SDA run, diary

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cieply
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SDA run, diary

Postby cieply » Tue Aug 20, 2013 3:53 pm

I decided to make a demo, first and last time probably in my "career"

I can't compete with what has been done already so I decided to make a glitchless run without abusing a game

wish me luck
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Re: SDA run, diary

Postby cieply » Tue Aug 20, 2013 3:54 pm

there is some funny part of my work:

Zoe cannot find a route to a sword

https://archive.org/details/Blade_glitc ... e_of_Ianna

(btw dont know how to embed it so use link)
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progress bar resize

Postby cieply » Mon Aug 26, 2013 1:29 pm

in resolution/s bigger than 640x480 progress bar image (progress.jpg/progress2.jpg) is not resized but put in the center of image and progress bar is resized and put in corect place in that resized image
question is how do it differently - to resize the image not a bar that would be "automatically" in right place in biger resolutions?
but load game image is resized, isn't it?

just resizing progress.jpg results in this:
Image

arrow shows where bar should be but is not

any ideas?

/edit (i forgot)
is it possible to remove "loading ../../blabla.bmv. " text printed by rOpengl raster during loading map?
just purely aesthetically
Last edited by cieply on Sun Jan 26, 2014 10:07 pm, edited 2 times in total.
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Re: SDA run, diary

Postby Sir Random » Mon Aug 26, 2013 2:34 pm

The default position values are set in Loadbar.py:

BAR_X=64.0
BAR_Y=425.0

but those values shouldn't need changing, as they are dynamically updated in "BarIncrement(self,n_file,text)" to suit a 640x480 image:

Code: Select all

w,h=Raster.GetSize() AdjustedRectWidth=self.RectSize[0]*w/640.0 AdjustedRectHeight=self.RectSize[1]*h/480.0 Raster.Cls(0,0,0) Raster.SetAlpha(0.8) percentage_width=percentage*self.RectSize[0] AdjustedRectX=BAR_X*w/640.0 AdjustedRectY=BAR_Y*h/480.0
The 640.0 and 480.0 are also hard-coded into "BarIncrement2(self,n_file,text)":

Code: Select all

AdjustedRectX=BAR_X + (w-640.0) * 0.5 AdjustedRectY=BAR_Y + (h-480.0) * 0.5
So, change the 640.0 and 480.0 values to the size of your new image and that should fix it. Ideally, the image size should be retrieved dynamically (w,h = image.GetDimension() ), and loadbar position adjusted accordingly, so it would automatically work with any size of image.
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what is this mod?

Postby cieply » Mon Aug 26, 2013 3:17 pm

----
I'll do it^ and check
----

do you recognise what is this mod?

Image

or this:

Image

I mean the one with enemy icon/s on the right side of the screen, not in the center
I just tried to do it but with no success (it didn't do what I meant and generally was ugly :( )
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re: Re: SDA run, diary

Postby cieply » Tue Aug 27, 2013 2:29 pm

thanks for LoadBar tips Sir

it works now this way: stretching picture and draws a progress bar at position and size like it was 640x480 even if it's not L)
although it works only with streched images (not centered, but I didn't bother)

Code: Select all

def BarIncrement(self,n_file,text): (...) if back_image.ReadFromFile("Blade_progress2.jpg"): Raster.RemoveBackgroundImage() w,h=back_image.GetDimension() ##Raster.SetBackgroundImage(w,h,"RGB","Normal","Centered",back_image.GetData()) # although I've changed every appearance of this line Raster.SetBackgroundImage(w,h,"RGB","Normal","Stretch",back_image.GetData()) (...) def BarIncrement2(self,n_file,text): (...) w,h=Raster.GetSize() ##AdjustedRectWidth=self.RectSize[0] ##AdjustedRectHeight=self.RectSize[1] AdjustedRectWidth=self.RectSize[0]*w/640.0 AdjustedRectHeight=self.RectSize[1]*h/480.0 Raster.Cls(0,0,0) Raster.SetAlpha(0.8) percentage_width=percentage*self.RectSize[0] AdjustedRectX=BAR_X*w/640.0 AdjustedRectY=BAR_Y*h/480.0 ##AdjustedRectX=BAR_X + (w-640.0) * 0.5 # this is for centered image ##AdjustedRectY=BAR_Y + (h-480.0) * 0.5 (...)
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gem/key GlowTexture -glitch (llave blanca/azul)

Postby cieply » Tue Aug 27, 2013 2:52 pm

# there is a problem with 2 (of 4) gems/keys that glowing particle/texture (don't know exactly) looks like a big rhombus instead of a glowing star

question is to correct it or just remove if nothing else
I made investigation and corrected it a little bit
if anyone want's tu use it, fell free

#
in Orlok_M10
Image

since in this map it works well I took it as a formula
@ SpKey.py

Code: Select all

llaveazul=Bladex.CreateEntity("SHELL","LlaveAzul",25000.0, -32950.0, 69000.0, "Physic") # afaiu it creates 3D model "LlaveAzul" (...) luzllave=Bladex.CreateEntity("LuzLlaveAzul", "Entity Spot", 0.0, 0.0, 0.0) # light, this one I know already L) (...) luzllave.GlowTexture="GlowKey" # this is important, without this line it's a big white rhombus
the difference to Ice_M11 is I guess few lines above:

