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Open Source SHP Viewer(build 0.965)
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sun Sep 26, 2010 11:49 am    Post subject:   Open Source SHP Viewer(build 0.965) Reply with quote

UPDATE: Version 0.965

I was to write a little tool for viewing SHP(TS/RA2) and SHP(TD/RA) files.
This tool can preview your sprite in the way it will look in-game, with applying TS/RA2 shadows, turrets with offsets and custom color remaps.

The tool was made for Sandbox and OpenRA projects, and now it goes to public.

It is open source under GPLv3. C# Sources can be downloaded at my GIT: http://github.com/katzsmile/OpenRA

The tool is based on SHP(TS) format parser by Banshee, Olaf van der Spek & Stucuk, remap code and SHP(TD/RA) format parser by OpenRA team.
GIF engine by gOODiDEA.NET

Also big thanks to DerDmitry(aka Morpheuz) for his help.

WARNING: This program requires NET framework 3.5 Sp1!

Changes:

build 0.965
+ Reading APNG
* Refractored SHP(TS) reader code. Work much faster
* Redone rendering engine. Now this Render-On-Demand instead of render all frames to array
* Redone Shadow and Turret code. Work faster and turret rotation is now separate from body rotation

build 0.962
+ Store settings in prefs.yaml
+ Support BMP, GIF and JPEG as backgrounds
+ New Desert and Snow background images
+ Palettes is now sorted by folder
* Fixed bug with single frame rendering

build 0.96
- Removed frames panel due lags(and was not been very useful)
* When choosing any options frame position no more dropped to 1
* Fixed bug with SHP(TS) frame size
* Fixed bug with SHP(TS) frame image offset

build 0.953
* Fixed bug with SHP(TS) frame count
* Fixed bug with form resize

build 0.95
+ Export viewport as animated GIF
* Replaced GIF engine with new by gOODiDEA.NET
* Trying to fix bug with turret frames count

build 0.94
+ Export viewport as single image
+ Export viewport as sequence.
+ Export frames as GIF.
+ Adjustable turret rotation angle.

build 0.923
* Fixed the bug with SHP(TD/RA) PNG sequence exporter.

build 0.921
+ Export frames with current settings as PNG sequence
+ Frame info panel
* Fixed the bug with turret without shadow mode. You need to choose the palette format to make it work properly.

build 0.91
+ Tools panel with color presets
+ Game type selector
* Fixed the bug with shadows been drawed ower body.

build 0.89
^ Required files moved to assets folder

build 0.87
* Fixed bug with SHP(TD/RA) formats shadows and turrets.

build 0.83
+ Added support of SHP(TD/RA) format
+ UI revamp
+ Changable background
* UI bugs fixed.

build 0.81
+ Remapable colors support

build 0.7
+ Finished SHP(TS) format compressions support
+ Animations support

build 0.66
+ SHP(TS) compression 3 format support
* Bug with reading SHP(TS) compression 1 fixed.

build 0.24
^ Initial release
+ SHP(TS) compression 1 format support

------------------------------
Upcoming features:
TMP(TS/RA2) format support


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build 0.965

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Last edited by Katz on Sat May 14, 2011 7:07 pm; edited 18 times in total

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Sun Sep 26, 2010 2:08 pm    Post subject: Reply with quote

Can't test it right now, but it looks promising.
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Sun Sep 26, 2010 2:08 pm    Post subject: Reply with quote

I came Surprised
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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Sun Sep 26, 2010 4:48 pm    Post subject: Reply with quote

Very nice tool, very nice tool indeed
I see we can also make our own back grounds as well, And it supports CnC and RA1 Properly Very Happy

The only possible suggestions I could give is perhaps a create screen shot feature however that is not necessary (it would be useful to be able to create gifs using this tool) Or the ability to read straight form the mix files.

I posted a new post linking to this over at CnC-Comm , Its not every day you get a new CnC/RA compatible tool.
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Creator of TS:BoB and some other things that might be good when finnished.

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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sun Sep 26, 2010 6:26 pm    Post subject: Reply with quote

UPDATE: Version 0.923

Changes:
build 0.921
+ Export frames with current settings as PNG sequence
+ Frame info panel
* Fixed the bug with turret without shadow mode. You need to choose the palette format to make it work properly.

build 0.923
* Fixed the bug with SHP(TD/RA) PNG sequence exporter.

Upcoming features
Export frames as GIF
Export viewport as image, image sequence or gif
Separate turret rotation
Separate body offset
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Mon Sep 27, 2010 1:35 pm    Post subject: Reply with quote

Update: Version 0.94

Changes:
build 0.94
+ Export viewport as single image
+ Export viewport as sequence.
+ Export frames as GIF.
+ Adjustable turret rotation angle.

Upcoming features
Store settings in prefs.yaml
Separate body offset
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Sep 27, 2010 4:08 pm    Post subject: Reply with quote

This tool is the sex! So many options :3

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Tue Sep 28, 2010 8:11 am    Post subject: Reply with quote

I'm lovin' it Very Happy
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 28, 2010 9:24 am    Post subject: Reply with quote

Really cool tool.
Though maybe i missed something, but i just wanted to open a custom SHP(TS) file and the program crashed. Sad

I'm not sure if there is a menu for this, but i miss an option to set the StartStandFrame, StartWalkFrame, WalkFrames, StandingFrames etc and an option to define at which frame the turret frames start.
So you can display the turreted TS Titan mech as well as the non-turreted Wolverine and the DTA units which have 32 instead of only 8 facings.

Here's another idea for you:
Please add a FireFLH analyser. (e.g. 3 textboxes for the Forward, Lateral and Height value and a colored red point following these values in the viewport)

You can find a tutorial "Primary/SecondaryFireFLH, TurretOffset & PBarrelLength explained" on tibweb.


