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Post by kijanek6 on Sept 20, 2010 1:30:06 GMT -8
17 687 images extracted directly from game. Enjoy. Folder structure is identical to GRUNTZ.REZ (so if you're looking for an image which is located in \AREA1\IMAGEZ\FORT\FRAME001.PID, you can find it in \AREA1\IMAGES\FORT\FRAME001.png).
www.speedyshare.com/files/24329187/GruntzSprites.rar (invalid ones, bad conversion, many errors, it stinks) And oh, they're from Polish version. But let me know, if you need English ones.--Edited: You can (and you should do this instead of downloading GruntzSprites.rar) now extract PID's directly from your REZ, using my new application - REZ Extractor. Usage instruction is located in "Readme.txt". Remember that extraction from REZ can take a while (depending on your CPU, hard drive speed, RAM memory and many other elements - it took ~10 minutes to extract Gruntz on Core2Duo 2.2GHz with 4GB RAM). --Edited (30.11.2010): 1.1 is ready. I think that the most interesting feature is "rect conversion", which automatically resizes and aligns frames in destination images (so creating animated gifs will be much more simplified now). It uses original offset values and in most cases its very accurate, but of course little "hand-work" may be needed sometimes. Enjoy! Version 1.1a (fixed bug with application closing): blog.kijedi.tk/2010/12/rez-extractor-1-1-released/Or by direct download link: kijedi.tk/ftp/REZ_Extractor_1.1a.rarAlternate link, since the others have expired: DOWNLOADVersion 1.1 (graphical interface): blog.kijedi.tk/2010/12/rez-extractor-1-1-released/Or by direct download link: kijedi.tk/ftp/REZ_Extractor_1.1.rarVersion 1.0 (console application): blog.kijedi.tk/2010/09/rez-extractor-extract-images-from-wap32-based-games/Or by direct download link: kijedi.tk/ftp/REZ_Extractor_1.0.rar
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GooRoo
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Post by GooRoo on Sept 26, 2010 9:13:06 GMT -8
17 687 images extracted directly from game. Enjoy. Folder structure is identical to GRUNTZ.REZ (so if you're looking for an image which is located in \AREA1\IMAGEZ\FORT\FRAME001.PID, you can find it in \AREA1\IMAGES\FORT\FRAME001.png). www.speedyshare.com/files/24329187/GruntzSprites.rarAnd oh, they're from Polish version. But let me know, if you need English ones. I am just extracting the imagez now, and see that you have managed PID to PNG conversion; can you go in the other direction as well? I would like to update the tilez, replacing duplicatez with alternatez in the same aspect, and being able to convert anything (JPG, GIF, PNG, etc.) to PIDz would be a real boon! FYI, those who would extract everything from this archive ... the data size is 40,242,955 bytez, and with storage block sizez taken into account, is probably more like 44MB required. P.S. On my 2.53 GHz dual processor, it takez about 42 minutez to extract everything!
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GooRoo
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Post by GooRoo on Sept 27, 2010 16:29:37 GMT -8
17 687 images extracted directly from game. Enjoy. Folder structure is identical to GRUNTZ.REZ (so if you're looking for an image which is located in \AREA1\IMAGEZ\FORT\FRAME001.PID, you can find it in \AREA1\IMAGES\FORT\FRAME001.png). www.speedyshare.com/files/24329187/GruntzSprites.rarAnd oh, they're from Polish version. But let me know, if you need English ones. I have searched for, but been unable to find, imagez for Gruntz Toolz/Toyz/Powerupz/Cursez in the extracted archive. I know that I have most of them available, but they came "the hard way" ... by repeated screen grabz, extracting just the tile containing the object of interest, then removing everything that was background tile (and not part of the actual object), arranging them into the proper sequence ... and testing, re-arranging, and testing some more until I was satisfied I could do no better. But I am convinced that some animationz are missing framez ... and I do not have cursez at all! So if it is possible to create another archive with the AppendixB material, I would appreciate it. I certainly appreciate the PNG imagez that were in the original archive! It is much easier to put together animationz from the correct number of framez ... already numbered in the correct sequence(!) ... such as the Rolling Rock (north) from "Rocky Roadz". (I have no intention of creating this type of animation for each direction ... maybe not even for each graphicz area! But it made an excellent "test case" for animation possibilitiez!)
