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218 lines
6.2 KiB
Markdown
218 lines
6.2 KiB
Markdown
VCMI allows overriding HoMM3 .def files with .json replacement. Compared
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to .def this format allows:
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- Overriding individual frames from json file (e.g. icons)
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- Modern graphics formats (targa, png - all formats supported by VCMI
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image loader)
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- Does not requires any special tools - all you need is text editor
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and images.
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# Format description
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``` javascript
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{
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// Base path of all images in animation. Optional.
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// Can be used to avoid using long path to images
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"basepath" : "path/to/images/directory/",
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// List of sequiences / groups in animation
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// This will replace original group with specified list of files
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// even if original animation is longer
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"sequences" :
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[
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{
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// Index of group, zero-based
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"group" : 1,
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// List of files in this group
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"frames" :
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[
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"frame1.png",
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"frame2.png"
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...
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]
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},
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...
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],
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// Allow overriding individual frames in file
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"images" :
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[
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{
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// Group of this image. Optional, default = 0
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"group" : 0,
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// Imdex of the image in group
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"frame" : 0,
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// Filename for this frame
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"file" : "filename.png"
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}.
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...
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]
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}
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```
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# Creature animation groups
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Animation for creatures consist from multiple groups, with each group
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representing specific one animation. VCMI uses groups as follows:
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**Basic animations**
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- \[0\] Movement: Used for creature movement
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- \[1\] Mouse over: Used for random idle movements and when mouse is
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moved on the creature
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- \[2\] Idle: Basic animation that plays continuously when stack is
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not acting
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- \[3\] Hitted: Animation that plays whenever stack is hit
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- \[4\] Defence: Alternative animation that plays when stack is
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defending and was hit in melee
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- \[5\] Death: Animation that plays when stack dies
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- \[6\] Death (ranged): Alternative animation, plays when stack is
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killed by ranged attack
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**Rotation animations**
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- \[7\] Turn left: Animation for rotating stack, only contains first
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part of animation, with stack turning towards viewer
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- \[8\] Turn right: Second part of animation for rotating stack
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- \[9\] (unused in vcmi, present in H3 files)
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- \[10\] (unused in vcmi, present in H3 files)
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**Melee attack animations**
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- \[11\] Attack (up): Attacking animation, stack facing upwards
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- \[12\] Attack (front): Attacking animation, stack facing front
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- \[13\] Attack (down): Attacking animation, stack facing downwards
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**Ranged attack animations**
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- \[14\] Shooting (up): Ranged attack animation, stack facing upwards
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- \[15\] Shooting (front): Ranged attack animation, stack facing front
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- \[16\] Shooting (down): Ranged attack animation, stack facing
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downwards
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**Special animations**
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- \[17\] Special (up): Special animation, used if dedicated cast or
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group attack animations were not found
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- \[18\] Special (front): Special animation, used if dedicated cast or
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group attack animations were not found
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- \[19\] Special (down): Special animation, used if dedicated cast or
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group attack animations were not found
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**Additional H3 animations**
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- \[20\] Movement start: Animation that plays before movement
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animation starts.
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- \[21\] Movement end: Animation that plays after movement animation
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ends.
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**Additional VCMI animations**
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- \[22\] \[VCMI 1.0\] Dead: Animation that plays when creature is
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dead. If not present, will consist from last frame from "Death"
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group
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- \[23\] \[VCMI 1.0\] Dead (ranged): Animation that plays when
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creature is dead after ranged attack. If not present, will consist
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from last frame from "Death (ranged)" group
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- \[24\] \[VCMI 1.2\] Resurrection: Animation that plays when creature
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is resurrected. If not present, will consist from reversed version
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of "Death" animation
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**Spellcasting animations**
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- \[30\] \[VCMI 1.2\] Cast (up): Used when creature casts spell facing
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upwards
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- \[31\] \[VCMI 1.2\] Cast (front): Used when creature casts spell
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facing front
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- \[32\] \[VCMI 1.2\] Cast (down): Used when creature casts spell
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facing downwards
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**Group attack animations**
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- \[40\] \[VCMI 1.2\] Group Attack (up): Used when creature attacks
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multiple target, with primary target facing up (Dragon Breath
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attack, or creatures like Hydra)
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- \[41\] \[VCMI 1.2\] Group Attack (front): Used when creature attacks
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multiple target, with primary target facing front (Dragon Breath
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attack, or creatures like Hydra)
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- \[42\] \[VCMI 1.2\] Group Attack (down): Used when creature attacks
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multiple target, with primary target facing downwards (Dragon Breath
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attack, or creatures like Hydra)
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# Proposed format extensions
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## Void format
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- vcmi client
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- map editor
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Json header may be omitted. In such case a single frame will be loaded
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from same resource ID. Resource id should have no extension, image must
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be in SPRITES/ virtual directory.
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## Texture atlas format
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**TODO**
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- arbitrary texture coordinates
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- margins
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- grid-like layout
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### Texture atlas format
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``` javascript
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{
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// Base path of all images in animation. Optional.
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// Can be used to avoid using long path to images
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// If a path is a filename is is treated as single texture atlas
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"basepath" : "path/to/images/atlas/bitmap.png",
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// List of sequences / groups in animation
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"sequences" :
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[
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{
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// Index of group, zero-based
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"group" : 1,
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// List of files in this group
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"frames" :
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[
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{"x":0, "y":0, "w": 64, "h": 64},
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{"x":64, "y":0, "w": 64, "h": 64}
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...
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]
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},
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...
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]
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}
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```
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### Texture atlas grid format
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- vcmi client
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- map editor
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``` javascript
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{
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// filename is is treated as single texture atlas
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"basepath" : "path/to/images/atlas/bitmap.png",
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//optional, atlas is a grid with same size images
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//located left to right, top to bottom
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//[columns, rows]
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//default [1,1]
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"gridCols":3,
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"gridRows":3,
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// List of sequences / groups in animation
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// sequence index -> images count in sequence
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"sequences" :
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[
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1,3,5
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]
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}
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``` |