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[solved] Transforming help...
#31
The one that zhyhm changed? Then did you edit the pic?
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#32
what do u mean by edit the pic??? i haven't touched it sense i created it
F***ing computer and it's viruses!!
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#33
Oh man, then change it already. Coz you changed the pic number which define in the file(...)... so in the transforming frame, the pic have the wrong value.
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#34
(01-09-2009, 03:15 PM)no one Wrote:  Oh man, then change it already. Coz you changed the pic number which define in the file(...)... so in the transforming frame, the pic have the wrong value.

srry...again...but, what??? i still don't know what u mean
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#35
each frame has it's own state.
create a correct pic when ur char is tranforming and fix the frame state with the data:D

EDIT: am i right?? well look at the data there are some numbers that state each frame like 309 the transforming and it goes to 310 done transform
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#36
are u talking about this???

<frame> 309 zero
pic: 195
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#37
YES. NOW CHANGE IT UNTIL YOU GET IT RIGHT

EDIT: sorry, I hit the Caps Lock button, too lazy to change it.

EDIT2: I can't believe this simple question get to the 4th page. Man you truly are having "problems/trouble w/everything"
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#38
(01-09-2009, 03:38 PM)no one Wrote:  EDIT2: I can't believe this simple question get to the 4th page. Man you truly are having "problems/trouble w/everything"

yes i know...it's always been like that for me

kk, it(sadly...very sadly) still isn't working for the transformation pic...but i'll try some other stufff and mess around with it... thx for the help anyways :D:D
F***ing computer and it's viruses!!
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#39
I don't know what you want to achieve with your opoint....
I mean, if everything works correctly, this will happen:
# you transform form Dennis into Zero
# you opoint out another Zero with a random frame
Is this really what you want? If not, then tell me what this opoint's supposed to do. Create some smoke like Rudolf does when he disappears?

Second thing: adjust the bmp-part.
Replace: file(350-419): sprite\template1\zero\zero_2.bmp w: 1 h: 1 row: 1 col: 1 #imaginary
With: file(350-419): sprite\template1\zero\zero_2.bmp w: 1 h: 1 row: 10 col: 7 #imaginary

Third: ball attacks have the wrong sprites. the pic numbers are referring to the wrong spritesheets. solution: add 140 to every pic number that is greater or equal to 140.

Fourth:
your Dennis.dat Wrote:file(140-209): sprite\sys\dennis_2.bmp w: 79 h: 79 row: 10 col: 7
file(302-307): sprite\sys\dennis_t.bmp w: 79 h: 79 row: 10 col: 7
Where are images 210-301? Just to fix up a bit, change the second line to
file(210-279): sprite\sys\dennis_t.bmp w: 79 h: 79 row: 10 col: 7
I don't know how the spritesheets look like, so I just assume that this one has the regular dimensions and has 10x7 squares....

Fifth: frames 302-307 have strange pic-numbers (in Dennis.dat)

Sixth: (in Dennis.dat) use bdy:/kind: 0 instead of 1003. 1003 is only useful in criminal.dat.

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You might need to know that you can use ANY picture in the frames (indicated by the pic-value). The stuff in the bmp-part, the file()-thing is just for easier reference and does NOT have anything to do with the frame numbers.
Silverthorn / Blue Phoenix
~ Breaking LFE since 2008 ~

"Freeze, you're under vrest!" - Mark, probably.

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#40
(01-09-2009, 03:57 PM)Blue Phoenix Wrote:  You might need to know that you can use ANY picture in the frames (indicated by the pic-value). The stuff in the bmp-part, the file()-thing is just for easier reference and does NOT have anything to do with the frame numbers.

sad...very very sad...this little part was the thing that actually made it work...

and yes i want him to spawn a comp when he transforms
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