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One-Boards => Files Comments => Topic started by: FoxHound on June 27, 2025, 04:00 PM

Title: File #3203, Gfx replace
Post by: FoxHound on June 27, 2025, 04:00 PM
The red effect of Fire Punch looks more like Mortal Kombat, I liked it. I only saw the gif, I didn't try it yet.
Title: Re: File #3203, Gfx replace
Post by: kurs on June 28, 2025, 08:44 AM
Glad you liked it)
Title: Re: File #3203, Gfx replace
Post by: kurs on June 28, 2025, 08:46 AM
Quote from: FoxHound on June 27, 2025, 04:00 PMThe red effect of Fire Punch looks more like Mortal Kombat, I liked it. I only saw the gif, I didn't try it yet.
Yeah, and I wanted the amount of blood to be like in the UMK version on Sega old console)  but the frame size of the sprite doesn't allow it) ;D
Title: Re: File #3203, Gfx replace
Post by: Kradie on June 28, 2025, 11:14 AM
This is really cool, thank you so much. :-*
Title: Re: File #3203, Gfx replace
Post by: King-Gizzard on June 28, 2025, 02:27 PM
Nice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.
Title: Re: File #3203, Gfx replace
Post by: kurs on June 28, 2025, 05:12 PM
Quote from: King-Gizzard on June 28, 2025, 02:27 PMNice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.

Oh god! You are absolutely right, I did not want to offend those players who have vision problems, and therefore made a version with normal colors not for colorblind people, to be honest I completely forgot about it, but considering that I have very crooked hands, I will hardly be able to fix the palettes, I barely managed to cope with this volume, please take into account that I am a killer and not a coder, just an enthusiast))
Title: Re: File #3203, Gfx replace
Post by: kurs on June 28, 2025, 05:19 PM
Quote from: King-Gizzard on June 28, 2025, 02:27 PMNice work!  It's worth mentioning that any / all of these new gfx0.dir elements can be integrated directly into a custom terrain, including the water.dir.  This is made possible with the wkTerrainSync module which will load and replace GFX0 and/or GFX1 elements that are included in a terrain for all players to see without any stock file replacement.

Example: If you just wanted to have the new dying animation in your custom terrain, you would include the sub folder and file "gfx0\wdie.spr" along with the usual files in your level.dir.

With this in mind, it might be worth adding the modified gfx0.dir contents on this post as well, as a ZIP.
all you need is just replace GFX.dir in WA/DATA/Gfx according to the path in the archive, you don't even need to use water dir . it's only necessary to display the sprites that drowned
And of course, make a backup) now I play online, no desynchronizations, if you notice any errors, let me know)
Title: Re: File #3203, Gfx replace
Post by: h3oCharles on June 29, 2025, 01:06 PM
pretty sure this is the first time in 3.8+ days I see someone do sprite swaps, great work
Title: Re: File #3203, Gfx replace
Post by: King-Gizzard on June 29, 2025, 04:02 PM
Quote from: kurs on June 28, 2025, 05:12 PMOh god! You are absolutely right, I did not want to offend those players who have vision problems, and therefore made a version with normal colors not for colorblind people, to be honest I completely forgot about it, but considering that I have very crooked hands, I will hardly be able to fix the palettes, I barely managed to cope with this volume, please take into account that I am a killer and not a coder, just an enthusiast))

I think we might be talking about different things but I see what you mean.  I was talking about the wkTerrainSync feature where you can replace individual sprites for a custom terrain rather than changing sprites globally.  But I've just had a look at the sprites and noticed that you've created a new palette for all assets so replacing individual sprites for terrains won't work so well without palette conversion.

But as an example, I've updated my Halloween terrain to include the Worms 2 death animation and the new blood animation.  I converted these sprites to the global (stock) gfx palettes for gfx0 and gfx1 : https://www.tus-wa.com/files/file-2415

So the Level.dir.txt file for the terrain has the following entries to replace the sprites :

gfx0\wdie.spr
gfx0\wormhit1.spr
gfx0\wormhit2.spr
gfx1\wdie.spr
gfx1\wormhit1.spr
gfx1\wormhit2.spr
Title: Re: File #3203, Gfx replace
Post by: kurs on July 01, 2025, 11:59 AM
Quote..so replacing individual sprites for terrains won't work so well without palette conversion..
I don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.

QuoteSo the Level.dir.txt file for the terrain has the following entries to replace the sprites :

gfx0\wdie.spr
gfx0\wormhit1.spr
gfx0\wormhit2.spr
gfx1\wdie.spr
gfx1\wormhit1.spr
gfx1\wormhit2.spr

And again, I don't understand at all why the Level.dir file has entries about the main sprites, which the game stores separately in Gfx.dir... :o  but I like your landscape and by the way I also tried to make my own, nothing special but you can still appreciate it) https://www.tus-wa.com/files/file-3202/
Title: Re: File #3203, Gfx replace
Post by: kurs on July 01, 2025, 12:11 PM
Quote from: Kradie on June 28, 2025, 11:14 AMThis is really cool, thank you so much.
Thanks a lot! ::)
Title: Re: File #3203, Gfx replace
Post by: King-Gizzard on July 01, 2025, 05:07 PM
Quote from: kurs on Today at 11:59 AMI don't quite understand what this has to do with the wkTerrain module, as far as I know in gfx1 and gfx0 there is for people with vision problems, so the colors are less saturated and that's it. The gfx.dir archive presented here works fine regardless of what palette a specific user terrain file uses, this has been verified, and by the way wormhit1 has not changed at all.

You created a new gfx.dir file which includes some new animations with the intention of replacing these sprites globally in the game. This is cool and fine (although replacing gfx.dir doesn't work for me, I had to replace gfx0.dir / gfx1.dir)

But this got me thinking about a feature in wkTerrainSync where you can SELECTIVELY replace sprites for a custom terrain by simply including the .spr files with the terrain. wkTerrainSync supports replacing sprites from gfx0 and gfx1, so it's wise to include files for both.

So then I thought, wouldn't it be cool if you could upload just those changed .spr files so people could use them in wkTerrainSync for custom terrains if they wanted.
But then I found an issue.  wkTerrainSync merges the replacement .spr files with the gfx set that the player uses (gfx0 or gfx1) and so the palettes must match.  Your gfx.dir has a new palette so the replacement spr files wouldn't work directly, so I had to extract what I wanted to use and convert to the default gfx0 and gfx1 palettes.  This way, when people play the Halloween terrain, they will see the new animations regardless of if they use gfx0 or gfx1.

I changed wormhit1.spr so that it always shows blood (and I tweaked the image a bit), to go with the Halloween theme.