Code: Select all

Bladex.ReadAlphaBitMap("../../Data/Estrellita.bmp","Estrellita") Bladex.ReadBitMap("../../Data/KeyGlow.bmp","GlowKey") Bladex.AddParticleGType("ChispaLlave","Estrellita",B_PARTICLE_GTYPE_ADD,60) (...)
although I still don't get it how it knows "Estrellita" is a mask to "GlowKey"

#
in Ice_M11
Image

@ DefFuncs.py

Code: Select all

def ApareceLlave(x,y,z): lg=Bladex.CreateEntity("STAR","LlaveBlanca",x,y,z) (...) luzta=Bladex.CreateEntity("LuzSTAR","Entity Spot",x,y,z) (...) luzta.GlowTexture="StarParticle" # I guess this is the problematic line
I did this:

Code: Select all

# @$BOD/Scripts/InitParticleSystems.py: Bladex.ReadAlphaBitMap("../../Data/Estrellita2.bmp","StarParticle") #luzta.GlowTexture="StarParticle" Bladex.ReadAlphaBitMap("../../Data/Estrellita.bmp","Estrellita") Bladex.ReadBitMap("../../Data/KeyGlow.bmp","GlowKey") luzta.GlowTexture="GlowKey"
and it works

btw, can I use already loaded "StarParticle" texture to apply it as a mask to "GlowKey" ?

can it be removed totaly (it's still better than before, just a light is enough in case it didn't work after patching)
Last edited by cieply on Sun Jan 26, 2014 10:10 pm, edited 1 time in total.
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mapa de letras

Postby cieply » Tue Aug 27, 2013 3:55 pm

someone have "mapa de letras.bmp" with straight (no italic) letters or know how to easily create one?
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Re: SDA run, diary

Postby prospero » Wed Aug 28, 2013 7:59 pm

That particle system bug is a known issue. For some reason the bitmap that should be loaded isn't. :( Or the game can't interpret it. One of the mysteries of BOD. :roll:

Never tried creating a letter bitmap although it should be pretty simple if you use the original as a template and replace the letters to your own font. keeping them in the same positions. Though things that appear simple usually aren't. :P

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Re: particle system bug

Postby cieply » Mon Sep 09, 2013 4:51 pm

> One of the mysteries of BOD
i think it's not that mig mystery but I still doesn't understand it, check this:
I correct it in Temple of Ianna map (just like I did before in Orlok and Nemrut)
but still question is:

can anyone explain why and how it works? :

visualisation:



@ Maps/Palace_M15/flechas_yo.py @@ line: 50
this doesn't work! (picture 1/left)

Code: Select all

luzAKalaVera=Bladex.CreateEntity("Ojera","Entity Spot",18223.0, -8532.0, 73256.0) (...) luzAKalaVera.GlowTexture="MagicFlare128"
this works (picture 1/right)

Code: Select all

luzAKalaVera=Bladex.CreateEntity("Ojera","Entity Spot",18223.0, -8532.0, 73256.0) (...) Bladex.ReadAlphaBitMap("../../Data/Flare magico 128.BMP", "MagicFlare128_") Bladex.ReadBitMap("../../Data/KeyGlow.bmp","GlowKey") luzAKalaVera.GlowTexture="GlowKey"
i guess "MagicFlare128_" is mask for "GlowKey"

and why the original doesn't work
in Scripts/InitPaticleSystem.py "MagicFlare128" is loaded as
--
Bladex.ReadAlphaBitMap("../../Data/Flare magico 128.BMP","MagicFlare128")
--
which is essentially
Bladex.ReadAlphaBitMap("../../Data/Flare magico 128.BMP", "MagicFlare128")

i don't get it.


# and somewhat funny thing - when
luzBKalaVera.GlowTexture="MagicFlare128_"
then it looks like picture 2

Image
Last edited by cieply on Sun Jan 26, 2014 10:15 pm, edited 1 time in total.
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mapa de letras

Postby cieply » Thu Sep 19, 2013 5:54 pm

scorer bitmap fonts with some improvements:

standard 'mapa de letras.bmp' with correcter letters used in scorer ( L,e,l )


'mapa de letras.bmp' with 12% higher digits (I did my best with '9' but still need work) and correcter letters used in scorer ( L,e,l )


just convert them to bmp (24 bpp, not 32!) and save as "$BOD/Data/Mapa de letras.bmp"
Last edited by cieply on Sun Jan 26, 2014 10:18 pm, edited 2 times in total.
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Postby cieply » Fri Sep 20, 2013 5:15 pm

by the way of playing with graphics I made a variation on theme:

Image

hope you won't pull out a shotgun, PRO
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how to repeat this cutscene cancelling

Postby cieply » Thu Feb 13, 2014 4:28 pm

how to repeat this cutscene cancelling (http://www.youtube.com/watch?v=H0m4kb7IyF8&t=0h09m11s @ 0:09:11) so the troll's door is already open (it never happened to me before but would be beneficial because could save yet another few seconds of unproductive waiting)
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