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Tomalla
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Post by Tomalla on Sept 28, 2010 6:34:49 GMT -8
It seems that "GAME" folder is missing
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Post by kijanek6 on Sept 28, 2010 10:56:39 GMT -8
I am just extracting the imagez now, and see that you have managed PID to PNG conversion; can you go in the other direction as well? Yes, this is possible. I have got working version of two-directional editor, however its still very "rough" and user-unfriendly. When it'll be ready I'll surely post it here. I would like to update the tilez, replacing duplicatez with alternatez in the same aspect, and being able to convert anything (JPG, GIF, PNG, etc.) to PIDz would be a real boon! Like I said - it'll be doable. PID Converter will support loading and saving of BMP, JPG, PNG, PCX, PID and RAW. GIF won't be supported due to copyright issues. P.S. On my 2.53 GHz dual processor, it takez about 42 minutez to extract everything! Yeah, that's a (pardon my french) shitload of graphics. But I am convinced that some animationz are missing framez ... and I do not have cursez at all! So if it is possible to create another archive with the AppendixB material, I would appreciate it. As Tomalla mentioned, archive lacks "GAME" subdirectory. I can rebuild the archive (and repair some improperly converted images, e.g. where colors are swapped, etc.), but you have to provide me GRUNTZ.REZ file from English version. By the way: I in cooperation with Tomalla succesfuly read WWD format (I've also worked-out PID's and REZ), and brand new map editor is in works (my primary target is Claw, however Gruntz and Get Medieval will also be supported). You can see screenshots here: www.clawforum.fora.pl/glowna-dyskusja,25/wapmap,4244.html#90998 I think soon I will also release screens where Gruntz maps are edited. And second "by the way": is anyone in touch with GPF Lith? I think he would help me a lot with few things.
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Zu
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Post by Zu on Sept 28, 2010 11:23:16 GMT -8
I'm afraid that you need to put them somewhere else, because this forum requirez registration to see anything. New map editor? More user-friendly and more intuitive one? If so, I totally agree! That would make CL-designing a lot easier for many people.
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Post by kijanek6 on Sept 28, 2010 13:40:41 GMT -8
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GooRoo
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Post by GooRoo on Sept 28, 2010 14:17:19 GMT -8
I see that the "Hot Pink" transparency color has been a problem for you, as well. That is what has taken the most time in using the PNG imagez to create animationz ... replacing the tilez that (in my Paint program) are transparent with black 0F0E0E (shadowz), and making the "Hot Pink" cellz transparent. The other problem I have is that most imagez are not 32X32, but (usually) smaller ... and the X and Y offsetz are lost. The easiest one (so far) has been the Electrical Outletz ... old one ... with a consistent size of 32X27, where I only needed to add 2 cellz at top and 3 cellz at the bottom. At the time of this posting, the tan animation is from your archive of PNG imagez, while the blue one was my (very) manual attempt at re-creating the animation. Both will probably be from the PNG imagez before many people even see this post.
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Zu
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Post by Zu on Sept 28, 2010 14:41:56 GMT -8
If I can suggest some Gruntz-related ideaz for WapMap editor, then here they are: * Drag&Drop (przeciągnij i upuść) method of moving objectz and tilez, including the ability of selecting many objectz and/or tilez at once, allowing designerz to move entire puzzlez into different areaz, if necessary; * Automatic CalcCowID when creating objectz and moving them into different placez; * Possibility of pasting some object(z) multiple timez by just moving the cursor onto desired place and pressing CTRL+V; * Showing the range of view for enemy gruntz as coloured squarez around them, with possibility of disabling it or changing it to show only when desired grunt is selected; * Possibility of making simulationz of the effectz of silver switchez, toggling bridgez and otherz in editor, without launching the game; * Possibility of replacing regular logicz with one "big" logic for each tile, containing as many various logicz as designer wantz, without any messiness (the game would recognise it as just many logicz in one place); * Possibility of displaying the altered tilez by TileSecretTrigger, Rockz, Holez, Giant Rockz and otherz as partially transparent above normal tilez; * Possibility of placing objectz exactly on the tilez with pressed Shift (or whatever key); * Possibility of setting where wormholez are supposed to teleport by clicking proper button and then selecting the tile on the map (including SecretTeleporterTrigger logic); * Possibility of showing allowed valuez for e.g. Powerup entry for GruntStartingPoint as drop-down list (rozwijalna lista) of numberz with namez and iconz; * Possibility of displaying some of the logicz (like GruntStartingPoint) as graphicz; * Automatic adding proper logicz for certain objectz, like brickz or rockz; * Possibility of checking level's buggyness by pressing a button with searchez for errorz like missing or not working logicz. That's all that comez to my mind now. If at least some of them are possible, I'll be extremely happy.
