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bitmap limitation problem (transformation)
#1
I was working on a transformation from Goku to SSJ Goku. As you might know, the transformed character skips the first 140 pics. I figured the .bmp part has to be something like this in order to get the sprites right after transforming as well as after choosing SSJ Goku from the menu.

file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 7
file(0-69): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): 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
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 7
file(213-282): sprite\ssjgoku\dontdelete.bmp w: 79 h: 79 row: 10 col: 7
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 7
file(213-282): sprite\ssjgoku\dontdelete.bmp w: 79 h: 79 row: 10 col: 7

However, as you can see, there's 12 files now instead of 10 which is the limit. With 12 files here, the game crashes.

Is there another way in which I can let the transformation work, without having to merge files so that I get 10 bmps? A diffirent order that also works, perhaps?

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Solved. Solution can be found on page 2 and 3
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#2
You've got the same dimensions on most of these sheets. Combine the bitmaps.

row: 10 col: 14
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#3
(08-25-2014, 04:35 PM)YinYin Wrote:  You've got the same dimensions on most of these sheets. Combine the bitmaps.

row: 10 col: 14

With this, I don't need the 'dontdelete' file anymore? I'm not sure if I understand, on which file(s) do I have to apply this?
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#4
Any you like really - I'd recommend the adjacent ones that belong to the same skin. You can also combine more than two.

edit:
file(0-139): sprite\ssjgoku\ssjgoku_0&1.bmp w: 79 h: 79 row: 10 col: 14
file(0-139): sprite\ssjgoku\ssjgoku_0&1.bmp w: 79 h: 79 row: 10 col: 14
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14

it's a bit clumsy but that'll be a good and quick compression

edit: also the bitmap does not have to be as big as the row/col you specify
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#5
(08-25-2014, 04:41 PM)YinYin Wrote:  Any you like really - I'd recommend the adjacent ones that belong to the same skin. You can also combine more than two.

edit:
file(0-139): sprite\ssjgoku\ssjgoku_0&1.bmp w: 79 h: 79 row: 10 col: 14
file(0-139): sprite\ssjgoku\ssjgoku_0&1.bmp w: 79 h: 79 row: 10 col: 14
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14

it's a bit clumsy but that'll be a good and quick compression

edit: also the bitmap does not have to be as big as the row/col you specify

With 0&1, do you mean I should merge the sprites into one file? Either way, I tried both options in diffirent ways, trial and error method (and the error always showed up :P).. I copy/paste your lines (removed the "&") and merged spritesheet 0 and 1 into one file so it really had 14 colums. I also tried it like this:

file(0-139): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 14
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 14
file(0-139): sprite\ssjgoku\ssjgoku_0.bmp w: 79 h: 79 row: 10 col: 14
file(0-139): sprite\ssjgoku\ssjgoku_1.bmp w: 79 h: 79 row: 10 col: 14
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14

But there's always those wrong sprites showing up.
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#6
If you don't merge them you shouldn't use 14.

file(0-139): 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(0-139): 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
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14
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#7
(08-25-2014, 05:07 PM)YinYin Wrote:  If you don't merge them you shouldn't use 14.

file(0-139): 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(0-139): 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
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 3 col: 1
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14
file(213-282): sprite\ssjgoku\ssjgoku_4.bmp w: 79 h: 79 row: 10 col: 14

I tried that option too, but it didn't work. The sprites from ssjgoku_4.bmp aren't working correctly like this. This goes for both the one I select and the transformed version (both show diffirent sprites, but both versions are wrong). Could it be because both ssjgoku_4 files are put right after each other?
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#8
beucase of row:3 col:1 you need to fix that.


file(0-69): char\vegito\super\supervegito_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): char\vegito\super\supervegito_1.bmp w: 79 h: 79 row: 10 col: 7
file(0-69): char\vegito\super\supervegito_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): char\vegito\super\supervegito_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): char\vegito\super\supervegito_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): char\vegito\super\supervegito_4.bmp w: 79 h: 79 row: 10 col: 7
file(140-209): char\vegito\super\supervegito_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): char\vegito\super\supervegito_4.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): char\vegito\super\supervegito_5.bmp w: 239 h: 130 row: 2 col: 70
file(210-212): char\vegito\super\supervegito_5.bmp w: 239 h: 130 row: 2 col: 70

Go look at my Vegito's _5 file. There aren't 70 columns, only 4. I wrote 70 so the total pictures can reach 140. That was the only way I could do this.

edit: so for ssjgoku_3 or w/e make it row:10 col: 7 or make it equivalent to 70 pics. or 140 pics. Whichever you prefer
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#9
Oh right, 2 and 3 don't add up to 140

edit: if _4 still won't work (with everything else being fine) just figure out by how many pics it is being shifted and add that number to the last _3 - I think lf2 messes up once at a high pic number, but you can still work with it.
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#10
(08-25-2014, 05:46 PM)YinYin Wrote:  Oh right, 2 and 3 don't add up to 140

edit: if _4 still won't work (with everything else being fine) just figure out by how many pics it is being shifted and add that number to the last _3 - I think lf2 messes up once at a high pic number, but you can still work with it.

I started suspecting something like that, so I decided to merge some files. I moved all sprites from ssjgoku_4 to _1 and _2 as there was enough room there, so ssjgoku.bmp isn't needed any longer. Right now, it looks like this:

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(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
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 10 col: 14
file(140-209): sprite\ssjgoku\ssjgoku_2.bmp w: 79 h: 79 row: 10 col: 7
file(210-212): sprite\ssjgoku\ssjgoku_3.bmp w: 149 h: 150 row: 10 col: 14

The transformed version is working;
The one picked from the menu isn't working correctly yet. Could this be because ssjgoku_3.bmp has only 3 files and is using diffirent col/row numbers?
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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