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Akaken
9 Apr 2007, 19:49
I've recently been changing my game around. I've made my own Gravestones and edited soundbanks. I'd just like some tips or tricks you guys know or some fun stuff to change.

Plasma
10 Apr 2007, 01:11
If you had Worms4, then you could REALLY change the game around!

Except Worms4 is 3D, so it's practically an entirely different game.

b33p
10 Apr 2007, 07:08
If you had Worms4, then you could REALLY change the game around!

Except Worms4 is 3D, so it's practically an entirely different game.

I prefer the traditional look!

M3ntal
10 Apr 2007, 18:17
Go hunting around the "graphics" directory in your W:A install, pretty much everything is a BMP, so if you stick to the same image dimensions (and maybe pallettes) you can change quite a lot. I know a couple of people have created new front-end graphics (menu, etc) packs, but i can't remember where they are.

Of course, the most fun bit is creating your own levels ;).

Akaken
10 Apr 2007, 20:14
My own levels..... Ooohh.. That's gonna be fun! And I prefer the 2-D worms. Worms 3D controls were horrendous for me. I am never going to play it again.

@M3ntal: Totoro!

EDIT: I gave been looking for the Weapons pictures in the Graphics folder but to no avail. Could anyone help?

[UFP]Ghost
10 Apr 2007, 21:57
thats a good question where in that actual panel image stored, is it where the sprites are?

bonz
10 Apr 2007, 22:32
Nope, it's where all the wonderful stuff is:
http://www.nanacide.com/images/Weapons/

Also, you may like this:
http://img249.imageshack.us/img249/3627/waweapons0vc.gif
Great for printing, laminating an keeping next to your monitor.

M3ntal
11 Apr 2007, 04:11
EDIT: I gave been looking for the Weapons pictures in the Graphics folder but to no avail. Could anyone help?
I don't think you can easily edit the weapon icons, they are probably packed in one of the .gfx files in /DATA/gfx/
My own levels..... Ooohh.. That's gonna be fun! And I prefer the 2-D worms. Worms 3D controls were horrendous for me. I am never going to play it again.

For levels, you want to create a 1920x696 PNG image with no more than 96 colours, including pure black (colour 0,0,0) as the game treats pure black as space for worms to move in. Save the image in /User/SavedLevels and load it up from the drop down list in the in-game level editor, which you get to by right clicking the level image in the game setup screen.

@M3ntal: Totoro!

Hehe, i'm a bit of an anime fan. Recently finished watching all 226 Naruto episodes :D.

Kage Bunshin No Jutsu!

Akaken
11 Apr 2007, 20:18
Also, you may like this:
http://img249.imageshack.us/img249/3627/waweapons0vc.gif
Great for printing, laminating an keeping next to your monitor.
Ohh.... Thanks! I'm gonna print it off now. But I don't have aywhere to get it laminated that speaks English.

raffie
11 Apr 2007, 21:32
Hehe, i'm a bit of an anime fan. Recently finished watching all 226 Naruto episodes :D.

Kage Bunshin No Jutsu!

fooking hell NOW i know where i saw that thing before, we're actually watching Totoro in japanese class, well at about 25 minutes every 3 weeks or so., but i KNEW i saw tat av of yours somewhere :)

bonz
11 Apr 2007, 23:14
I don't have aywhere to get it laminated that speaks English.
You can use a few strips of transparent, adhesive tape and do it yourself.
Scotch tape works best.

Akaken
15 Apr 2007, 00:12
Hmmm... Yes. But I realized before I printed it off. I need to edit it for colours. That much black wil kill my cartridge.

bonz
15 Apr 2007, 00:37
Hmmm... Yes. But I realized before I printed it off. I need to edit it for colours. That much black wil kill my cartridge.
Hint: Use the color laser printer at work like I did. :D

franpa
15 Apr 2007, 06:15
For levels, you want to create a 1920x696 PNG image with no more than 96 colours, including pure black (colour 0,0,0) as the game treats pure black as space for worms to move in. Save the image in /User/SavedLevels and load it up from the drop down list in the in-game level editor, which you get to by right clicking the level image in the game setup screen.
i thought the limit was 113 colours with black being counted as a colour?