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Post by kijanek6 on Sept 28, 2010 16:04:40 GMT -8
I see that the "Hot Pink" transparency color has been a problem for you, as well. That is what has taken the most time in using the PNG imagez to create animationz ... replacing the tilez that (in my Paint program) are transparent with black 0F0E0E (shadowz), and making the "Hot Pink" cellz transparent. Just didn't have enough time to fix that (this occurs only in Gruntz - Claw's and Get Medieval's PIDs use only default transparent color, without pink-keying). I didn't notice the fact, that default transparent is replaced with black. This will be updated ASAP in next version. The other problem I have is that most imagez are not 32X32, but (usually) smaller ... and the X and Y offsetz are lost. The easiest one (so far) has been the Electrical Outletz ... with a consistent size of 32X27, where I only needed to add 2 cellz at top and 3 cellz at the bottom. At the time of this posting, the tan animation is from your archive of PNG imagez, while the blue one was my (very) manual attempt at re-creating the animation. Both will probably be from the PNG imagez before many people even see this post. Yeah, losing offset values is an important problem. To be honest, I don't have any idea how to resolve this when converting to another file formats (and from another to PID). Maybe I'll just do rect conversion like original PCX2PID converter did, then all frames would be aligned perfectly. At the other hand, it will require me to rewrite half of the converting algorithm. Anyway, I'll see what I can do. If I can suggest some Gruntz-related ideaz for WapMap editor, then here they are: Sure, I appreciate any support. Especially considering the fact, that I played Gruntz only few times and to be honest I do not know much about gameplay. When Gruntz-related editor part will be ready I'll need few persons for testing (which is already in progress for Claw part - testers are totally amazed). Drag&Drop (przeciągnij i upuść) method of moving objectz and tilez, including the ability of selecting many objectz and/or tilez at once, allowing designerz to move entire puzzlez into different areaz, if necessary; Already waiting on TBD (to be done) list. Automatic CalcCowID when creating objectz and moving them into different placez; First explain to me, what is CalcCowID, then I'll be able to tell you is that possibe. But I suppose it is. Possibility of pasting some object(z) multiple timez by just moving the cursor onto desired place and pressing CTRL+V; This feature is actually implemented (in detail: was implemented yesterday morning), including CTRL+V shortcut and pressing right mouse button and selecting "paste" option from context menu. * Showing the range of view for enemy gruntz as coloured squarez around them, with possibility of disabling it or changing it to show only when desired grunt is selected; Doable. And now added to TBD list. * Possibility of making simulationz of the effectz of silver switchez, toggling bridgez and otherz in editor, without launching the game; Not so easy, but doable. I thought of similar feature for Claw. Can be done in distant future. * Possibility of placing objectz exactly on the tilez with pressed Shift (or whatever key); Something like magnet? Doable. * Possibility of displaying the altered tilez by TileSecretTrigger, Rockz, Holez, Giant Rockz and otherz as partially transparent above normal tilez; Doable. Easily doable. Doable. Piece of cake. Doable. Guess what...? Doable. It can be even performed before each level saving. As you can see, almost all of them are possible to implement (or all of them). However you must remember, that each feature (even simple one) needs certain number of working hours (and I've got limited time because of work and private life - this is a hobbystic project), and editor like that is a hell-of-a complicated application (and it looks like that: you fix one bug and there pops out three new). So don't ask me about "when it'll be done", "when it'll be released" etc. It'll be released when I'll be ready. At this moment I can only say that public version (but I dunno will it be full or beta) MAY BE released around new year.
