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[solved] Transform picture problem - Printable Version

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[solved] Transform picture problem - The Lightning Rod - 11-09-2008

Hi,
I gave woody a new move in which he transform into a " black woody", so that he's stronger. It all worked until the back transformation. When he falls, he tranform back into normal woody and than it takes the wrong picture,
I searched a long time but I didn't find a exactly solution.

<bmp_begin>
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp
file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7


<bmp_begin>
name: BlackW
head: sprite\sys\blackw_f.bmp
small: sprite\sys\blackw_s.bmp
file(0-69): sprite\sys\blackw_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\blackw_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\blackw_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\blackw_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\blackw_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\blackw_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\blackw_2.bmp w: 79 h: 79 row: 10 col: 7

I don't know what to change here, so could somebody help me, please?


RE: Transform picture problem - kubamaster93 - 11-09-2008

Maybe it help?

http://www.lf-empire.de/content/view/581/120/lang,en/


RE: Transform picture problem - Silverthorn - 11-09-2008

state: 8xxx does, as far as I know the pic-shift only once. Means: when you transform back, it should treat pic: 140 as 0, not 280 ;)

--

edit: woa, we even posted in the same minute :P


RE: Transform picture problem - Azriel - 11-10-2008

still, it's better to make all characters state: 80XX-able. perhaps your pic files are wrong?

file(140-209): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7

I'd think that woody_0 should come first.

@BP
quick question, state: 80XX twice makes u use back pics 0-139? (I know u said it would go back but just to confirm)



Azriel~



RE: Transform picture problem - MH-Razen - 11-10-2008

oh azriel :(

<bmp_begin>
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp

file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7


RE: Transform picture problem - Azriel - 11-10-2008

(11-10-2008, 08:06 AM)MH-Razen Wrote:  oh azriel :(
forgive my sleep deprived self (slept at 2 am and woke up at 6:30 or something). lol will you forgive me if I write a program that will take in the lf2 data, and it outputs all the data with all the pic numbers changed (both bmp part and frame data)? It would take maybe 1~2 hours work of my time, which allows everyone to convert data in 2 seconds. course, I'd make it very simple - if some data is already converted halfway, using w/e I make won't make it work properly. i.e. it has to be data that is totally not made for transforming at all. (so if you update the data with transforming enabled, you'd have to do the pic numbers yourself).



Azriel~



RE: Transform picture problem - MH-Razen - 11-10-2008

(11-10-2008, 08:37 AM)Azriel Wrote:  
(11-10-2008, 08:06 AM)MH-Razen Wrote:  oh azriel :(
forgive my sleep deprived self (slept at 2 am and woke up at 6:30 or something). lol will you forgive me if I write a program that will take in the lf2 data, and it outputs all the data with all the pic numbers changed (both bmp part and frame data)? It would take maybe 1~2 hours work of my time, which allows everyone to convert data in 2 seconds. course, I'd make it very simple - if some data is already converted halfway, using w/e I make won't make it work properly. i.e. it has to be data that is totally not made for transforming at all. (so if you update the data with transforming enabled, you'd have to do the pic numbers yourself).



Azriel~

this would be a really cool idea!!! Would be awesome if you can make it.

And when you're about this: Can you also write a program which adds typical bdys (so like char A has a bdy in every frame at y: 1000) if wanted, so you can set the y and the frames where you want it to, (select it from a list or set to "all") and the computer take the existing bdy's and calculate the new one... (or a standard one which is 80x80 px)

(but somehow we're both stupid, BP already answered)


RE: Transform picture problem - Silverthorn - 11-10-2008

As far as I remember, when you transform into Bandit twice, you'll still have the Bandit_b-spritesheets. Not sure about that, though... But yea, the +140-shift should only appear once, I think it's not stackable...


@Az: you're more than welcome to create such a program! :)


RE: Transform picture problem - The Lightning Rod - 11-10-2008

if i make it like that...:

<bmp_begin>
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp
file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
..file(140-209): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7


<bmp_begin>
name: BlackW
head: sprite\sys\blackw_f.bmp
small: sprite\sys\blackw_s.bmp
file(0-69): sprite\sys\blackw_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\blackw_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\sys\blackw_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\blackw_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\blackw_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\blackw_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\blackw_2.bmp w: 79 h: 79 row: 10 col: 7

...its wrong in the beginning, but if i tansformate into blackwoody and after that backtransformate into woody, its all correct,but... if i make it like that:

<bmp_begin>
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp
file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
..file(140-209): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7
file(280-349): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7

Than its alright in the beginng but wrong after the backtransformation,
what shall i do??


RE: Transform picture problem - YinYin - 11-10-2008

(11-10-2008, 04:46 PM)The Lightning Rod Wrote:  <bmp_begin>
name: Woody
head: sprite\sys\woody_f.bmp
small: sprite\sys\woody_s.bmp
file(0-69): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7

file(140-209): sprite\sys\woody_0.bmp w: 79 h: 79 row: 10 col: 7
file(210-279): sprite\sys\woody_1.bmp w: 79 h: 79 row: 10 col: 7

file(280-349): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(350-419): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
file(420-489): sprite\sys\woody_2.bmp w: 79 h: 79 row: 10 col: 7
you need to change all pics 140 onwards (within the data) to 280 onwards and use the first method

for better understanding ive marked the first sprite set used by default green and the second used after any transformation yellow
(now you might understand the +140 rule)