02-19-2009, 09:52 AM
You forgot the 140+pics error.
If you transform anything into something else, it will add 140 to ALL "sprite: xxx" values of the dat.
That means, it tries to use pic 145 instead of 5 and generally, balls not even have 140 pics.
So it shows you an empty space.
For example here is the jan_chase part:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
If you transform anything into this ball, it will activate the 140+ trigger.
To prevent having somethign invisible, you simply make this:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
file(140-147): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
Should work ^^
If you transform anything into something else, it will add 140 to ALL "sprite: xxx" values of the dat.
That means, it tries to use pic 145 instead of 5 and generally, balls not even have 140 pics.
So it shows you an empty space.
For example here is the jan_chase part:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
If you transform anything into this ball, it will activate the 140+ trigger.
To prevent having somethign invisible, you simply make this:
<bmp_begin>
file(0-7): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(8-11): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
file(140-147): sprite\sys\jan_chase.bmp w: 81 h: 82 row: 4 col: 2
file(148-151): sprite\sys\jan_chaseb.bmp w: 25 h: 25 row: 4 col: 1
weapon_hit_sound: data\020.wav
weapon_drop_sound: data\020.wav
weapon_broken_sound: data\020.wav
<bmp_end>
Should work ^^
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