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Zu
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Post by Zu on Sept 29, 2010 2:41:43 GMT -8
I'm happy to know that most of the listed thingz are more or less doable. It's not a problem to wait for editor's release - as long as we not have to wait yearz, of course. About CalcCowID, I can't tell you what exactly it does as I simply don't know, but from what I've learned, it seems to generate unique ID for each object, as well as his coordinatez on the map - it's done by just clicking one button in each object (the coordinatez are placed in Speed X and Speed Y fieldz in each object, what makes little problem with wormholez, as we need to type in these fieldz a coordinatez of where Grunt is supposed to be teleported - it may require some specific fix, if you're going to add mentioned feature for wormholez as well). GooRoo can explain it better, I think. There's one thing from my list that you haven't commented:
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Post by kijanek6 on Sept 29, 2010 4:22:45 GMT -8
as long as we not have to wait yearz, of course. I hope it won't take SO long Sorry, I missed that one. Of course - doable. I've updated first post. REZ Extractor has fixed apha-keying (no more pink color), however it does not include rect conversion (recalculating offset values). It may be done in REZ Extractor 1.1 in future. --Edited: I noticed in topic about WinREZ that you planned to add/modify existing tiles. I'm almost sure that modyfing existing ones is possible (and I've got in plans graphical editor), but AFAIK adding new ones is impossible without changing game executable (which is practically impossible without source code) - here only GPF Lith or someone else with access to code can help. My dream is that we'd get source codes of WAP32 or any game based on it (official way or... less official), but to be honest - chances for this are the same as me dating Penelope Cruz.
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Zu
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Post by Zu on Sept 29, 2010 4:58:53 GMT -8
Great! Sometimez it makes real mess with many logicz in one place, and complicated Silver Pyramid Mazes are a perfect example. One more idea that came to my mind: possibility of making the copiez of desired partz of the CL and keeping them saved in the clipboard (kopiowanie do schowka), so they can be used on another level, for example. Such partz could be stored in additional folder. And about the idea of automatic adding proper logicz for specific objectz, it also meanz removing them if the object (i.e. related tile) is removed or changed. For situationz when designer removes or adds such tilez only temporarily, it could be enabled/disabled by proper option. EDIT: Actually, we've met one of the game creatorz not long ago on this forum, so the chancez are not so small. Although GooRoo would need to talk with him, I think.
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Tomalla
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Post by Tomalla on Sept 29, 2010 5:56:23 GMT -8
Actually, we've met one of the game creatorz not long ago on this forum, so the chancez are not so small. Although GooRoo would need to talk with him, I think. I suppose you mean GPF Lith? "We" have met him something about 7 years ago, so it's quite a long time I guess. He's online here once, twice maybe a 6 months. CalcCowID is a function, which: *sets SpeedX value to X tile coordinate object lies on, *sets SpeedY value to Y tile coordinate object lies on, *evaluates new ID of an object with following formula: 256*X + Y. So an object with which lies on a tile (3,4) will have ID 772, for instance. It's used in switches for referencing part - all of the pyramids have CalcCowID'ed IDs of the switches which activate them - that way it's easy to recalculate the coordinates of the tile the switch lies on. And make sure to sign me up for the testing part
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Post by kijanek6 on Sept 29, 2010 5:59:47 GMT -8
One more idea that came to my mind: possibility of making the copiez of desired partz of the CL and keeping them saved in the clipboard (kopiowanie do schowka), so they can be used on another level, for example. Such partz could be stored in additional folder. Possible in future (because it's not invasive to editor routines). All that features are written now to TBD list, but they won't be implemented sooner than in November (first I want the editor to be at least as functional as WapWorld, then there will go advanced functions). I mentioned him. That'd be still hard, because of unknown copyrights status (who the code belongs to). I think the most possible option is that all code, graphics and resources belongs to Monolith - then it's like me dating Sylvester Stallone (triple impossibility, lolz) - but how would then Lambert have the sources? --Edit: Yeah. I wrote to him (and so did you), but there's no answer. He's pissed of (possible), he don't check out his mail (less possible) or he's dead (not possible). Lawl, that's easier than I thought. It's doable within 30 minutes. You got it. But you know, there is one checksum more waiting for you...
