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Loading all sheets - Printable Version +- Little Fighter Empire - Forums (https://lf-empire.de/forum) +-- Forum: Little Fighter 2 Zone (https://lf-empire.de/forum/forumdisplay.php?fid=7) +--- Forum: Data Changing (https://lf-empire.de/forum/forumdisplay.php?fid=11) +--- Thread: Loading all sheets (/showthread.php?tid=11099) |
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Loading all sheets - Memento - 08-27-2020 I'm working on a new version of my Goku character. However, I have no idea how I ever got the data to work with the sprites in the first place. Because of the large number of sprites, I had to apply some weird method to load the sprites correctly. It looks like this: Code: file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7It actually worked with the spritesheets of ssjgoku_3 and _4 before writing new data frames.. Now, instead of loading the sprites from ssjgoku_4 (280 and further), it loads the sprites from ssjgoku_2. My question here is: what should I write in order to load the sprite sheets correctly in 2.0a? PS I've tried fixing it like this, but it didn't work (didn't really expect it to) Code: file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7RE: Loading all sheets - STM1993 - 08-27-2020 Pic number is calculated by row and col. Good practice: adjust the numbers on the file(xxx) for your own easy reference. Pic +140 whenever state 8xxx is used(aka b_sprites). Maximum number of .bmp files LF2 can load for 1 character is 10. If you are hitting the limit, consider fusing two sets of col 7 bmp into col 14 sprites. If you are planning to use b_sprites, then I suggest:
Uses exactly 10 files. Notice that you'll need to use pic: 280 to get goku_2.bmp, and goku_2b.bmp is 280+140=420. Adjust your data's frames' "pic:" value accordingly. RE: Loading all sheets - 酱油君~ - 08-27-2020 You mean transform right? Transform will start from next 140's pic,check it out. RE: Loading all sheets - Memento - 08-27-2020 If there's no need to use b-sprites, I'd rather not. Yes, there's also the transformation that needs to remain working of course. Honestly I still don't know what I should write for the lines. I could make a 10 & 14 picture sprite sheet and use less files, would that solve the problem or is that only relevant when the 10 file limit is a problem? RE: Loading all sheets - bashscrazy - 08-28-2020 Maybe you can do each file as 10 rows and 28 columns but the actual sprite sheet will be 10 rows and 14 cols that way you only have 1 spritesheet listed for each 140 pics and that same spritesheet accounts for the 140 extra for the transformation state RE: Loading all sheets - Memento - 09-13-2020 (08-28-2020, 02:13 PM)bashscrazy Wrote: Maybe you can do each file as 10 rows and 28 columns but the actual sprite sheet will be 10 rows and 14 cols Right now I have this: file(0-139): sprite\ssjgoku\ssjgoku_00.bmp w: 79 h: 79 row: 10 col: 28 file(140-279): sprite\ssjgoku\ssjgoku_11.bmp w: 79 h: 79 row: 10 col: 28 Do I have to do more for it to work? At this point, it works after the transformation, but not when you select SSJ Goku in the menu. I combined all spritesheets into two new ones with row: 10 and col: 14, but it's not working. I have tried some alternatives as well (col 14 instead of 28, beside shifting positions and adding lines), but it keeps loading ssjgoku_11.bmp as sprite 0-139 for some reason. |