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Which Files Contain Bullet Images?


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#1 mrnikosia

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Posted 16 May 2007 - 09:57 AM

I have searched through all the pck files, but cannot find the images
for the bullets flying in the air themselves!
Anybody have a clue?

Edited by mrnikosia, 19 May 2007 - 04:42 PM.


#2 mrnikosia

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Posted 19 May 2007 - 04:43 PM

Common, nobody knows?? pllzzzzzz!

#3 j'ordos

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Posted 20 May 2007 - 06:24 AM

IIRC it was X1.pck (which also contains the explosions). Not sure though, been a long time.
Note that the bullet 'trails' are created on the fly, they are not stored as an image. So it'll look a bit weird.
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#4 mrnikosia

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Posted 20 May 2007 - 08:54 AM

IIRC it was X1.pck (which also contains the explosions). Not sure though, been a long time.
Note that the bullet 'trails' are created on the fly, they are not stored as an image. So it'll look a bit weird.


Hey, trais are not in images, strange!
I took a look at X1, but it only contains explosion.
Thnx anyway m8!

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  • tmp.jpg


#5 mrnikosia

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Posted 24 May 2007 - 06:30 PM

Ok, i conclude that the bullet itself is generated or inlined in the code,
it is only 9 pixels (3x3), and for each type of bullet simply the color (palette) changes.
So no image files for this!

Xcom bullets Busted! ^_^

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  • bullet.png


#6 j'ordos

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Posted 25 May 2007 - 04:54 AM

The heavy cannon/rockets/etc have different bullet images though?
Can't find the bullet images anywhere either... Maybe I was confusing with the bullet impact explosion images in the smoke.pck file.
"You can't trust your eyes if your imagination's out of focus" - Mark Twain
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#7 mrnikosia

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Posted 25 May 2007 - 05:42 AM

The heavy cannon/rockets/etc have different bullet images though?


True :)
I have some more screenshots of the bullets, it seems they are made out of patterns (particles).

Some examples of these patterns:

x

x x
x
x x

oxo
x#x
oxo

... and so on

So the bullets are actually a number of particles!
And the advantage/reason behind it is that they don't have to be pre-drawn for each
direction they are moving at.
K that means implementing it changes a few things ^_^

Attached Thumbnails

  • missile1.png
  • missile2.png
  • autocannon.png
  • heavy_canon_copy.png


#8 uncy

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Posted 28 April 2008 - 01:37 AM

So? Did you get to change bullets images??? I have tried also to find them in the code, no luck... Please tell us if you get them!!

Uncy
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Uncy

#9 mrnikosia

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Posted 28 April 2008 - 02:16 AM

So? Did you get to change bullets images??? I have tried also to find them in the code, no luck... Please tell us if you get them!!

Uncy


Well there only exist these pattern images, probably inside the code as a struct.
Each of these patterns follows the bullet path at same speed only some pixels
distance from each other. This has the advantage over making images
that you would have to rotate the image towards where the bullet is going,
or that you would have to need a whole 360 set of images each for every degree
in direction

#10 uncy

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Posted 28 April 2008 - 02:23 AM

So? Did you get to change bullets images??? I have tried also to find them in the code, no luck... Please tell us if you get them!!

Uncy


Well there only exist these pattern images, probably inside the code as a struct.
Each of these patterns follows the bullet path at same speed only some pixels
distance from each other. This has the advantage over making images
that you would have to rotate the image towards where the bullet is going,
or that you would have to need a whole 360 set of images each for every degree
in direction


I Find it hard to believe they do not have those images in a 360 set. They did it with everything else, plus, when you throw a grenade or flair, the actually show the "floorob.pck" image while traveling... I will just love to make a Big Blue Plasma Shot :Cry:

Thanks and I will keep looking in the tactical executable for those "images" ;)
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Uncy

#11 uncy

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Posted 07 May 2008 - 03:33 AM

Here they are! I found them just below the Damage Modifiers. There are bytes that I don't know what they do, and it is very weird how they work.

The bytes refer to the Colors to be draw as patterns, for example 48 is green for plasma, 90 for Rifle Bullet, 07(or 5F?) for Laser and C8 purple for Stun Missiles and Blaster missiles. You can change their "trail", "smoke" or "Body". I still don't know how it all works, but it need intense testing...

I recomend anyone wanting to test them, to edit and use a "tactical.exe" in a unfinished mission with soldiers equiped with all sorts of wpns. Replace Colors to "48"(green) for example, as it is very easy to detect in game.

This is an example of the data...

Rifle and Pistol AP Bullets Pattern:
93939291900090919293939392919090919293000000000090919200000000000090910000000000
00009000
The first bytes draw a traveling red "bullet" or "circle", it is darker outside. the rest, draws the traveling red "trail" that follows it.

Laser Beams function diferently, only the first 2 bites draw for almost 80% of the Laser "Beam3, the rest of the code draws the very last portion of it...

Missiles are a mix of patterns, same with the Cannon AP Shell, it draws a blue "square" on top of a Rifle AP Bullet, then draws the smoke pattern, and then a "laser" beam trail, very confusing...

Hope you guys get interested about this new Data, can't wait to see it in UFOPaedia ;)

Uncy

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Edited by uncy, 07 May 2008 - 03:35 AM.

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Uncy

#12 zaimoni

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Posted 07 May 2008 - 06:27 AM

....

This is an example of the data...

Rifle and Pistol AP Bullets Pattern:
93939291900090919293939392919090919293000000000090919200000000000090910000000000
00009000
The first bytes draw a traveling red "bullet" or "circle", it is darker outside. the rest, draws the traveling red "trail" that follows it.

Laser Beams function diferently, only the first 2 bites draw for almost 80% of the Laser "Beam3, the rest of the code draws the very last portion of it...

Or not.

XCOM and XCOM2, at least, use an in-house run-length-encoding type algorithm that explicitly supports transparency for images. This is plausibly an adaptation.