My Map Project has been going for a while now, just me programming outside of the editor. I am pretty close to finalizing my library. I have written my own JPG compression Program, Trying to get every card in the game. This has led me to the point of saying it’s not possible without sacrifice in large quality. Even when redrawing the card picture, and generating the other values.
So I have decided to change the format a bit. I am going to use wow models for hero’s, Ally’s, and Quests.
I am writing a logic system right now to deal with card rules. Game play time lines, self, target, card requirements in both.
Anyways the following slides should explain where I am at, and what I am doing to recreate WOW-TCG
There is a Team and Final Asset already setup. This is a work in progress. I am looking for people to join in all areas. I want people to join, but don’t want them to start any work as of yet. The format must be strict due to file size, for models and such.
I am posting here because I want Comments: Please!!!
I'm not sure if this is what is shown in your picture, but to save space have you considered creating one card template in game and simply replacing the artwork in each card while the game fills in the card info like name and class? From the size of those cards it could essentially halve the size of each image.
I'm not sure if this is what is shown in your picture, but to save space have you considered creating one card template in game and simply replacing the artwork in each card while the game fills in the card info like name and class? From the size of those cards it could essentially halve the size of each image.
I could be wrong or crazy.
This is a great idea, and I am doing it for the most part. There are 3500 cards. I managed to, with my compression methods. Get each cards artwork down to 2k. That’s 7 MB of cards. At the same time, the quality sacrifice is large. So I am going to do what you described for most cards. But hero’s allies and quests will be handled through 3d models, and written quests.
I don’t want to leave out any cards. I plan on letting people build decks, saved to the bank. Horde and Alliance Decks. The Scourge, Onixia, Lich King will all be AI players. The map will be 2v2 with the bosses actively playing as computer players. The point of the game is to defeat the other human players. At the same time they share common threats.
Another option is to include the art in a mod file and have the map use the mod as a dependency. Mods can hold up to 20MB of info so you could boost the quality of your images by 3x.
Quote from Aenigma:
Another option is to include the art in a mod file and have the map use the mod as a dependency. Mods can hold up to 20MB of info so you could boost the quality of your images by 3x.
I’m a programmer in real life, and I got to say I am new but not new to SC2 map like editing. With your simple post, it solved all of my problems.
My 3500 picture files on their own, with a compression quality of 20(A program I wrote for working with pictures). I was able to get them down to 30MB. I wrote another program that takes it a step further. It crops every cards artwork, and saves them into pictures on 10X10. (2020X1540) rez. By grouping 100 pictures together, the JPG Same Compression got the file size on disk down to 10MB.
I plan on move the picture with a form, in order to hide show specific card. Already tested, and JPG files work.
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My Map Project has been going for a while now, just me programming outside of the editor. I am pretty close to finalizing my library. I have written my own JPG compression Program, Trying to get every card in the game. This has led me to the point of saying it’s not possible without sacrifice in large quality. Even when redrawing the card picture, and generating the other values.
So I have decided to change the format a bit. I am going to use wow models for hero’s, Ally’s, and Quests. I am writing a logic system right now to deal with card rules. Game play time lines, self, target, card requirements in both.
Anyways the following slides should explain where I am at, and what I am doing to recreate WOW-TCG
There is a Team and Final Asset already setup. This is a work in progress. I am looking for people to join in all areas. I want people to join, but don’t want them to start any work as of yet. The format must be strict due to file size, for models and such.
I am posting here because I want Comments: Please!!!
WoW TCG is awesome. I loved the Game (for the first few editions). Then i moved on.
This will be VEry popular since the player isnt required to purchase 150,000 booster packs just to get the one Epic card they wanted.
I also see blizzard removing this Map from the Publishing list because it will make them lose moneyz!
I'm not sure if this is what is shown in your picture, but to save space have you considered creating one card template in game and simply replacing the artwork in each card while the game fills in the card info like name and class? From the size of those cards it could essentially halve the size of each image.
I could be wrong or crazy.
This is a great idea, and I am doing it for the most part. There are 3500 cards. I managed to, with my compression methods. Get each cards artwork down to 2k. That’s 7 MB of cards. At the same time, the quality sacrifice is large. So I am going to do what you described for most cards. But hero’s allies and quests will be handled through 3d models, and written quests.
I don’t want to leave out any cards. I plan on letting people build decks, saved to the bank. Horde and Alliance Decks. The Scourge, Onixia, Lich King will all be AI players. The map will be 2v2 with the bosses actively playing as computer players. The point of the game is to defeat the other human players. At the same time they share common threats.
@sldprt: Go
umm.... skip the art work for now and just make the game... see how that goes....
Thanks for the input.
Another option is to include the art in a mod file and have the map use the mod as a dependency. Mods can hold up to 20MB of info so you could boost the quality of your images by 3x.