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transform sprite
#1
uhhh sry for asking about this common problem but...
is it okay if i make the pic from 0-139 empty? and then i use frame 140+ for the whole character?
so at frame 0 i use pic 140
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#2
you still need a filler.

lf2 doesn't read the (0~139) part of the file(0~139). it reads the row: and col: values and counts from that. meaning you can have
filesomethingasdf spritepathandname.bmp w: 1 h: 1 row: 140 col: 1

and it would work as a filler. only thing is, the spriteandpathname.bmp thing must exist. otherwise lf2 crashes during loading.
course, you won't get any sprites if that char is selected from the main menu.



Azriel~
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#3
but...

When you transform, the computer takes a frame's pic-number, adds 140 to it, and uses that pic instead. Because of this, you usually have to change the way the character's spritesheets are defined in the . If you select the character from the menu, they'll use their normal sprites, but if you transform into him, they'll use the pic-number + 140 sprites.

what if the real/normal pic for the whole character start from 140?
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#4
Quote: uhhh sry for asking about this common problem but...
is it okay if i make the pic from 0-139 empty? and then i use frame 140+ for the whole character?
so at frame 0 i use pic 140

If by empty, you mean a picture with no sprite then yes. But if you don't hide the char from the selection menu and other player pic him, they won't see anything.

If you mean no real bmp file like that exits, then no.

Quote:what if the real/normal pic for the whole character start from 140?
I don't see any problem. Add 140 in it like normal but you still need the dummy part lie

file(0-140) xxx/yyy/zzz.bmp w:x h:y row: z col: t
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#5
Btw i still have a very basic question about transform.
do i really have to double my character data and renumber the pic? or if i transform,the computer will automatically change the frame's number to 140+?
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#6
No need to double the data. State: 80xx will add 140 to every pic in your data.
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#7
I don't really get your problem. I mean, it's easy as that:
file(0-139) (with the correct row/col-values) is for the not-transformed version. If you just have 120 pics, for example, your bmp-stuff should look like this:

file(0-119) ......
file(120-139) ....

Then, following up, you'll do the next spritesheet; this time the version when your char transforms into himself. Sounds awkward but this is the way how the criminal system is set up, actually.

file(140-259) .......

And yes, you can transform into the same character. Just add some transform frames to bandit.dat and you'll see what I mean.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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