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[C#] LF Studio by wirwl
#91
(05-29-2012, 04:44 PM)empirefantasy Wrote:  Yea it think i pressed refresh button in SGV and dat file viewer too, but nothing happened. Anyways when i saw it today the new bmp edits were appeared.Probability it works when program is reopened.

While there is still a pics count bug. The problem stays that some bmp are smaller (which brings in having less pics). And dat file viewer "look" at w: and h: (in bmp part) and it separate image and count it by itself, that's how it works i guess. It needs to "take a look" at row: and col: too.

Example: file(140-209): sprite\sys\louis_2.bmp w: 79 h: 79 row: 10 col: 7
You can go and see that this bmp is smaller than it is written here. And it brings problems when the is created a louis_3.bmp

also SGV shows invalid pic,even when i put the correct pic number and even when i refresh and reopen the program.

wirwl Wrote:"Fold 2nd line" dont work because second segments don't define. You can define its in main.xml
Yea i saw it but i don't have ability to do that.

Also when i create a new wpoint, it is not shown in SGV, even when i refresh.
I don't found problem with louis.dat file. I see that last number in bmp-files is 189 (see dat-file viewer). SGV show pic: 189 normally.
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Thanks given by: A-Man
#92
(05-30-2012, 08:51 AM)wirwl Wrote:  I don't found problem with louis.dat file. I see that last number in bmp-files is 189 (see dat-file viewer). SGV show pic: 189 normally.

Yes exactly, but the last pic of louis2.bmp is 209,while bmp has till to 189. This means that bmp should had 30 more pics because it says 'file(140-209): sprite\sys\louis_2.bmp w: 79 h: 79 row: 10 col: 7' but so save space 30 pics are not drawn in bmp.

This create problems when i add louis_3.bmp, you program count the first pic of this new bmp as 190, while it must be 210.
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#93
(05-30-2012, 12:03 PM)empirefantasy Wrote:  
(05-30-2012, 08:51 AM)wirwl Wrote:  I don't found problem with louis.dat file. I see that last number in bmp-files is 189 (see dat-file viewer). SGV show pic: 189 normally.

Yes exactly, but the last pic of louis2.bmp is 209,while bmp has till to 189. This means that bmp should had 30 more pics because it says 'file(140-209): sprite\sys\louis_2.bmp w: 79 h: 79 row: 10 col: 7' but so save space 30 pics are not drawn in bmp.

This create problems when i add louis_3.bmp, you program count the first pic of this new bmp as 190, while it must be 210.
You want say that lf2-engine use "(140-209)" even if bitmaps consist only 190 frames(0-189)?
LFStudio 0.9.3 - http://bit.ly/L567tG
1) Added new window "Spawn object for opoint"
2) Fixed some errors.
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Thanks given by: A-Man , empirefantasy
#94
(05-30-2012, 01:02 PM)wirwl Wrote:  You want say that lf2-engine use "(140-209)" even if bitmaps consist only 190 frames(0-189)?
Yes,exactly. the amount of pics is shown in row: and col:, not in bmp

Quote:1) Added new window "Spawn object for opoint"
That's nice :D

Quote:2) Fixed some errors.
Which has been the fixed errors?
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#95
>>Yes,exactly. the amount of pics is shown in row: and col:, not in bmp
Good type right col,row,w,h and another parameters in dat-file ))
>>Which has been the fixed errors?
I don't remember.

Currently you can't see opoint bitmap in SGV. It will be in next version.
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Thanks given by: A-Man
#96
Another counting bug:

I added one more row: in bmp.
Bmp had:
row:4 col:2

Now it has:
row: 4
col:2

dat file viewer is "confused" by itself. I send mouse to the 4th pic and
number there says "pic:4", which is correct. But when i click it the colored
pic becomes the 5th one. And this one is shown in SGV too.

Also the refresh button, seems not to work, I drew 2 new pics and only after
i closed and reopened the program, pics are shown.



