2D modding documentation now available

Modders can post their questions on scripting and more.

Moderators: Slitherine Core, BA Moderators

Post Reply
pipfromslitherine
Site Admin
Site Admin
Posts: 9937
Joined: Wed Mar 23, 2005 10:35 pm

2D modding documentation now available

Post by pipfromslitherine »

I have created the 1st pass 2D modding documentation online for people to take a look at. You can check it out here:

http://www.slitherinebravo.net/GameWiki ... modding_2d

The example 2D template campaign is available here:

http://www.slitherine.com/files/bbc_ba/2D_TEMPLATE.zip

Please let me know if I can expand the documentation anywhere. All the functionality is available in the beta, and so anything created will work fine with the update once it releases.

Cheers

Pip
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: 2D modding documentation now available

Post by Amaris »

I looked at it quickly and it looks really great. :P

A quick question: is it possible to play in 2D campaigns / scenarios already created for 3D? I can't test it , I'm at work :roll: ...

Another point: the .dds for images is not necessarily the friendliest. :wink: Everyone does not have photoshop :oops: And Gimp is not the simplest graphics program.

Anyway this is devilishly envy and this opens up huge possibility in terms of modding!
“Take care, my friend; watch your six, and do one more roll… just for me.”
junk2drive
BA Moderator
BA Moderator
Posts: 1478
Joined: Sun May 23, 2010 4:47 pm
Location: Arizona USA -7GMT

Re: 2D modding documentation now available

Post by junk2drive »

IIRC with Paint.Net you can create graphics in bmp or png and convert these to dds.
You can call me junk - and type that with one hand.
pipfromslitherine
Site Admin
Site Admin
Posts: 9937
Joined: Wed Mar 23, 2005 10:35 pm

Re: 2D modding documentation now available

Post by pipfromslitherine »

It will actually work fine if you use TGAs for the images. No other formats really work well because their support for alpha channels tends to be flakey at best...

Cheers

Pip
pipfromslitherine
Site Admin
Site Admin
Posts: 9937
Joined: Wed Mar 23, 2005 10:35 pm

Re: 2D modding documentation now available

Post by pipfromslitherine »

Further to this: what formats WOULD be friendly do you think?

Cheers

Pip
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: 2D modding documentation now available

Post by Amaris »

I knew only as free software Gimp to work on files.
I had tried to tame Gimp but it stayed wild ^^.

Well I haven't thought about paint.net, I usually use paint (do not laugh) :oops:
I'll try it. :wink:
Hoping that ca not be too complicated (Well I suck at drawing :lol:)

For formats, if I use successfully paint.net, the . dds does not bother me.
I usually work with .bmp files, or .jpg files. But this is not a problem to adapt myself.
“Take care, my friend; watch your six, and do one more roll… just for me.”
pipfromslitherine
Site Admin
Site Admin
Posts: 9937
Joined: Wed Mar 23, 2005 10:35 pm

Re: 2D modding documentation now available

Post by pipfromslitherine »

I think BMP files can have an alpha channel, but I would have to check. JPG files cannot (afaik).

Just as a note, you could work in another format, then convert using any number of freeware tools (does xnView do it?) or I think you can use the texturetool if you install the DirectX SDK.

Cheers

Pip
Amaris
Captain - Heavy Cruiser
Captain - Heavy Cruiser
Posts: 929
Joined: Fri Jul 23, 2010 11:08 am
Location: France
Contact:

Re: 2D modding documentation now available

Post by Amaris »

I tried Paint.net: it is very good. :P
So it's not a problem to work directly on .dds.
“Take care, my friend; watch your six, and do one more roll… just for me.”
Post Reply

Return to “Battle Academy : Modders Corner ”