puggsoy's Bottomless Top Hat Of Sprites - Printable Version +- The VG Resource (https://www.vg-resource.com) +-- Forum: Archive (https://www.vg-resource.com/forum-65.html) +--- Forum: July 2014 Archive (https://www.vg-resource.com/forum-139.html) +---- Forum: The Resource (https://www.vg-resource.com/forum-85.html) +----- Forum: The Spriters Resource (https://www.vg-resource.com/forum-5.html) +------ Forum: Submissions (https://www.vg-resource.com/forum-34.html) +------ Thread: puggsoy's Bottomless Top Hat Of Sprites (/thread-20189.html) |
RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-11-2012 Stinkeye [Enemy], Lunkhead 1/2 [Enemy], Lunkhead 2/2 [Enemy], Scumbag 1/4 [Enemy], Scumbag 2/4 [Enemy], Scumbag 3/4 [Enemy], Scumbag 4/4 [Enemy] - 11/8/2012 Bastion (PC/Computer) Here's some more. I do add my tag, but it's not as noticeable because it's quite small on such large sheets. The Stinkeye sheet was simple and quick, but the Lunkhead one was originally two, which I had to put together. But if you thought that sheet's huge, there's this one enemy that was made up of four sheets, and when I put them together the resulting sheet is a whopping 44MB. And since I'm apparently the guy who always manages to surpass the upload limit, I'm guessing 30MB is also the max for sprite sheets. Well I tried saving it as a GIF instead of a PNG, which sized it down nicely to about 18MB, but due to these sprites being such high quality they have lots of colours (as Drshnaps pointed out here), and since GIF uses indexed colours, it doesn't preserve them all and messes some bits up (even though it's only really noticeable if you zoom in). This isn't a problem with sprites from other games, since they usually don't use more than 256 colours anyway, but unfortunately this isn't the case with Bastion. So yeah, not sure what to do with that. Should I split it into 2 sheets? Whoah that's heaps. Biggest amount of sheets I've done in a day, and although it's all for just 3 enemies I don't think I've even done 3 before. So that's pretty cool. They're also the largest I've ever done, the first Lunkhead sheet and the second and third Scumbag sheets are all 4096x4096. I think that's the largest size Bastion's sheets are. You'll notice that the section they go under is now between square brackets instead of parentheses since some sheets may include parentheses in the name. RE: puggsoy's Bottomless Top Hat Of Rips - Previous - 08-11-2012 zip them and see what happens. Otherwise, make seperate sheets, yep. Besides large dimensions make viewing them properly difficult anyways! RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-11-2012 The sheet was 44.1MB, I zip it and it's 44.0MB. So yeah that doesn't work. I'll just keep them as their default sheets then. Now that you mention large dimensions, I'll do that with the Lunkhead ones too, since the merged one's pretty big. Removes blank space too. Good thing I kept the separate sheets. EDIT: Done, edited previous post. RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 08-11-2012 I would rather you have the icons say "*sheet name* 1/(1)", "*sheet name* 2/(2)", etc. instead of Sheet 1 and so on. Amazing rips otherwise. By the way... there is no size limit on sheets. There only is for archives. RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-11-2012 Fixed the icons. I was actually thinking of doing that, but decided not to. Hope that's good now. (08-11-2012, 02:51 PM)Mighty Jetters Wrote: By the way... there is no size limit on sheets. There only is for archives. I thought that might be the case! I just have to be wrong, don't I? Ah well, separate sheets is better anyway, as Previous said. Imagine seeing a 8228x8198 image on tSR (that's the size of all the Scumbag sheets in one). RE: puggsoy's Bottomless Top Hat Of Rips - Previous - 08-11-2012 (08-11-2012, 02:51 PM)Mighty Jetters Wrote: By the way... there is no size limit on sheets. There only is for archives.Serioususely? Oh my. I guess I should turn off my logic more often! Nice to hear, though. Also, great rips, puggsoy! Literally! RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 08-11-2012 (08-11-2012, 03:28 PM)puggsoy Wrote: Fixed the icons. I was actually thinking of doing that, but decided not to. Hope that's good now. Yes that's absolutely perfect. (08-11-2012, 03:28 PM)puggsoy Wrote: I just have to be wrong, don't I? Yes, you do. RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-13-2012 Rattle-tail [Enemy], Pecker 1/3 [Enemy], Pecker 2/3 [Enemy] and Pecker 3/3 [Enemy] - 13/8/2012 More enemies. I've been looking hard for other enemies like the Squirt and Anklegator, but haven't managed it yet. It's annoying because some enemies are in easy-to-spot packages (Scumbag was in "BigSupport" and pecker was in "FlyingSwarmer"), while others don't seem to be present. I'm hoping they're just hidden in some random package though, rather than somewhere crazy like in the game's EXE I'm currently unpacking all of the packages, trying to find