Run
15 Apr 2007, 08:50
http://nsrt.edgeemu.com/images/franpa-alert/franpa-code-yellow.png

112 is the true limit, but 96 is the limit if you want most of the in-game graphics to remain visually pleasing.... and solid black is empty space.

franpa
15 Apr 2007, 08:55
er, dur, of course 112 colours if you count black as a shade, but 113 if you count it as a colour.

bonz
15 Apr 2007, 13:52
er, dur, of course 112 colours if you count black as a shade, but 113 if you count it as a colour.
Ehr, no.
True black RGB(0/0/0) is handled as transparency. You won't see it.

Doesn't matter if you call it a color of a "shade"... :-/

franpa
16 Apr 2007, 00:12
i was referring to the colour/shade limitation in w:a, not whether or not black is treated as transparent by the game.

Plasma
16 Apr 2007, 18:17
i was referring to the colour/shade limitation in w:a,
Well that's definitely 112! In W:A, there's no pure black, only a transparent.

And yes, you will keep getting bugged about this ntil you either learn to say what you mean in an understandable manner or you give up.

SilPho
16 Apr 2007, 19:27
Let's see if this clears things up.

When setting the palette size for your png file, set it to 113.
But 1 of those needs to be reserved for true black, giving you 112 to play with as landscape colours.

And if you want everything else in game to look right, you need to set your palette to 97 (96 colours to use)

franpa
17 Apr 2007, 07:14
Let's see if this clears things up.

When setting the palette size for your png file, set it to 113.
But 1 of those needs to be reserved for true black, giving you 112 to play with as landscape colours.

And if you want everything else in game to look right, you need to set your palette to 97 (96 colours to use)

correct, 113 colours :) if a paint program assumes black is a colour then its 113 colours, just because the game makes one of those colours transparent, it doesn't mean that you don't count that chosen colour.

when map making you have 113 colours at your disposal, not 112, else you would have 2 colours left over =\

Run
17 Apr 2007, 09:10
Oh no the thread :(

KRD
17 Apr 2007, 18:34
Die, thread, die.

http://wiki.thecybershadow.net/Colour_map

Plasma
17 Apr 2007, 20:25
correct, 113 colours :) if a paint program assumes black is a colour then its 113 colours,
Finally!

when map making you have 113 colours at your disposal, not 112, else you would have 2 colours left over =\
O.o
That just doesn't make sense in any way you put it!

bonz
17 Apr 2007, 21:14
Franpa, you're making no sense at all.
You only have 112 colors available in your palette. PLUS you can use black (RGB 0,0,0) as transparent for the 113th.
If you use 113 colors and one of them isn't black, the map will fail to load.

You got that now?

franpa
18 Apr 2007, 04:54
you have 113 colour pallete to use, one of thos colours must be reserved for straight black 0,0,0 but it is still 113 colours.

Akaken
20 Apr 2007, 01:45
This is really awesome! Thank you guys for helping me! That link helped tonzz KRD.

bonz
20 Apr 2007, 01:57
you have 113 colour pallete to use, one of thos colours must be reserved for straight black 0,0,0 but it is still 113 colours.
Well, it's a color in your graphics program, but not in the map within the game.

Try drawing a map with true black. That's as usefull as drawing with a pencil with a broken lead... :rolleyes:

Dando
20 Apr 2007, 06:21
yes, franpa is saying it technically, but in practice it really is 112 in the game. Black cannot be seen in the game so it is not counted, really franpa, just no ;). Only 112 colours allowed in game, 113 when you are creating the map in a graphic app.

Actually this is a bit of a limitation, is this gonna be addressed in an update:p

---------
But bonz, what happens if you use 1 pixel of black? Will the map fail? or will it try and place worms on the map in holes? I supposed that if no black was used the game simply compensated and made holes in the landscape

franpa
20 Apr 2007, 07:15
yes, if not enough room on a custom map it will add holes.

there IS black in the game, just turn off the backdrop that overlays it and wow you got teh blax stuff.

KRD
20 Apr 2007, 12:05
This is really awesome! Thank you guys for helping me! That link helped tonzz KRD.

