Brentt...

A million thanks, but, my God, I feel a though I've just been
round-housed.

I am going to print your reply and refer to it continually.  I am not
at all up to your level of skill (will never be) and don't know
anything about a script, except that they used to be used in plays.

I do have a decent hankering to complete a set of nice, active
counters for that ridiculous game and will keep on getting politely
hammered by you guys until I get it done (I hope).

Thanks to you, at least I know that I don't want .bmps--that is a BIG
piece of knowledge.  So, what I want, then, is a program that can
handle lossy files, like jpeg?  (I thought .gif preserved the
attributes.)  Anyway, you can see that I'm really swimming in circles
about now.

Brent, could you (or anyone--Gary?) possibly check this link and
determine if this program could help me (I need a program that would
do some things for me--don't think I could handle the GIMP\Photoshop
route)?  http://www.lincolnbeach.com/justbuttons.asp  I have an
outstanding question to tech support (they replied kind of
non-responsivley, prob. due to my confusing them) about whether I can
create counters w/ complete freedom to add, delete, and change elements.

Thanks so much for your time, and I'll continue to chip away at this.


All Regards,


Whit



--- In [email protected], "Brent Easton" <[EMAIL PROTECTED]> wrote:
>
> Hi Whit,
> 
> >I do have another question, though. Suppose I wind up layering text
> >and such in another program. First, does Vassal require .bmp images
> >(that's what I want to use anyway)?; 
> 
> I do not believe you can use .bmp images in VASSAL, and you would
not want to anyway. .bmp images are uncompressed and result in files
many, many times larger than identical images saved in the .png file
format. If you are using 256 colors, you can also use .gif.
> 
> However, there is absolutely nothing wrong with developing and
maintaining your artwork as .bmp images, and then converting them at
the last moment to .png files. This is how I work with original
artwork supplied from a game developer. After cutting up the counter
sheers with 'SplitImage', I end up with a bunch of, say, 188x188 pixel
.bmp counter images and create a batch script using the 'ImageMagick'
package to resize and reformat the images. 
> 
> I love imagemagick:
> 
>   convert counter.bmp convert.png
> 
> converts a counter from .bmp format to .png
> 
> convert .\Orig\fin-7f.bmp  -shave 2x2 +repage -resize 75x75 -raise
2x2 +dither -colors 96 -strip  .\Small\fin-7f-a.png
> 
> converts from .bmp to .png, first removing the outer 2 pixels of the
counter, then resizing it to 75x75 pixels, then creating a 2 pixel 3-D
raised border, turning off dithering, reducing the number of colors
from 16 million to 96 and removing any comments and unneeded information.
> 
> Halfway through a project, I need to change all my counters from
65x65 to 75x75, I just edit my DOS script, change the size, rerun it
and copy all the new images into my module in 1 go. 10 minutes work
and it's done.
> 
> 
> >second, once I save the layers in
> >the graphics program, Vassal cannot activate them, can it? What I
> >mean is that, for ex. the Blitzkrieg mod conveniently allows one to
> >change the text w/ a right click. (This helps w/ substitute counters
> >in that particular game.) It seems that to allow such an option, one
> >must use the default text editing features within Vassal. The idea
> >that I had for the counters is an up-tempo graphics scheme w/ much
> >easier to read counters that "jump" a bit. I guess, without knowing
> >more, that I'll just have to supply a ton of individual counters
> >through cloning, or soemthing. 
> 
> One way or another, you need to create a base image for each
counter. You can use an external editor, or use the Game Piece Image
Definitions facilitity within VASSAL.
> 
> Then, you will have a variety of text and images to layer over the
top. You can do Text with a 'Text Label' trait, images again, will
probably need to be done as an external layer.
> 
> I am just finishing a module now for a game that has two complete
counter sets, 'Standard' and 'Alternate'. Each counter can optionally
have a reduced 'Step' side. I have a button on the toolbar that flips
all counters between the standard image and the alternate image. I
have one .png image for each side for counter for each counter set
(i.e. 4 complete images for each counter). Each counter is separately
defined with 2 'Layer' traits - one with 2 images for the Standard
size, which is permanently activated. The second Layer trait is for
the Alternate counter set and is Activated by a key command on the
counter.
> 
> > (I.e., one won't be able to amend them on the fly during a game.)
> 
> There are a couple of ways to do this:
> 
> 1. Use Text Labels
> 2. Use Dynamic Properties (with text labels to displa the property
values).
> 
> These allow you to change the text that is displayed on counters
during a game. 
> 
> Cheers,
> Brent.
> 
> >That is just one issue I've got--I've thought of a thousand more but
> >will wait until I can put up or shut up about those.
> >
> >Thanks so much,
> >
> >Whit
> 
> ____________________________________________________________
> Brent Easton                       
> Analyst/Programmer                               
> University of Western Sydney                                   
> Email: [EMAIL PROTECTED]
>







 
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