Dado_Ze
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Posts posted by Dado_Ze
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Thank you for response, I thought that would not affect anything then atlas sizes.
I have also a question, in photoshop there is a option to adjust hue/saturation and while there is colorization ticked, the adjustment of hue/saturation is totally different, as result the colors are much better.
I understand that photoshop is not relevant to compare with TIM, but I would like to know is it possible to achieve in TIM same results, maybe with order of effects.
Possible best explanation what it exactly does I found here.
I would appreciate if it would be possible to implement command line parameters in TIM, at least to open TIM, save the icons in specific style and exit.
Maybe if it's not something complex to add, it will be nice to have a checkbox to pack the result (icons, atlas files) to wotmod package.
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Hi
Lately we got few vanilla contour icons larger then 80x24.
Would suggest to change the default contour icons size to 86x24, because poland-Pl15_60TP_Lewandowskiego and france-F83_AMX_M4_Mle1949_Bis are cropped while using 80x24 size.
Regards
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Hi
Is there still possibility to show/get personal gained fort resources after the battle through python script?
They was some time ago in battle results, but at some point they was removed from there.
Also what I would like to know is how to get Personal Rating with decimals right after the start of client, without battles.
I'm using g_itemsCache.items.stats.globalRating to get the PR value, but decimals only appear after the first battle.
Thank you in advance for any kind of help.
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Hello,
I'm author of YasenKrasen mod, the link that proves that, is here http://forum.worldoftanks.eu/index.php?/topic/583433-
I saw someone published the not complete mod on wgmods portal and without my permission here https://wgmods.net/1636/
Please make measures and removed the mod from wgmods portal, I will publish it by me self when I'm ready.
Thank You in Advance
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Why you think that wotstats and wotlabs shows more correct values then xvm, they showing all correct values even they different, because they using different expected tank values.
That question is already many times asked/answered, search the forum, and by the way its almost impossible that your friends and clan mates have same wn8 values in game shown by xvm and on that two mentioned sites.
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How I understand kttc.ru / play4stats.com has their own expected tank values, could it be a solution!?
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Добавил английскую документацию к первому посту. Если общаетесь с англоязычными мододелами, пошарьте с ними, пожалуйста.
Attached English documentation on the mod packages to the first post.
Finally :) Thank You.
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What could be the reason v.wn8effd macro does not show values on any vehicle in carousel after 0.9.18.0.
I'm using xvm 6.6.4.
Edit: Its showing the values now, without to modify anything....
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Hello
I have suggestions to consider about it...
1. As You already by default remove IGR and training vehicle icons through WotBuiltIn-1.csv, it is logical that You remove bot vehicle icons too by default through WotBuiltIn-1.csv, because they are in most cases same like the icons from "real" vehicle icons.
2. I'm not sure for RU client, but EU client has in mean time icons for germany-G04_PzVI_Tiger_IA (but the icons are same like the germany-G04_PzVI_Tiger_I), it's just not more relevant that the vehicle has no icons.
3. Because IGR, training and bot (+ the case with IS-2 and FV4202) icons have same full name with "real" vehicle icons, you should consider to implement overwrite message with option Yes, No, Keep Raw Name (or let custom name) for the case the icons are saved in Full Name.
I still hope You will consider about implement command line arguments.
Keep up the good work.
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Well, considering scripts\common\constants.py:
class ARENA_GUI_TYPE:
UNKNOWN = 0
RANDOM = 1
TRAINING = 2
COMPANY = 3
TUTORIAL = 4
CYBERSPORT = 5
FALLOUT = 6
EVENT_BATTLES = 7
SORTIE = 8
FORT_BATTLE = 9
RATED_CYBERSPORT = 10
RATED_SANDBOX = 11
SANDBOX = 12
FALLOUT_CLASSIC = 13
FALLOUT_MULTITEAM = 14
SORTIE_2 = 15
FORT_BATTLE_2 = 16That should be correct, must be something else too, why it is not working.
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Thank you for your reply unfortunately has not helped me so far. I've tried it with "sortie_2" and as below with the two new Stronghold ids with and without "_" but it does not work just "training" works.
my own gamemode.xc
text.xc
Did you tried to add in text.xc:
"sortie_2": "sortie_2",
"fort_battle_2": "fort_battle_2"
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There are 2 new battle types in 0.9.17.1:
ARENA_GUI_TYPE:
SORTIE_2 = 15
FORT_BATTLE_2 = 16anyway that's the reason probably why the new sorties are not recognized, and why we don't have own team player names with default config.
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There is some deep shit in localization. *.mo are gettext files, that are loaded by gettext С-module, integrated in client and accessible via Python. The largest problem here is that gettext DOES NOT RESPECT BigWorld resource manager (aka ResMgr), so paths to text files should be specified relatively not to res/ or res_mods/<patch>, but game root folder.
There is one more circumstance here: text/LC_MESSAGES is a subpath of gettext, where 'text' is a 'language' and 'LC_MESSAGES' is some sort of translation subtype or something like that, read gnu gettext official documents for additional info.
Why .textlocator is required? Because WG use this file to locate text folder to use it as gettext base location. With special patch, described here, paths will be calculated for each file separately, so .textlocator will be no longer required, but, due to no changes in i18n file (scripts/client/helpers/i18n.py) for several patches, gettext still could not load files via ResMgr, this means that you could not load any file from archives anyway...
However, all users in this topic already noticed, that text files in game client are still unpacked :)
If WG is trying to add packages, they should solve this problem, and it looks like my bug report gonna become a little bigger :)
Thank you for clarification :)
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Hello, I can't get load text folder with modified MO files (translation files) when they packed in .wotmod package, but from res_mods they load correctly.
