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Transformation in LF2
#21
normally i would pull something like that
like that like that like that like that *echo* (Click to View)
but in this case.. oh wait i just did so.
Well anyways, it would be nice to know which or rather where your sprites definition of the transformed char is.
In other words put your code in the dc-tags which look like so:
["code=dc] your code here [/code"]
without the " ofc.
[sig placeholder until my new sig is finished]
should totally allow people to be all trolley on their birthday :D
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#22
Here seems to be the problem:
    DC-Code:
file(280-349): sprite\sys\..._2.bmp  w: 79  h: 79  row: 10  col: 7
file(350-352): sprite\sys\..._4.bmp  w: 159  h: 79  row: 3  col: 1
file(353-356): sprite\sys\...2-0.bmp  w: 199  h: 404  row: 4  col: 1
file(357-360): sprite\sys\...2-1.bmp  w: 199  h: 404  row: 4  col: 1
file(361-430): sprite\sys\..._3.bmp  w: 79  h: 79  row: 10  col: 7

I just assume that the pic-numbers are correctly numbered. When you transform into this char, pic: 280 will interally be calculated to pic: 420 (140-pic-shift due to transformation). I don't quite see a line that could catch this issue (as in: you need something like file(420-489): sprite\sys\..._2.bmp w: 79 h: 79 row: 10 col: 7, but in a way that the lines above work out well, of course ;)). Try to adjust the bmp-header accordingly and see if this solves the problem.

Also, what my foreposter said, don't be afraid to use [code=dc] ;)
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

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#23
just so you know, you can't have more than 9 or 10 bmp lines in your bmp part, so you may have to merge some sprite sheets and change some data
(off topic but relevant)



Azriel~
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