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My brother (who has definitely more art talent then me) made some "new" (recoloured) sprites for Onimaru (darkred clothes with brigt hair and 2 additional frames for the flame slash), but everytime the game tries to load them i get the error "Couldn't create art surface". I checked the file paths and names multiple times, there is no mistake...
Why it cannot accept the sprites?
Hope, somebody can help me...
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So.... the bmp-part is correct? You cannot find any mistakes even after double-checking? Kayz.... what could be the error then?
# Too big sprite sheets (dimension-wise)
# Bug. Restart your comp and see if the prob is still there.
# Sure that it is the specified file? When the error box pops up, do not immediately close it. Instead, open data\temporary.txt and see which file has been tried to load.
# If you can exclude any of these points, comment the character line in data.txt (write a "#" in front of "id:") and see if that solves the error. (Yes, the char seems to be gone because it isn't loaded)
# sometimes, big dat-files or frames that contain a lot of information create problems.
Does anything of this list fits?
Silverthorn / Blue Phoenix
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# The sprite sheets have exactly the same size as the working original
# I'm sure restarting won't solve the problem, but i will try though...
# The temporary.txt shows me exactly the content of the onimaru.dat-file
# The character itself is completely working, the problem had only appeared after i tried to give him new sprites. With using "rudolph_*.bmp" insteat of "onimaru_*.bmp" everything works
# Dito
:/ Nope, still not working
Could it maybe be a result of fileending-changes? Strangely Photofiltre on my brothers PC (EXACTLY the same programm i had) could open, but not recolour (nor do anything) to the bmp-files. He renamed them into jpg-files, worked on them (then it was possible suddenly) and renamed them back into bmp's...
Or could the dark red colour maybe cause a malfunction? Red and black seem to be special colours for LF (Red = team Colour, Black = transparent)?
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nah, the color problems happen because the images are in 256-color-mode, I guess. And lf2 isn't parsing for a special color besides black. anything else will be displayed normally. hmm, did you try switching lines in data.txt? For example, make from this:
id: 0 type: 0 file: data\template.dat
id: 52 type: 0 file: data\julian.dat
id: 51 type: 0 file: data\firzen.dat
id: 50 type: 0 file: data\louisEX.dat
this:
id: 51 type: 0 file: data\firzen.dat
id: 52 type: 0 file: data\julian.dat
id: 0 type: 0 file: data\template.dat
id: 50 type: 0 file: data\louisEX.dat
Silverthorn / Blue Phoenix
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Does this mean i have used a colour that LF doesn't accept?
Uhmm...
Code: (...)
id: 10 type: 0 file: data\woody.dat
id: 11 type: 0 file: data\davis.dat
id: 99 type: 0 file: data\onimaru.dat
id: 98 type: 0 file: data\amaya.dat
id: 97 type: 0 file: data\rim.dat
id: 96 type: 0 file: data\avien.dat
id: 95 type: 0 file: data\kamil.dat
What has that to do with the sprite files?
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Alblaka
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LF2 accepts ALL colors a bmp-file has. you can try change the bitmap to 256 colors or 24-bit, respectively, but that shouldn't change anything....
For whatever reason (which I myself don't understand) it sometimes helps to mess up the order in data.txt. Try it out, you cannot break more than you already did
Silverthorn / Blue Phoenix
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Ok, then i missunderstood that part.
But the messing-up-the-data.txt had not worked :/ Seems like Onimaru will stay with Rudolphus's sprites for some more time...
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Hmm, that's some really strange thing....
Would you mind posting the bmp-part of Onimaru plus the exact locations of the sprite-files with their dimensions? I'd like to have a look over it, even though if it might be for nothing. Just to ensure that everything's correct
And if THAT doesn't help, well, we'll have to wait and hope that the prob somehow vanish....
Silverthorn / Blue Phoenix
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01-05-2009, 12:59 PM
(This post was last modified: 01-05-2009, 01:43 PM by Alblaka.)
Ok... *copying everything that could help*
onimaru.datCode: <bmp_begin>
name: Onimaru
head: sprite\sys\onimaru_f.bmp
small: sprite\sys\onimaru_s.bmp
file(0-69): sprite\sys\onimaru_0.bmp w: 79 h: 79 row: 10 col: 7
file(70-139): sprite\sys\onimaru_1.bmp w: 79 h: 79 row: 10 col: 7
file(140-149): sprite\sys\onimaru_2.bmp w: 149 h: 87 row: 5 col: 2
file(150-155): sprite\sys\onimaru_3.bmp w: 94 h: 64 row: 6 col: 1
(...)
Properties of the .bmp-filesCode: (...)
Location: C:\Spiele\Jump & Run\Little Fighter II\sprite\sys
(...)
data.txtCode: (...)
id: 1 type: 0 file: data\deep.dat
id: 2 type: 0 file: data\john.dat
id: 4 type: 0 file: data\henry.dat
id: 5 type: 0 file: data\rudolf.dat
id: 6 type: 0 file: data\louis.dat
id: 7 type: 0 file: data\firen.dat
id: 8 type: 0 file: data\freeze.dat
id: 9 type: 0 file: data\dennis.dat
id: 10 type: 0 file: data\woody.dat
id: 11 type: 0 file: data\davis.dat
id: 99 type: 0 file: data\onimaru.dat
id: 98 type: 0 file: data\amaya.dat
id: 97 type: 0 file: data\rim.dat
id: 96 type: 0 file: data\avien.dat
id: 95 type: 0 file: data\kamil.dat
(...)
*attaching the sprites*
That was everything...
PS:
I'm noe on making a clone attack fotthe 6th fighter. He should be able to summon knights and hunters.
Funnyly i thought of the same method to create 10hp-characters like that one, which was described on LFE.
But somehow the created knights use wrong pic-numbers. He acts normally, but all pics seem to be wrong...
Anybopy already had that problem?
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Alblaka
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01-09-2009, 08:09 PM
(This post was last modified: 01-18-2009, 09:40 PM by Alblaka.)
Hello, i'm back ^^
And here's a new file, with:
-bugfixes (better: balances)
-some individual (<recoloured) sprites for onimaru
-the 6th character
I still hadn't found a solution for the Knight sprite problem, but the ability to summon knights seemed anyway imba, so i replaced it with the ability to summon justins :P
Hope, you like it ^^
PS: Yeah, i know, the Apokalypse move can even deliver instant kill, but it can be totally evaded AND is not very predictable...
edit:
New version avaible: http://www.lf-empire.de/forum/showthread...821&page=3
Version 1.10 out now!
Version 1.02 out now!
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Return (String) System.getNewsOfTheDay();
Barely active, expect slow responses. If at all.
Greetz,
Alblaka
Thanks given by:
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