I'm glad you noticed it with all these rabid maniacs shouting at each other around here. Kudos to CS for hosting and contributing to the Wiki.

bonz
20 Apr 2007, 14:23
But bonz, what happens if you use 1 pixel of black? Will the map fail? or will it try and place worms on the map in holes? I supposed that if no black was used the game simply compensated and made holes in the landscape
You don't HAVE to use black. If you just use 112 other colors it's fine. But the 113th "color" can only be black.
yes, if not enough room on a custom map it will add holes.
No, you can completely disable hole placement.
If the map is fully filled with terrain, it'll place all worms on top of it.
If the map is fully filled with terrain and also has a border on top, you need to teleport your worms into the water at the sides or bottom.
If the map is fully filled with terrain and also has borders on all 4 sides, you can't teleport them to the water anymore, but when the time runs out, the worms will automatically get teleported to the water. (That's how it works in the latest alphas. In the latest beta it'll enter an endless loop in that case.)
there IS black in the game, just turn off the backdrop that overlays it and wow you got teh blax stuff.
Yes, but that's on a different layer.
The wind meter and round time counter also have black.
So do the flags and the "tools" terrain type, which seems to be not finished.

But the map layer does not support black, as it's reserved for transparency.

franpa
20 Apr 2007, 15:20
You don't HAVE to use black. If you just use 112 other colors it's fine. But the 113th "color" can only be black. (so... your saying there are 113 colours? then why don't you agree with me?)

No, you can completely disable hole placement. (i am talking about sane cases)
If the map is fully filled with terrain, it'll place all worms on top of it. (so this is the same as the one just below but it generates a different end result? o_O?)
If the map is fully filled with terrain and also has a border on top, you need to teleport your worms into the water at the sides or bottom. (maybe with it set to manual placement)
If the map is fully filled with terrain and also has borders on all 4 sides, you can't teleport them to the water anymore, but when the time runs out, the worms will automatically get teleported to the water. (That's how it works in the latest alphas. In the latest beta it'll enter an endless loop in that case.) (again only a fool would play such a map with manual placement)

Yes, but that's on a different layer.
The wind meter and round time counter also have black. (but they are on a different layer to teh definable black colour and are overlayed above everything else.)
So do the flags and the "tools" terrain type, which seems to be not finished.(but they are on a different layer to teh definable black colour and are overlayed above everything else.)

But the map layer does not support black, as it's reserved for transparency. (how do you know that black just isnt a colour you can travel through and that it is not transparent? you can overlay additonal graphics but you can not remove the black.)
you specify where black is, you can see where said black is, you can cover said black with pretty colour back drops... the point is, there are 113 colours, you choose where black goes and you can see it in game at the places you put it and in various other places outside the playing field... just because black is a REQUIRED colour, doesn't mean you exclude it as a definable colour... you define where it is just like all other colours available to be used.

bonz
20 Apr 2007, 15:36
It will automatically switch to manual placement if you disable the placement holes.
Have you actually tried it out before posting gibberish? :rolleyes:

And no, if you use true black (RGB 0,0,0) on the map layer, you will not see anything as it's reserved for transparency.
Besides, I put the word "color" in quotation signs to signify the difference to other 112 real color.

Also, black is NOT a required color on a map. If you don't want to have transparancy, you don't use black.

Since the game's engine doesn't support PNGs own transparancy feature, the black is used to compensate that.
T17 could also have used pink or any other color as the placeholder for transparency, but true black is the simplest to remember (RGB 0,0,0).

Edit:
What the heck is that supposed to mean?
how do you know that black just isnt a colour you can travel through and that it is not transparent? you can overlay additonal graphics but you can not remove the black.
You are completely confused.

CyberShadow
20 Apr 2007, 16:01
Hmm. You both seem to be wrong about one thing.
You can still have pure black in a map. Here (http://thecybershadow.net/dump/5a50a6f3aa4d3a3a3098f98371961aeb/black-n-white2.png)'s an example. Screenshot:

http://thecybershadow.net/dump/2de644182fa8348c9dacf1fea751a0ce/screen0130.png

This is done by putting two blacks in the palette. The first is treated as transparent.

AndrewTaylor
20 Apr 2007, 16:07
Note that Paint Shop Pro has always given me problems doing that -- it's designed for 24-bit images and can't seem to select the second of two identical pallette entries.

Sometimes useful, but not in this case.

