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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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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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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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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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No need to double the data. State: 80xx will add 140 to every pic in your data.
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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 ~
"Freeze, you're under vrest!" - Mark, probably.
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