with single layers, which wasn't that difficult. You just have to make sure the measurements in the lua file match the size of the image.
Um, yes, it is all probably more awkward and confusing than it needs to be. But if you start really digging deep, you'll discover that there are Photoshop scripting utilities built into the game that you can use to convert PSD files into assets for Lua state\Drawers. So... if you have source art in Photoshop, there are actually tools included inside the game itself that you can use to import that art into the game
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