CyberShadow
20 Apr 2007, 16:12
Draw the transparent regions with another colour, and then use TweakPNG (http://entropymine.com/jason/tweakpng/) to edit the palette. You may have trouble if the transparent black will come after the opaque black, in which case you'd need to do some colour-swapping.

Plasma
20 Apr 2007, 18:21
Hmm. You both seem to be wrong about one thing.
You can still have pure black in a map. Here (http://thecybershadow.net/dump/5a50a6f3aa4d3a3a3098f98371961aeb/black-n-white2.png)'s an example.

This is done by putting two blacks in the palette. The first is treated as transparent.
Cool! That's something I didn't know before!

Akaken
20 Apr 2007, 20:20
From what I understand, if you were to change it from #000000 to #000005, #000005 would still look black, but wouldn't be transparent. I'll test it out then put it up here.

CyberShadow
21 Apr 2007, 00:47
Akaken, that will work either way. But that's not "pure black".

Dando
21 Apr 2007, 02:26
infact, anything which is not pure black (0,0,0) cannot be called black because it isn't. More correctly would be to call it a "shade of" or Gray.

Akaken
21 Apr 2007, 03:24
I never said it would be "pure black". I just meant it would look black to the naked eye.

franpa
21 Apr 2007, 08:28
It will automatically switch to manual placement if you disable the placement holes.
Have you actually tried it out before posting gibberish? :rolleyes:

does a transparent object allow solid objects to move through it? and how do you disable the placement holes? (im aware that enabling manual placement disables placement holes)

edit: just because the game converts pure black to nothing, doesn't mean it is not counted as part of the 113 colours.

SilPho
21 Apr 2007, 10:48
does a transparent object allow solid objects to move through it?
In real life yes (air) and no (glass), in Worms just yes. (in some cases visible objects let others pass through).

and how do you disable the placement holes? (im aware that enabling manual placement disables placement holes)
You've just answered your own question

edit: just because the game converts pure black to nothing, doesn't mean it is not counted as part of the 113 colours.
Can we leave this already? The png file has a 113 colour palette, the game converts true black to transparency, most people then say that you have 112 colours to use in map design. Enough said.

franpa
21 Apr 2007, 11:22
Can we leave this already? The png file has a 113 colour palette, the game converts true black to transparency, most people then say that you have 112 colours to use in map design. Enough said.

but you have 113 colours for designing with ! else what is the point in having black in the palette but no where on the map !? (excluding mole games)

bonz said that what i said about the cases he posted being stupid and pointless to anyone who was after playing a game was stupid... i doubt it.

air = a gas, we push it aside to allow us to travel/move, if it passed through our skin, blood, bones, organs, tissue, till it comes out on the opposite side of us then we are in trouble.

why must worms defy the definition of transparency? " is the property of allowing transmission of light through a material. It is the noun form of the word transparent (for example, glass is usually transparent.)

Metaphorical meanings can amount to clear visibility, but also the opposite, invisibility (in particular of irrelevant details)."
http://en.wikipedia.org/wiki/Transparency

bonz
21 Apr 2007, 11:37
You can disable placement holes by right clicking on that color switching button.
You could have just read the tooltip when you move your mouse over it or even better the readme file. :rolleyes:

SilPho
21 Apr 2007, 11:41
I think you're reading too much in to this now. The term transparency is used in worms to describe areas of the map in which worms are free to move, it is not actually physically transparent in the same way that in an FPS any glass is just rendered to "appear" transparent.

And you need black in the palette because the map does not load without it, when designing a map you do need to design where the black will go because you need to know where the worms can move.

franpa
21 Apr 2007, 11:48
You can disable placement holes by right clicking on that color switching button.
You could have just read the tooltip when you move your mouse over it or even better the readme file. :rolleyes:

still, all the examples you gave above are for cases where a game simply finishes very quickly and thus no one who wants to play a game would do that.

the term transparency is used wrongly, it does not describe an area that worms can walk through... its a term you guys misuse for talking about it.

AndrewTaylor
21 Apr 2007, 11:50
Oh, would everyone just shut up?

We all understand how it works. Please stop bickering about the semantics. This is a very, very dull thread.

CyberShadow
21 Apr 2007, 16:18
rabid maniacs shouting at each other
*nod*

...........