enemies, in addition to just seeing where everything is. I want to make sure I've got all the sheets of the main character before organising them, there's a lot since he's got unique animations for every weapon. The world's graphics are also a bit curiously organised, I'll have to see what to do with those. By the way, TheShyGuy was kind enough to whip up a little program for me that can convert multiple XNBs into PNGs. Not only does this allow me to convert those individual frames I was talking about earlier, which would need to be done one-by-one with the Magicka Character Modder, but it also saves them with transparency right away, so I don't have to open and re-save them in GIMP. This saves me a heap of time, I'm actually using it for all the converting now. So thanks a lot, ShyGuy! RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 08-13-2012 They're all up! By the way, are you sure the T in Rattle-tail isn't capitalized? Fantabulous work here. RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-14-2012 Super sure, I was careful about both that and the hyphen. I checked the Wiki, and to be positive I had a look at the subtitles in the game files: "They even sic their little Rattle-tail pets on the Kid." Also thanks! RE: puggsoy's Bottomless Top Hat Of Rips - Garamonde - 08-14-2012 Okie dokie, just checking! C: RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-16-2012 Ura 1/2 [Enemy], Ura 2/2 [Enemy] - 16/8/2012 Did this nice and quick today. I'll try and do more than enemies soon but since they're already arranged in related sheets they're the easiest. Anyway, enjoy! RE: puggsoy's Bottomless Top Hat Of Rips - Davy Jones - 08-16-2012 Uh, why is everything so randomly placed on the sheet? RE: puggsoy's Bottomless Top Hat Of Rips - puggsoy - 08-16-2012 Well, long story short, I'm ripping the sheets directly and they're organised like that for whatever reason (most likely it's optimised for the game or something). I asked if I had to rearrange them, but MJ said that I can leave them as they're extracted, so that's what I'm doing. In other cases there are unrelated sprites put together (such as GUI stuff and such), in which case I'll rearrange them into proper sheets, but so far with the enemies they've all just come out like this. I know I could rearrange them for animation purposes, but seriously if you have a look yourself you'll see how hard that'd be. Not only does each sprite have subtle transparency bits and such (so I'd have to cut every single one carefully), but some frames are very similar so it's hard to see what order they come in. The whole thing was discussed in this post and the next 3 posts after that. The only reason I've been able to animate my avatar is because those frames are in individual images and in order. But yeah, sorry. I realise how you feel about it, but apparently Supergiant Games thought this was the best way to make the sheets. It's better than nothing though, I'm glad I managed to get the sprites at all, let alone at this quality. RE: puggsoy's Bottomless Top Hat Of Rips - TheShyGuy - 08-16-2012 Quote:...(most likely it's optimised for the game or something)... It is if you dont want any of that nasty blank space eating up your memory. Especially if a single enemy takes up 40mb plus, imagine how much more memory it wold take if they didn't pack the sprites. Quote:I know I could rearrange them for animation purposes, but seriously if you have a look yourself you'll see how hard that'd be. Not only does each sprite have subtle transparency bits and such (so I'd have to cut every single one carefully), but some frames are very similar so it's hard to see what order they come in. Think about how the programmer got the sprites to animate properly ingame with all that mess. Do you think he or the artist did all that manually, putting each sprite perfectly fitting in like that? He obviously can't use the traditional animating way of using grid cells to index the frames in his code since theyre not aligned...or even the same size! What im getting at is that, they packed the sprites (yes, obvious). But i bet it looked a whole lot simpler, maybe all in a grid or all separate images? Then after everything was final, they packed the sprites for memory and loading optimization using a program that'll do that for them. To keep the correct frame source rectangle, the program probably outputted an xml defining the new frame sources of the old ones. They then used the new source rectangle frames in the game. Pointless post is pointless? Nope. You decompiled/decompressed(?) all the games resources right? Maybe theres an xml file defining all the frame source rectangles. Use the information to make a program that will line everything up nice and pretty and then save it. The program i made to extract all the sprite sheets only saved loaded texture2d's by testing if it is of that type. I did this to avoid bugs like trying to save a sfx and then you having to look through the folders to take all the sfx out. |