Improvements:

When i click to add an itr,wopint,cpoint,opoint there are created only areas
and kinds (and some other things), i would like the program to show directly
other parts of these tags:

for W:
kind: x: y: weaponact: attacking: cover: dvx: dvy: dvz:
and probability since i click the pic on wapon&drinks dat viewer, it add
weaponact number, the same with dat viewer.

for C:
kind: x: y:
for kind2-> fronthurtact: 132 backhurtact: 131
for kind1-> vaction: 131 throwvz: -842150451 hurtable: (this should be
next to "kind:" that you have add in SGV (hurt-1; not hurt-0)) throwinjury: -
842150451 decrease:
injury:

also there down in SGV should be ticks for "aaction", "taction", "jaction"
(yes, "jaction" exist, even it is not in LFE DC explainer),throwvx/y, ,"cover:"
(this could be added automatically by adding function of values
3,10,11,unticked but as this is used rarely just "cover:"),dircontrol: (this
could have automatic function too, but it is used rarely)

some of them can be added automatically from SGV.

note: some of them tags are default or usually has these values, that’s why they
should have numbers that i have shown.

for O:
kind: x: y: dvx: dvy: oid: (maybe in a automatic way in SGV where
there are shown all dat files which are "registered" in data.txt), action: (maybe
in automatic way too,by showing all frame names of the dat file) facing:
*maybe all these other can be done in automatic way in SGV in the future if
it would show an example character in.


for ITR:
kind: x: y: w: h: dvx: dvy: fall: bdefend: injury: zwidth: effect:
(there can be automatic adds for fall and bdefend but i think they are
unnecessary, while there might be an example in SGV for dvx and dvy)

itrkind: 0 all of them that i mentioned up

itrkind1:
areas catchingact: 120 120 caughtact: 130 130 not dvx/y,while these
are the usual numbers

itrk2:
areas vrest: 1 no dvx/y

ik3: same with ik1

ik4:
same with ik0

ik5:
areas and dvx: 8 fall: 20 bdefend: 16 injury: 789 no dvy i think

ik6:
areas and vrest: 1

ik7:
same with ik6

ik8:
areras dvx: injury:

ik9:
only usually tags

ik10:
areas zwidth: vrest: injury:

ik111:
same with ik10

ik14:
areas vrest:

ik15:
usual tags

ik16:
usual tags

some of them can use arest but DCer can change it by them.



SGV in only black, i would like to have some more colors, because i can notice sprite bugs.


I would like finder&replacer to have an option to react only in selected part. This is used when i want to change names of some frames, example: from ball1 to ball2.

that's enough for now :D lol



Question:
there is frame number finder, frame name finder and one empty textbox, for what it is used?


~thank you for creating such opportunity for us
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Thanks given by: wirwl
#97
Quote:SGV in only black, i would like to have some more colors, because i can notice sprite bugs.
For restyle SGV use this parameters in main.xml:
<sgvBkg>#FF1F1F1F</sgvBkg>
<canvasBkg>Black</canvasBkg>
<canvasBorderBkg>White</canvasBorderBkg>
<canvasBorderSize>0</canvasBorderSize>
<isSGVAnimated>false</isSGVAnimated>
<firstSGVColor>Transparent</firstSGVColor>
<secondSGVColor>Transparent</secondSGVColor>
<firstSGVColorOffset>1</firstSGVColorOffset>
<secondSGVColorOffset>0</secondSGVColorOffset>
<fromSGVColor1>White</fromSGVColor1>
<toSGVColor1>Black</toSGVColor1>
<DecRatioColor1>1</DecRatioColor1>
<AccRatioColor1>0</AccRatioColor1>
<fromSGVColor2>White</fromSGVColor2>
<toSGVColor2>Black</toSGVColor2>
<DecRatioColor2>1</DecRatioColor2>
<AccRatioColor2>0</AccRatioColor2>
<SGVDuration>3</SGVDuration>
<isSGVreverse>true</isSGVreverse>
<SGVGradientAngle>90</SGVGradientAngle>
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Thanks given by: empirefantasy , A-Man
#98
I've never ever thought there is such a excellent program exist here. :S
You really deserve to be the MOTM, and this program should be also in the main site to help DCers.
This place motivates me to become an artist, this place motivates me to learn coding, this place made me grow up, showed me the ways to interact with people. Unlike the old childish of me myself, I've learned a lot and gotten some experiences. For me, it's not just a fan forum, it's a helpful community. From a noob to someone who would think before he speaks, looking back at my old post made me laugh hard, I'm grateful of the differences between these 2 years.
~Thank You All and Farewell
~Goodbye, LFE.
RIP - 14/04/2014
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Thanks given by: wirwl , MnM
#99
Сomming soon new version of LFStudio that will be consist SpriteAnimator and another features.
See screenshot:
http://u.to/o8eTAg
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Thanks given by: A-Man , NewToTheEra
Cool! Waiting for it & you are great dude!
[Image: 0_7c076_b6637082_orig]
...............
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