Since turretoffset doesn't works in TS, RA2/YR for SHP units as it doesn't moves the turret visually ingame, you could also add a function which moves the body instead and save the SHP with this modification.
e.g. if you add TurretOffset=-100, the turret will stay in the centre and instead of being moved 100 leptons to the back, the body will be shifted 100 leptons forward along the front/rear body axis. (this was manually done in DTA already if you want to know how it looks ingame).
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SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

Tools
TMP Shop

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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Tue Sep 28, 2010 11:03 am    Post subject: Reply with quote

Lin Kuei Ominae wrote:

Though maybe i missed something, but i just wanted to open a custom SHP(TS) file and the program crashed. Sad


Please send file and Error to my PM.
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Tue Sep 28, 2010 11:21 am    Post subject: Reply with quote

Update: Version 0.95

GIF engine changed:
Old:____________________New:


Changes:
build 0.95
+ Export viewport as animated GIF
* Replaced GIF engine with new by gOODiDEA.NET
* Trying to fix bug with turret frames count

Upcoming features
Store settings in prefs.yaml
Separate body offset
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.
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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Tue Sep 28, 2010 12:03 pm    Post subject: Reply with quote

Eh, maybe you should update it less frequently and with bigger patches, so people don't have to download a new patch every day Wink (unless it is a critical update)

Also, I noticed there'sa very limited selection of palettes, or have I just missed an option to load new ones?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 28, 2010 12:04 pm    Post subject: Reply with quote

Just copy a new palette into the assets subfolder. SHP Viewer is loading new palettes automatically from there. Wink
_________________
SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

Tools
TMP Shop

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Helsinki, Finland

PostPosted: Tue Sep 28, 2010 12:09 pm    Post subject: Reply with quote

Ah, thanks.
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Tue Sep 28, 2010 12:35 pm    Post subject: Reply with quote

Update: Version 0.953

Changes:
build 0.953
* Fixed bug with SHP(TS) frame count (Thanks to Lin Kuei Ominae for submit bug)
* Fixed bug with form resize

Upcoming features
Store settings in prefs.yaml
Separate body offset
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.


2Crimsonum
Sorry cant update this less frequently because most of updates is hotfixes for important bugs.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 28, 2010 12:55 pm    Post subject: Reply with quote

Some more improvement suggestions.

When changing the palette, the viewer loads the whole SHP again. This can take quite a while if you have a SHP with a lot of frames (like the one i sent you for the bug report)

If possible, just change the color and don't reload the whole SHP.

When changing the palette and/or the remap color, the viewer resets to view frame 1 of the SHP. Beside that it reloads the complete SHP each time (also when changing the remap color), it should keep the currently shown frame, so it's easier/faster to compare different palettes and remap colors.


Oh and can you explain what the View/Game menu is good for? I tested all 4 and the only difference was that the remap was then purple.
_________________
SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

Tools
TMP Shop

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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Tue Sep 28, 2010 1:00 pm    Post subject: Reply with quote

Yeah this is possible and i'm planning to redo render engine.

View\Game - choosing between game remap colors ranges (like TS have from 16 to 31 remap index, but RA from 80 to 95)
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Wed Sep 29, 2010 6:59 am    Post subject: Reply with quote

Update: Version 0.96

Changes:
build 0.96
- Removed frames panel due lags(and was not been very useful)
* When choosing any options frame position no more dropped to 1
* Fixed bug with SHP(TS) frame size
* Fixed bug with SHP(TS) frame image offset


Upcoming features
Store settings in prefs.yaml
Separate body offset
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.
_________________
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Merophage
Cyborg Soldier


Joined: 26 Mar 2003

PostPosted: Wed Sep 29, 2010 8:19 am    Post subject: Reply with quote

Excellent work Katz.
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Thu Sep 30, 2010 10:32 am    Post subject: Reply with quote

Update: Version 0.962

Changes:
build 0.962
+ Store settings in prefs.yaml
+ Support BMP, GIF and JPEG as backgrounds
+ New Desert and Snow background images
+ Palettes is now sorted by folder
* Fixed bug with single frame rendering

Upcoming features
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.
_________________
Everything not saved will be lost. :3

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picpic
Civilian


Joined: 03 Oct 2010

PostPosted: Sun Oct 03, 2010 10:22 am    Post subject:   Reply with quote

Hi katz, How do you make a rotating animation like this one...
Katz wrote:
Update: Version 0.95

GIF engine changed:
Old:____________________New:


???
It's with shp viewer, or something else ?

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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sun Oct 03, 2010 10:48 am    Post subject: Reply with quote

Yes. this is maded with my SHP Viewer by applying Turret on Body and exporting frames to GIF
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Katz
Cyborg Soldier


Joined: 01 Sep 2007
Location: Russia, Katzburg

PostPosted: Sat May 14, 2011 6:03 pm    Post subject: Reply with quote

UPDATE: Version 0.965

Changes:
build 0.965
+ Reading APNG
* Refractored SHP(TS) reader code. Work much faster
* Redone rendering engine. Now this Render-On-Demand instead of render all frames to array
* Redone Shadow and Turret code. Work faster and turret rotation is now separate from body rotation

Upcoming features
TMP(TS/RA2) format support

First post updated. Sources at GIT updated.
_________________
Everything not saved will be lost. :3

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 27, 2011 2:40 pm    Post subject: Reply with quote

moved, from TS editing forum to this place.
_________________
SHP Artist of Twisted Insurrection. Main Nod building SHP creator.

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant unit, 1 Scrin unit, 1 GDI building

Tools
TMP Shop

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