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GooRoo
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Post by GooRoo on Sept 30, 2010 22:49:43 GMT -8
When I used the Extractor on my Gruntz.REZ file, I had a large number of DevIL error 1298 messagez. Something about error reading the file. I am tempted to try it on the CD-ROM Version 1.0 Gruntz.REZ, to see if it detectzs errorz on it. DevIL does not identify the file in error properly ... just the file name, and not the entire path to it ... and almost everything in the REZ is Frame0##.PNG, so just the file name is no help at all in determining what is missing. I suppose that when I try to work on an animation, and find that Frame014.PNG (for example) is missing, that I will know one of the corrupted memberz. But at the better part of an hour to do a full extraction, I wouldn't want to re-try it ... only to get the same error messagez.
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GooRoo
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Post by GooRoo on Oct 1, 2010 20:02:30 GMT -8
Well, I found out the cause of the DevIL 1298 errorz ... my thumb drive filled up! So I will get to extract the REZ file all over again. (I extracted the Polish version, then extracted my own English version ... to a drive that was over half full to start. I deleted the Polish version, and will delete my English version, then re-extract to the drive ... with some space available in it!) But I have learned something in my first fumbling attemptz, at least, so all was not lost. And, since I SAVEd my animationz to my 'real' hard drive, none of the work I have done is lost, either. Here's my latest effort ... in support of one of my Custom Levelz for the walk-through. Every Grunt image in the REZ file is a Dumb Chaser! There must be something in the Gruntz Game engine that translatez colorz, for other Grunt typez ... certainly for the solver's Gruntz! I suppose that the (essentially) Green base color allowz a simple color changing algorithm to change LimeGreen 32CD32 to Orange FFA500 in all the various shadingz ... beyond my poor artistic ability, that's for sure!
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GooRoo
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Post by GooRoo on Oct 3, 2010 15:02:19 GMT -8
I have already talked about reversing the conversion from PID to PNG, to PNG to PID. But it just occurred to me that if you can convert a PID (to anything!), you have a handle on the PID format. You are obviously able to extract the image portion ... how hard would it be to replace the image portion?
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Post by kijanek6 on Oct 5, 2010 12:22:26 GMT -8
Sorry for my absence - I work all day long, and when I get home I'm so tired that reading posts in English is way over my abilities (and writing too, because I probably do a lot of mistakes ). You are obviously able to extract the image portion ... how hard would it be to replace the image portion? What do you mean by "image portion"? There must be something in the Gruntz Game engine that translatez colorz, for other Grunt typez ... certainly for the solver's Gruntz! I suppose that the (essentially) Green base color allowz a simple color changing algorithm to change LimeGreen 32CD32 to Orange FFA500 in all the various shadingz ... beyond my poor artistic ability, that's for sure! Gruntz make use of palettes. I'm nearly sure that they have also used this feature here. WAP just loads these images X times, each time with another palette.
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GooRoo
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Post by GooRoo on Oct 5, 2010 13:38:51 GMT -8
The PID format containz information about X and Y offsetz (for the cellz of animationz), and for tilez, the attributez (Clear, Death, User, etc.). Everything else is the actual image ... what your program providez as a PNG file. This is a tile image ... and there is other content in the PID that describez what the game engine should do when something arrivez at that tile. I would like to be able to replace the image within the PID with this one , for example. There are at least a dozen tilez in each graphicz set that are duplicated ... in "Honey, I Shrunk The Gruntz" (very bad example) there is no difference (to these 68 year old eyez) between tilez 1 , 2 , 3 , 4 , 5 , 6 , 7 and 8 . Simply by rotating tile #1 90 degreez three timez would provide four (slightly) different tilez. Inverting those four would provide eight! Do you see what I would like to be able to do? Simple tile image replacement would make more interesting layoutz!
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