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[C#] LF Studio by wirwl - Printable Version

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+--- Thread: [C#] LF Studio by wirwl (/showthread.php?tid=6669)

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RE: [C#] LF Studio by wirwl - wirwl - 05-30-2012

(05-29-2012, 04:44 PM)empirefantasy Wrote:  Yea it think i pressed refresh button in SGV and dat file viewer too, but nothing happened. Anyways when i saw it today the new bmp edits were appeared.Probability it works when program is reopened.

While there is still a pics count bug. The problem stays that some bmp are smaller (which brings in having less pics). And dat file viewer "look" at w: and h: (in bmp part) and it separate image and count it by itself, that's how it works i guess. It needs to "take a look" at row: and col: too.

Example: file(140-209): sprite\sys\louis_2.bmp w: 79 h: 79 row: 10 col: 7
You can go and see that this bmp is smaller than it is written here. And it brings problems when the is created a louis_3.bmp

also SGV shows invalid pic,even when i put the correct pic number and even when i refresh and reopen the program.

wirwl Wrote:"Fold 2nd line" dont work because second segments don't define. You can define its in main.xml
Yea i saw it but i don't have ability to do that.

Also when i create a new wpoint, it is not shown in SGV, even when i refresh.
I don't found problem with louis.dat file. I see that last number in bmp-files is 189 (see dat-file viewer). SGV show pic: 189 normally.



RE: [C#] LF Studio by wirwl - empirefantasy - 05-30-2012

(05-30-2012, 08:51 AM)wirwl Wrote:  I don't found problem with louis.dat file. I see that last number in bmp-files is 189 (see dat-file viewer). SGV show pic: 189 normally.

Yes exactly, but the last pic of louis2.bmp is 209,while bmp has till to 189. This means that bmp should had 30 more pics because it says 'file(140-209): sprite\sys\louis_2.bmp w: 79 h: 79 row: 10 col: 7' but so save space 30 pics are not drawn in bmp.

This create problems when i add louis_3.bmp, you program count the first pic of this new bmp as 190, while it must be 210.


RE: [C#] LF Studio by wirwl - wirwl - 05-30-2012

(05-30-2012, 12:03 PM)empirefantasy Wrote:  
(05-30-2012, 08:51 AM)wirwl Wrote:  I don't found problem with louis.dat file. I see that last number in bmp-files is 189 (see dat-file viewer). SGV show pic: 189 normally.

Yes exactly, but the last pic of louis2.bmp is 209,while bmp has till to 189. This means that bmp should had 30 more pics because it says 'file(140-209): sprite\sys\louis_2.bmp w: 79 h: 79 row: 10 col: 7' but so save space 30 pics are not drawn in bmp.

This create problems when i add louis_3.bmp, you program count the first pic of this new bmp as 190, while it must be 210.
You want say that lf2-engine use "(140-209)" even if bitmaps consist only 190 frames(0-189)?
LFStudio 0.9.3 - http://bit.ly/L567tG
1) Added new window "Spawn object for opoint"
2) Fixed some errors.


RE: [C#] LF Studio by wirwl - empirefantasy - 05-30-2012

(05-30-2012, 01:02 PM)wirwl Wrote:  You want say that lf2-engine use "(140-209)" even if bitmaps consist only 190 frames(0-189)?
Yes,exactly. the amount of pics is shown in row: and col:, not in bmp

Quote:1) Added new window "Spawn object for opoint"
That's nice :D

Quote:2) Fixed some errors.
Which has been the fixed errors?


RE: [C#] LF Studio by wirwl - wirwl - 05-30-2012

>>Yes,exactly. the amount of pics is shown in row: and col:, not in bmp
Good type right col,row,w,h and another parameters in dat-file ))
>>Which has been the fixed errors?
I don't remember.

Currently you can't see opoint bitmap in SGV. It will be in next version.


RE: [C#] LF Studio by wirwl - empirefantasy - 05-31-2012

Another counting bug:

I added one more row: in bmp.
Bmp had:
row:4 col:2

Now it has:
row: 4
col:2

dat file viewer is "confused" by itself. I send mouse to the 4th pic and
number there says "pic:4", which is correct. But when i click it the colored
pic becomes the 5th one. And this one is shown in SGV too.

Also the refresh button, seems not to work, I drew 2 new pics and only after
i closed and reopened the program, pics are shown.



