Red!Viewer 1.5.0.13 released

Mapping & modding Fallout Tactics and reviewing maps thereof.
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Red
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Red!Viewer 1.5.0.13 released

Post by Red »

Usual place: Here
1.5.0.13 Version History wrote:- Optimized loading of vb standard types
- Fixed bug that would crash if you don't select a frame in FRMs
- Fixed crash when encountering negative integer offsets in FRMs (and opt)
- Fixed FR0 to FR5 loading
- Optimized ZAR/SPR/TIL palette loading with buffer
- Fixed & optimized Big Endian long read (even though it didn't cause bugs)
d Fixed typos and added some info to the readme
- Fixed centering of FRM animations
- Moved the Fallout palette selection in the Rendering menu, added hotkey
- Changed layout of menu a bit
- Added "New -> Tile" in File menu
- Rearranged a bunch of tools and added some ToolTips
- Added feature to enable/disable sprite layers
- Added the possibility to copy sprite layers onto the clipboard
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Max-Violence
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Post by Max-Violence »

I just grabbed the .msi version off of DaC.

A quick question, then I have to hit the hay:

Is a .spr -> .til conversion possible now?
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Red
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Post by Red »

Yes, however sprites with multiple layers (mostly characters and vehicles) will only have a single layer copied.
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Max-Violence
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Post by Max-Violence »

So, um... how might one go about doing the conversion? Just load a .spr instead of a .zar, right?

By "layers," what do you mean? Sorry if this is a dumb question - I'm a n00b when it comes to computer graphics 'n such... :(
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Red
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Post by Red »

Yeah, just load the SPR, select the frame (and layer), then click on the "Add" button of the "ZAR clipboard".

The Sprites in FO:T have 4 layers, one for each "colour". Colours/layers being Body, Hair, Head and team. Most sprites either use a single layer or only the body and team colours.

Since each layer is actually a ZAR, you can only import one in the ZAR clipboard. well you can import all 4 but then you get 4 different pictures instead of a single one like I'm sure you'd want.

To select a different layer, simply disable all those which you don't want. When "copying" a layer from a sprite it simply goes through layer 1 through 3 and the first that's "enabled" is imported into the clipboard.
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Max-Violence
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Post by Max-Violence »

Ah, I get it now.

However, when I save the new .til and open it in the viewer, it crashes. The exact error message:

Run-time error '-2147221494 (8004000a)'.

File or offset of file specified is not a Tile


I'm sure the viewer saved it as a .til, and it has the .til extension, sooo...

This happened when I Exported the spr into a "new" tile, but not when I Exported the spr into an opened tile. Originally, I noticed that all of the Bounding Box entries were zeroes, so I changed 'em to 1's for the depth and length, and 5 for the height (since the tile is/will be a tall, skinny floor lamp).

When I look at the tile in the Level Editor, the "corrupt tile" graphic is displayed (the pink square with an X through it).

'Lil help?
Closing our eyes forces us to look
At the darkness inside.
Our emotions always find us
Regardless of where we hide.

maxviolence@hotmail.com
http://mvmaphub.duckandcover.cx <--- Updated July 10th, 2006
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Red
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Post by Red »

You've found a bug!

I know what it is though :) I didn't intialize some strings in the "New" tile.

Fixing as we speak, update in a flash.
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