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Mon, 25 Jun 2012 13:17:01 +0000 | |
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#summary Importing an SVG into Hedgewars |
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= Introduction = |
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This is a quick and dirty description of converting an SVG into hedgewars HWMAP format. It is not at all pretty. Hopefully someone will make a prettier process. It currently makes use of Inkscape, vim, perl, g++ and a bit of manual labour. It looks best in 0.9.18 which makes use of the variable brush size (the examples below use the smallest size, or 16px wide) |
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= Details = |
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Open Inkscape. |
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Go to File->Inkscape Preferences and make sure that |
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* SVG Output->Allow relative coordinates is unchecked |
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* Transforms->Store transformation is set to Optimized |
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Open an SVG. Ideally one of simple line art, without too much use of fill or filters. |
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1) Select all in the image and choose ungroup, then combine all paths in the drawing (select them, then choose Path->Combine). |
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Note. I had some difficulty doing that with some images even after repeated use of ungroup. I ended up just going into the SVG file and deleting all the groups. This usually happens if there are filters in place. Removing all the <g> tags in the SVG is faster than cleaning up the filters in inkscape. |
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Also, some paths might be worth eliminating altogether. In order to get a better idea of what it'll look like, try: View->Display Mode->Outline. To simulate occluding, you can try combining individual paths first, and using union to combine into larger groups. This takes a bit more work. |
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2) Click on the path, and choose dimensions for W and H that would look good in the game (no more than 4096 for W and 2048 for H). The Lock button may be helpful here |
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3) Go to File->Document Properties and specify 4096 for W and 2048 for H. You may want to then reposition the art to be more centred vertically or horizontally. |
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4) Save and Quit |
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5) Open in an editor and verify there is one path. change the path ID attribute to id="base" - this is to work around a bug in the current stable Inkscape extensions tool which was crashing it. Make sure all those groups are removed. |
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6) open the file in Inkscape again, Click on the path again, then go to Extensions->Modify Path->Flatten Beziers and flatten out the curves to your taste. Default of 10 seems fine. |
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7) Save and Quit again |
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8) Edit the file, and delete everything but the path data. You should have a one-line file starting with something like M1234.3 456.78L3298.3 9023.34 and so on. The coordinates should now be rounded unless you plan to handle that yourself in some way. Here is a vim one-liner to do it. |
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{{{:s/[0-9][0-9.]*/\=float2nr(floor(submatch(0)*1))/g}}} |
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If instead you have a format like M 1234.678,9875.323 2345.0,123.45 - you'll want to convert if you want to try the crude script in (10) - otherwise a smarter script would be needed. Here's a Vim one-liner for that syntax {{{s/\(\d\) \(\d\)/\1 L\2/g}}} and {{{s/,/ /g}}} |
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9) Convert the path data. Here is a crude script to do that. Note this one uses a line size of 1 (that's the 0x01 business). |
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If you want larger lines you can pick anything between 0x01 and 0x3F. That's 16-636. See the map format wiki page. |
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{{{ |
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#!/usr/bin/perl |
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# just a one-line list of points. at least, it had better be one-line |
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open FILE, $ARGV[0]; |
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while(<FILE>) |
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{ |
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chomp; |
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s/([LM])(\d+) (\d+)\s*/point($1,$2,$3)/eg; |
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print; |
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} |
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sub point |
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{ |
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($t, $x, $y) = @_; |
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$x+=0; |
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$y+=0; # just in case |
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printf("%c%c%c%c%c",$x>>8,$x&0xff,$y>>8,$y&0xff,($t=~m/M/)?(0x80|0x01):0x01); |
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return; |
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} |
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}}} |
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{{{script pointdata > hwpointdata}}} |
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10) qCompress the data. |
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{{{g++ -I /usr/include/qt4 -I /usr/include/qt4/QtCore qcompress.cpp -lQtCore}}} |
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{{{ |
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#include <QFile> |
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#include <QByteArray> |
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using namespace std; |
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int main(int argc, char **argv) |
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{ |
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QFile fromFile(argv[1]); |
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QFile toFile(argv[2]); |
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if(fromFile.open(QIODevice::ReadOnly) && toFile.open(QIODevice::WriteOnly)) |
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{ |
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toFile.write(qCompress(fromFile.readAll())); |
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} |
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} |
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}}} |
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{{{./a.out hwpointdata hwpointdata.Z}}} |
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11) Convert to base64 and you're done! |
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{{{base64 -w0 hwpointdata.Z > mynewhedgewars.hwmap}}} |
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Enjoy. |
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Here are some example hwmap files from the process above. They look better in 0.9.18. |
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http://m8y.org/hw/drawn/ |