Improvements:

When i click to add an itr,wopint,cpoint,opoint there are created only areas
and kinds (and some other things), i would like the program to show directly
other parts of these tags:

for W:
kind: x: y: weaponact: attacking: cover: dvx: dvy: dvz:
and probability since i click the pic on wapon&drinks dat viewer, it add
weaponact number, the same with dat viewer.

for C:
kind: x: y:
for kind2-> fronthurtact: 132 backhurtact: 131
for kind1-> vaction: 131 throwvz: -842150451 hurtable: (this should be
next to "kind:" that you have add in SGV (hurt-1; not hurt-0)) throwinjury: -
842150451 decrease:
injury:

also there down in SGV should be ticks for "aaction", "taction", "jaction"
(yes, "jaction" exist, even it is not in LFE DC explainer),throwvx/y, ,"cover:"
(this could be added automatically by adding function of values
3,10,11,unticked but as this is used rarely just "cover:"),dircontrol: (this
could have automatic function too, but it is used rarely)

some of them can be added automatically from SGV.

note: some of them tags are default or usually has these values, that’s why they
should have numbers that i have shown.

for O:
kind: x: y: dvx: dvy: oid: (maybe in a automatic way in SGV where
there are shown all dat files which are "registered" in data.txt), action: (maybe
in automatic way too,by showing all frame names of the dat file) facing:
*maybe all these other can be done in automatic way in SGV in the future if
it would show an example character in.


for ITR:
kind: x: y: w: h: dvx: dvy: fall: bdefend: injury: zwidth: effect:
(there can be automatic adds for fall and bdefend but i think they are
unnecessary, while there might be an example in SGV for dvx and dvy)

itrkind: 0 all of them that i mentioned up

itrkind1:
areas catchingact: 120 120 caughtact: 130 130 not dvx/y,while these
are the usual numbers

itrk2:
areas vrest: 1 no dvx/y

ik3: same with ik1

ik4:
same with ik0

ik5:
areas and dvx: 8 fall: 20 bdefend: 16 injury: 789 no dvy i think

ik6:
areas and vrest: 1

ik7:
same with ik6

ik8:
areras dvx: injury:

ik9:
only usually tags

ik10:
areas zwidth: vrest: injury:

ik111:
same with ik10

ik14:
areas vrest:

ik15:
usual tags

ik16:
usual tags

some of them can use arest but DCer can change it by them.



SGV in only black, i would like to have some more colors, because i can notice sprite bugs.


I would like finder&replacer to have an option to react only in selected part. This is used when i want to change names of some frames, example: from ball1 to ball2.

that's enough for now :D lol



Question:
there is frame number finder, frame name finder and one empty textbox, for what it is used?


~thank you for creating such opportunity for us



RE: [C#] LF Studio by wirwl - wirwl - 06-01-2012

Quote:SGV in only black, i would like to have some more colors, because i can notice sprite bugs.
For restyle SGV use this parameters in main.xml:
<sgvBkg>#FF1F1F1F</sgvBkg>
<canvasBkg>Black</canvasBkg>
<canvasBorderBkg>White</canvasBorderBkg>
<canvasBorderSize>0</canvasBorderSize>
<isSGVAnimated>false</isSGVAnimated>
<firstSGVColor>Transparent</firstSGVColor>
<secondSGVColor>Transparent</secondSGVColor>
<firstSGVColorOffset>1</firstSGVColorOffset>
<secondSGVColorOffset>0</secondSGVColorOffset>
<fromSGVColor1>White</fromSGVColor1>
<toSGVColor1>Black</toSGVColor1>
<DecRatioColor1>1</DecRatioColor1>
<AccRatioColor1>0</AccRatioColor1>
<fromSGVColor2>White</fromSGVColor2>
<toSGVColor2>Black</toSGVColor2>
<DecRatioColor2>1</DecRatioColor2>
<AccRatioColor2>0</AccRatioColor2>
<SGVDuration>3</SGVDuration>
<isSGVreverse>true</isSGVreverse>
<SGVGradientAngle>90</SGVGradientAngle>


RE: [C#] LF Studio by wirwl - Hero destroyer - 06-02-2012

I've never ever thought there is such a excellent program exist here. :S
You really deserve to be the MOTM, and this program should be also in the main site to help DCers.



RE: [C#] LF Studio by wirwl - wirwl - 11-23-2012

Сomming soon new version of LFStudio that will be consist SpriteAnimator and another features.
See screenshot:
http://u.to/o8eTAg



RE: [C#] LF Studio by wirwl - InPhiKnight - 11-23-2012

Cool! Waiting for it & you are great dude!
[Image: 0_7c076_b6637082_orig]