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Messages - Maxim

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31
Mapping Tips/Guides / Re: how big can a map be?
« on: March 25, 2013, 02:51:42 am »
Some browsers can't show very tall (or wide) images, so you might choose to split it up to make sure anyone sees it.

32
Mapping Tips/Guides / Re: Scene Manipulation and Rendering Tools
« on: March 06, 2013, 10:47:09 pm »
Some years ago I wrote such a viewer as a Java applet - although of course nobody uses them any more - and it was similarly compressy, but slow to draw when the tile size is small and when zoomed out. These days you could try to do it in Javascript. I also played a bit with PanoJS which doesn't serve the same file for identical tiles, but does end up smaller even with the multiple zoom levels due to better local similarly in each image file.

33
Maps In Progress / Re: Atari 2600 River Raid
« on: February 18, 2013, 03:15:26 am »
For anyone having problems viewing this monstrous image:

http://zoom.it/ncOC

34
Ooh, Sega 8-bit! Can I post them on smspower.org?

35
Mapping Tips/Guides / Re: GIMP 2.8.2 - Basic questions
« on: September 20, 2012, 01:15:01 am »
Ultimately it seems everyone prefers what they know and have got used to the workflow for - I have easy ways to do all of the above in Paint Shop Pro and I can name  a few things I think it can do more easily :) (flood fill with a repeating pattern, paste with colour coded transparency...). Gimp always seemed clunky to me, but I guess with time it'd become second nature.

36
Mapping Tips/Guides / Re: Filling in maps?
« on: July 29, 2012, 02:52:59 pm »
It's unlikely to be the same for all the gaps. Better to identify the 32x32 (probably) square and copy/paste it on, for each affected square. I do have a program knocking around that can do this automatically, but it's probably not a great idea here.

Paint Shop Pro 7 can flood-fill (or paint) using a repeating pattern in a grid-aligned way.

37
Mapping Tips/Guides / Re: Filling in maps?
« on: July 28, 2012, 04:01:38 pm »
I don't see how else it would know what order they're in.

38
Mapping Tips/Guides / Re: Filling in maps?
« on: July 28, 2012, 06:54:10 am »
Also, autostitching a pure white screen will work provided the motion is constant - i.e. in a straight line at a constant speed. If not, limit the stitching rnage to stop before the white screen and then start again after it, and merge the two images by hand.

39
Mapping Tips/Guides / Re: Filling in maps?
« on: July 28, 2012, 06:52:27 am »
Get hold of the TSCC codec to make smaller videos. If you don't like piracy, try Lagarith.

To crop one pixel from all edges (looks like it might do the trick), you want to enable cropping and set top = 1, left = 1, width = whatever it said originally - 2, height = whatever it said originally - 2. Or make a mask image. You'll be missing the outermost pixels of the map, though.

40
Mapping Tips/Guides / Re: Filling in maps?
« on: July 27, 2012, 06:00:03 pm »
You have some bad artifacts on there, probably from the original game. Try cropping 1px from each edge in the Autostitcher. It looks like a 32px grid after that.

Also, it's a four colour image - save it as PNG. Never JPEG.

Also also, Screenshot Autostitcher can read AVI files.

41
Mapping Tips/Guides / Re: Filling in maps?
« on: July 26, 2012, 03:32:53 pm »
Nice to hear the Autostitcher is working :) For the gaps, try to figure out the game's grid - probably something like 32x32 or 64x64 - and align the image to it, then you may be able to find matching pieces to fill in the missing parts.

42
Thanks :) This is one of the first maps I made, and thus has a few things that I wouldn't do these days - gradients and fills of unused areas, mainly. There's a project under way to decode the game maps which might even expose more secrets...

43
Map Requests / Re: Anyone want to help stitch a map together?
« on: June 17, 2012, 07:30:41 am »
If you can capture losslessly at a high frame rate (e.g. using Fraps with a lossless codec and a fast computer), my autostitcher will probably work well. Else, doing it manually is the fallback option.

44
Hacking the game is unlikely to get you very far, I think. The most likely approach would be to extract the 3D data, but that would be quite hard too, especially without programming or 3D experience.

45
Map Requests / Re: Master System/Game Gear Game Atlas
« on: May 18, 2012, 12:29:27 pm »
Finished, including labelling, at the above URL. I'll email to Jon when I get around to it :)

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