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bitmap limitation problem (transformation)
#19
(08-26-2014, 02:41 PM)YinYin Wrote:  
(08-26-2014, 01:32 PM)Neocrypt Wrote:  
(08-26-2014, 12:53 PM)YinYin Wrote:  Can you show us the last configuration that makes it work for the not transformed version? Transformed doesn't matter at all if the normal one doesn't work.

Anything with these lines put up first works fine:

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7

See, that's the deal - you didn't actually understand or do the first thing you have to do.
Using state 8000 shifts pictures by 140 - that means the transformed characters sprites start at picture 140 - you cannot have the normal data use pictures within that range. You need to relocate pictures 140 onwards inside the data to 280 onwards because the numbers between 140 and 280 will be used for sheet 0 and 1 on the transformed character.

I guess you're right, I actually thought it meant the data would skip the first 140 pictures in the loading part, but it actually doesn't use pic 140-280 at all if you set up the data the way you described earlier?

So basically, I can leave pic 0-140 the way they are, and 140 becomes 280 and so on. Correct?
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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RE: bitmap limitation problem (transformation) - by Memento - 08-26-2014, 03:15 PM



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