I had in .wotmod file: res folder and meta.xml
inside res folder: text folder
inside text folder: LC_MESSAGES folder, .text_locator, messenger_dndictionary.xml, messenger_oldictionary.xml
inside LC_MESSAGES folder, all MO translation files (modified)
there was no other .wotmods packages, neither other mods in res_mods.
Best regards
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Hello
I tried v050 b120 and found some issues and have a suggestion.
Issues: when I use Bulk save with path {TankFullName}{Ext}
uk-GB63_TOG_II.png will not be saved probably because the special character "*" in full name.
ussr-R71_IS_2B.png will not be saved because the full name is already existing from china-Ch10_IS2.png
Suggestion:
Implement command line arguments.
I would like to have a option to run TIM and bulk save TIM style from a external program.
for example: TankIconMaker.exe /bulksave /style original
Keep up the good work
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Is it possible to key bind a specific server and connect?
For example:
Pressing Num1 on logon screen would select EU1 server and connect to it.
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I don't think its a xvm issue, you just probably missing icons in atlas file for swedish vehicles.
Just check 'res_mods\0.9.17.0.1\gui\flash\atlases\vehicleMarkerAtlas.png' whether mentioned icons exist or not, the 'vehicleMarkerAtlas.png' is a part of vehicle icons set you using.
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I think it will be quite useful to add a possibility to show xTE of selected vehicles in window where the players are selected for special battle.
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Hello
Because there are some vehicles that missing wn8effd, they are not shown in carousel like on picture for example.
I wanted to change Y position of extra fields depending of, is the previous extra field exist.
For example extra field avg dmg/battles i did try to make it this way:
{ "x": 138, "y": "{{v.wn8effd?42|29}}", "h": 15, "w": "20", "src": "img://gui/maps/icons/library/dossier/avgDamage40x32.png", "alpha": "{{v.selected?{{v.tdb?100|0}}|0}}" },
{ "x": 140, "y": "{{v.wn8effd?42|29}}", "align": "right", "format": "<font color='{{v.c_xtdb}}' size='9'><b>{{v.tdb%d}}</b></font>", "alpha": "{{v.selected?{{v.tdb?100|0}}|0}}" , "shadow": ${ "def.textFieldShadow" } },But the way i tryed to make its only working for v.tdb values, and its not working for game integrated icons (first line of example).
So, is it not supposed to work this way, or is this a bug that could be fixed, or I did something wrong?
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The marks can be added using external image files. Someone already created necessary files for this and posted them on the WoT forum, but now I can't remember who... :/
I know, it was a suggestion, to keep config's without external resources like image files, its much comfortable to use it just with embedded resources...
Would like to hear what demon2597 think about it?!
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I would suggest when's possible to add all nation mark of excellence signs to integrated font.
I used the available signs to show the number of mark's on vehicles in carousel, would be nice to have all mark signs depend of nation...
my config:
'texts.xc'
"marksOnGun": {
"_0": "",
"_1": "<font face='xvm' size='12'>{{v.nation=ussr?!|{{v.nation=usa?!|{{v.nation=china?!|b}}}}}}</font>",
"_2": "<font face='xvm' size='12'>{{v.nation=ussr?! !|{{v.nation=usa?! !|{{v.nation=china?! !|b b}}}}}}</font>",
"_3": "<font face='xvm' size='12'>{{v.nation=ussr?! ! !|{{v.nation=usa?! ! !|{{v.nation=china?! ! !|b b b}}}}}}</font>"
},
'carousel.xc'
"extraFields": [
.
.
{ "x": 158, "y": 68, "align": "right", "format": "<font color='{{v.nation=ussr?#BB0000|{{v.nation=china?#BB0000|{{v.nation=japan?#BB0000|#FFFFFF}}}}}}'>{{v.marksOnGun}}</font>", "shadow": { "color": "0x000000", "alpha": 0.7, "blur": 3, "strength": 8, "distance": 0, "angle": 0 } },
.
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Is it possible to use a font character for minimap aim icon instead a png image?
Something like:
"minimapAimIcon": "<font face='xvm' size='20'>H</font>",
but I'm not sure is this a right format...
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Hi Aslain
Here is a example from default config, and how to disable everything related to xmqp:
'battle.xc'
"allowXmqpMacrosInPanels": false, < CHANGED TO FALSE'markersAliveNormal.xc'
"xmqpEvent": {
"name": "xmqp event",
"visible": false, < CHANGED TO FALSE
.
.
.
"ally": {
.
.
.
"textFields": [
${ "def.tankName" },
${ "def.playerName" },
${ "def.tankHp" } < REMOVED ${ "def.xmqpEvent" }
]'playersPanel.xc'
"xmqpService": { }, < REMOVED EVERYTHING BETWEEN BRACKETS
remove from extraFieldsLeft, ${"xmqpService"} in short, medium, medium2 and large ears
"extraFieldsLeft": [
${"xmqpService"} < REMOVE ${"xmqpService"}],
The xmqp indicator (orange bar in ears) is drawn from playersPanel.xc, "xmqpService": ...removing everything between brackets should not shown it anymore..
TankIconMaker - программа для создания иконок танков.
in Mods and Software
Posted · Edited by Dado_Ze
Hi
I did a comparison of Atlas files made by TIM in png format, CCAtlas in png format and wg vanilla atlas.
TIM atlas png output is different by single icons inside the atlas, while CCAtlas png output is exactly same compared to wg vanilla atlas
In the example above, in left pane is icon from TIM atlas png output, middle pane is icon from wg vanilla atlas and in right pane is icon from CCAtlas png output.
The yellow marks on icons are the differences and in status bar is also the exact RGBA values shown that are bellow the mouse pointer.
The question is why TIM produces differently atlas png output, while png can be saved in lossless format?