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Squirminator2k
1 Feb 2007, 12:57
I've decided to dust off an old project of mine from a couple of years ago - converting the landscapes from Worms Armageddon for use in Worms - the Directors Cut. The obvious change that has to occur is that the number of colours used has to be reduced from 64 down to 16, with a fixed palette to boot. The palette needs to be like so:

00 = dark colour. Transparency.
01 = White or near-white for text
02 = Pink or near-pink for worm colour
03 = Any
04 = Lighter version of 03
05 = Any
06 = Lighter version of 05
07-15 = Any
It might not look fantastic, but it works.

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Edit: Yeuch, VB turned it into an ugly JPEG!

Squirminator2k
1 Feb 2007, 14:55
Right, Art worked. I've not done the mountains because they're not really the right shape, although I might give them a go.

Here are some delicious screenshots!

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bonz
1 Feb 2007, 14:58
Excellent accomplishment!

The thread title is confusing though.

Paul.Power
1 Feb 2007, 15:33
I thought W: DC was supposed to be 256-colour anyway?

Oh, well. Nice job :)

Squirminator2k
1 Feb 2007, 16:09
I thought W: DC was supposed to be 256-colour anyway?

Oh, well. Nice job :)

This is true, however each game element is allocated a certain number of colours, just like WA. The terrain is 16 colours, including a non-solid colour. The first layer of mountains are 16 colours, and the second are another 16 colours. Everything else is split up between the HUD, the water, team health bars, the sky gradient, and other graphical game elements.

Anyway, the mountains are done and here are some screenshots with them implemented. They're not perfect by any means, but they do the job.

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Muzer
1 Feb 2007, 17:43
1) Mountains??

2) HOW DO YOU DO THAT!!!!???

Squirminator2k
1 Feb 2007, 17:46
1) Mountains??

2) HOW DO YOU DO THAT!!!!???
WormsDC comes with a nifty little program called WormPrefs. You can use it to import your own custom landscapes, terrain styles, or mountain sets. Once I've finished importing all of the terrains and mountains I plan to move on to do some of the WA maps as well.

And now, here's Cheese.

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Edit: I'm continuing this over on the [Dream17 Forum (http://www.dream17.co.uk/forum/viewtopic.php?t=375)] so that K^2 can see it, so feel free to pop over and have a look as I convert more terrain styles.

Muzer
1 Feb 2007, 19:32
I repeat: Mountain sets??? Don't you mean parralex backgrounds?

Diablo vt
1 Feb 2007, 21:55
Nice job dude. It looks wierd i'm so used to it with the Worms from W:A.

Squirminator2k
1 Feb 2007, 22:11
Yes. Parallax scrolling backgrounds - two layers of mountains, which scroll in a parallax sort of way.

I've added two more terrains and more in-depth "making of" info over on the [Dream17 Forum thread (http://www.dream17.co.uk/forum/viewtopic.php?t=375)].

Melon
1 Feb 2007, 22:49
The terrain objects seem so massive when compared to the much smaller worms and lower resolution. That artist's model thing (what the hell are they called again? I always refer to them as "quiverin' blokes" as they used to be called on the generation game) must be absolutely HUGE! Can you get a screenshot of it for me? If of course you can ever get it to appear. It must make quite a feature on the landscape.

Squirminator2k
2 Feb 2007, 12:21
The big object in the big box is the biggest one. I don't like wasted space. Besides which, the Mannequin (Quiverin' Bloke, indeed) isn't exactly small in WA, either...

AndrewTaylor
2 Feb 2007, 12:51
This is true, however each game element is allocated a certain number of colours, just like WA. The terrain is 16 colours, including a non-solid colour. The first layer of mountains are 16 colours, and the second are another 16 colours. Everything else is split up between the HUD, the water, team health bars, the sky gradient, and other graphical game elements.

This was also true in Worms Reinforcements on PC, and in that you could exceed those numbers if you were Clever.

You were given X colours for one background, Y for another, and Z for the terrain, but if you made your mountains and terrain all use the same set of X+Y+Z colours then it didn't mind that at all.

It took a lot more work than making them separately, as the tool that came with Worms would do the normal terrains for you. But K^2 would have loved it, because you could even change the worm colours if you bypassed that tool. You could even use the same hack to make completely invisible terrains, with scrolling mountains behind them.

Squirminator2k
21 Apr 2007, 12:32
Just a quick update: I haven't forgotten about this project. I've been sidelined by things like, say, spending money on immigrating to the US. And Jump Leads, which is my primary project at the moment. I intend to go back and re-do the ones I've done already, and to crack on with getting the rest transferred over. I've also been given access to the DINo and DOMESTIC landscape styles, so I shall be porting those too. Just... have patience.

In addition, K^2 has told me he's working on writing a WormsDC-specific emulator for the PC that doesn't require the Kickstart ROMs to work, but I haven't had any updates in a while. Oh, and Andy recently told me that he might be making an updated version of WormsDC available at some point in the future. He's busy with the ibar right now though, so understandably it's not at the top of his priorities list.

bonz
21 Apr 2007, 16:34
In addition, K^2 has told me he's working on writing a WormsDC-specific emulator for the PC that doesn't require the Kickstart ROMs to work, but I haven't had any updates in a while. Oh, and Andy recently told me that he might be making an updated version of WormsDC available at some point in the future. He's busy with the ibar right now though, so understandably it's not at the top of his priorities list.
Woot!
Let's see who of the two finishes first. :)
Although, if Andy could implement network/online support...

Anyways, worth to mention this on D17.

Plasma
22 Apr 2007, 22:30
In addition, K^2 has told me he's working on writing a WormsDC-specific emulator for the PC that doesn't require the Kickstart ROMs to work, but I haven't had any updates in a while. Oh, and Andy recently told me that he might be making an updated version of WormsDC available at some point in the future. He's busy with the ibar right now though, so understandably it's not at the top of his priorities list.
Woooooooo!

Diablo vt
2 May 2007, 20:15
Updated version of WormsDC?:eek: Woah ahhhhhhhhh i canny no believe it man.

robowurmz
3 May 2007, 07:35
...K^2 has told me he's working on writing a WormsDC-specific emulator... updated version of WormsDC available at some point in the future...

All my dreams have come true. I just have to wait for the nightmares now...

OH NOES! FLYING CABBAGES!