Back to Basics 2016 - Open for registration

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OverRaider
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Re: Back to Basics 2016 - Open for registration

Post by OverRaider » 20 Oct 2016 20:16

If DJ Full turns himself into his side of seriousness then trust me, it definitely won`t be a trash
Where is no challenge there is a boredom

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Re: Back to Basics 2016 - Open for registration

Post by Treeble » 20 Oct 2016 21:10

As a huge Prince of Persia fan, I can't express how excited I am for this! Now I have something to look forward to in 2017. :2thumbsup:

Edited to add: can I also say how special it is we have four different people working on audio tracks? Can't wait to hear what you guys came up with! :)

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Re: Back to Basics 2016 - Open for registration

Post by Fluen » 21 Oct 2016 11:35

DJ Full wrote:Eh, no. Trash is a separate project, it will have 2 definitely unBasic sequels: 20MB of Rubbish and 20MB of Litter.
I'm still waiting for Tedium.

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Re: Back to Basics 2016 - Open for registration

Post by Fluen » 24 Oct 2016 11:23

DJ Full wrote:There's MapConverter, normally in the Tools folder of TRNG but it's the same as used in BtB.
Open that, load the project, load your TGA, set input to 64x64, output to 128x128 and apply.
New project is made but TGA gets messed up so you need to replace with generated backup.

This process is quite fragile and you need to make sure the conversion was correct.
As in load the converted project in NGLE, touch nothing but see the auto selection of TGA.
If it's 128x128 the conversion was right, if it's anything else redo.
I'm trying to do this and have additional questions.

Is "auto selection" the already set frame around the first texture in the tga?
When should I define the animation range for animating textures? Before or after conversion?
Should all previously placed textures (I manually switched big texture on, when I began building, and have used 128 x 128 pixel textures) in the project suddenly be replaced with four textures of a total of 256 x 256 pixels?
It's possible to tick a box about extended symbol sets in the conversion interface. The examples mentioned are Asian, Russian and Arabic letter-systems. I'm Danish, and we use three extra letters in our alphabet compared to the English alphabet. Do you have any idea, if I should tick that box or not?

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Re: Back to Basics 2016 - Open for registration

Post by DJ Full » 24 Oct 2016 11:37

I don't know these details. If you convert before texturing you leave all settings default and hit OK.

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Re: Back to Basics 2016 - Open for registration

Post by Bojrkraider » 24 Oct 2016 16:09

When should I define the animation range for animating textures? Before or after conversion?
Define the animation range after conversion. If you defined it already, just delete the animation range before conversion.
Should all previously placed textures (I manually switched big texture on, when I began building, and have used 128 x 128 pixel textures) in the project suddenly be replaced with four textures of a total of 256 x 256 pixels?
Yes, if you have now 128x128, they will convert into 256x256. But there is a solution:
If you previously used 128x128 textures, then click checkbox where it says: Modify ONLY tail infos but let unchanged TGA map (to use when your project has already a tga map with big textures).

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Re: Back to Basics 2016 - Open for registration

Post by mugs » 24 Oct 2016 16:39

This conversation (^) really has nothing to do with registration. If you plan to continue please open a new thread and I will move these posts.
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Re: Back to Basics 2016 - Open for registration

Post by SrDanielPonces » 26 Oct 2016 22:09

lol exacly. anyways building phase is almost starting :o wow time passes so fast!

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Re: Back to Basics 2016 - Open for registration

Post by ElizeStars » 27 Oct 2016 16:41

I love it. I always wondered when they were going to make a new BtB, considering the Greece one was a marvelous adventure start from finish, and this one looks like it's going to be quite a treat as well. But... That outfit. Pants and boots yes, but the shirt looks a bit meh to me if that's what she'll be wearing. The model looks good though. :angel:


EDIT: Oh! And I forgot to say, I just joined like ten minutes ago!! Yay!!! Anyway, question, do any of you plan on giving her Next Gen moves? New running/jumping,shimmy, etc animations?

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Re: Back to Basics 2016 - Open for registration

Post by DJ Full » 27 Oct 2016 16:53

The outfit was chosen from 4 or 5 variants, through a democratic voting :D
And you will get used to it once you're into crafting/exploring these landscapes :)

Welcome onboard, it's always great to have fresh builders here :hello:

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Re: Back to Basics 2016 - Open for registration

Post by EssGee » 27 Oct 2016 23:30

Signature banner for BtB2016 has now been added at the bottom of the opening post.

Feel free to link it to your signature.
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Re: Back to Basics 2016 - Open for registration

Post by OverRaider » 28 Oct 2016 00:13

DJ Full wrote:Babylon is a city. It was a strategic point captured by any strongest civilization around.
So "Babylonians" mean whoever happened to own the place, be it Persians, Sumerians etc.
So I "studied" a bit of it and there obviously are things which I like despite of theme not being among my most favourite....well then, I just hope to see a cute persian kitten inside the package :wink: :D
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Re: Back to Basics 2016 - Open for registration

Post by JesseG » 28 Oct 2016 00:55

I've already started my next independent project, so I'm going to focus on that instead of building for this competition. I also kind of miss experiencing Back to Basics as a player. The fact that there's already 25 registrants is pretty exciting and I look forward to seeing what everyone brings! :2thumbsup:

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Re: Back to Basics 2016 - Open for registration

Post by scottchu » 28 Oct 2016 18:40

Excuse me! What's the theme of BtB2016?
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Re: Back to Basics 2016 - Open for registration

Post by DJ Full » 28 Oct 2016 20:12

The topic says "Persia" but in fact any folk of the Middle East will do.

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