03-23-2010, 11:12 AM
hey,
[off]
I just found something (I think I should have a report thread on the off-topic :P)
I was trying to put aeron in place of jan modifying the criminal.dat
and it uses state 8000.
[/off]
Have you tryied to make a char with less frames on a bmp than the default ones?
have you ever tryied to transform into him and even with frame 140 set it plays the wrong animation?
yes? then this tutorial is for you!
ok, lets pick an example: Aeron
Aeron has 60 positions in his sprite sheet
which is not enough to fulfill the 70 spaces the engine is used to handle.
so on aeron.dat you have under the <bmp> tag the line pointing to the sprite sheet:
file(0-59): sprite\sys\aeron_0.bmp w: 79 h: 79 row: 10 col: 6
notice the lack of numbers till we reach 139...
so first we put a line to fulfill that empty space:
file(60-139): sprite\template1\0.bmp w: 79 h: 79 row: 10 col: 7
this file has 7 rows so we will use col: 7, and it has 10 columns so we use row: 10 (yes they swaped the names XD)
next we will use this line:
file(140-199): sprite\sys\aeron_0b.bmp w: 79 h: 79 row: 10 col: 6
at this point if you get into the game and play stage and free him (if you swaped the 8000+ID by aeron's on criminal.dat) you will see he can fly with a light on his hand...
problem is, despite every tutorial saying the computer "adds 140 frames" it actually goes down 7 rows on the sprite sheet, so say you have 6 rows on aeron and you need image number 1 (second image on the first row)
computer will add 70 to that and skip from 59 to 140
so for 1 he will add 70, so 71, file has 60, so 11 will be picked instead of frame 1 on the second file
then you say "OMG! how am I supposed to fix that???"
see the 'col:' tags in the file entries?
file(0-59): sprite\sys\aeron_0.bmp w: 79 h: 79 row: 10 col: 7
it is healty for transformations to declare 7 rows, even when your bitmap doesn't have it, so frame 1, +70 ignoring files betwen the first and frame 140, 71, -7rows(70 images) you will get frame 1 on the second file and be happy.
[off]
yes, this is a bug...
and if you declare 6 rows on the 60-139 file you will get a even worse effect and make aeron fly with his belly up (frame 21)
Someday a good hex guy will concentrate in fixing bugs and making our life easier instead of adding features for their chars...
[/off]
I hope this helps somebody
[off]
I just found something (I think I should have a report thread on the off-topic :P)
I was trying to put aeron in place of jan modifying the criminal.dat
and it uses state 8000.
[/off]
Have you tryied to make a char with less frames on a bmp than the default ones?
have you ever tryied to transform into him and even with frame 140 set it plays the wrong animation?
yes? then this tutorial is for you!
ok, lets pick an example: Aeron
Aeron has 60 positions in his sprite sheet
which is not enough to fulfill the 70 spaces the engine is used to handle.
so on aeron.dat you have under the <bmp> tag the line pointing to the sprite sheet:
file(0-59): sprite\sys\aeron_0.bmp w: 79 h: 79 row: 10 col: 6
notice the lack of numbers till we reach 139...
so first we put a line to fulfill that empty space:
file(60-139): sprite\template1\0.bmp w: 79 h: 79 row: 10 col: 7
this file has 7 rows so we will use col: 7, and it has 10 columns so we use row: 10 (yes they swaped the names XD)
next we will use this line:
file(140-199): sprite\sys\aeron_0b.bmp w: 79 h: 79 row: 10 col: 6
at this point if you get into the game and play stage and free him (if you swaped the 8000+ID by aeron's on criminal.dat) you will see he can fly with a light on his hand...
problem is, despite every tutorial saying the computer "adds 140 frames" it actually goes down 7 rows on the sprite sheet, so say you have 6 rows on aeron and you need image number 1 (second image on the first row)
computer will add 70 to that and skip from 59 to 140
so for 1 he will add 70, so 71, file has 60, so 11 will be picked instead of frame 1 on the second file
then you say "OMG! how am I supposed to fix that???"
see the 'col:' tags in the file entries?
file(0-59): sprite\sys\aeron_0.bmp w: 79 h: 79 row: 10 col: 7
it is healty for transformations to declare 7 rows, even when your bitmap doesn't have it, so frame 1, +70 ignoring files betwen the first and frame 140, 71, -7rows(70 images) you will get frame 1 on the second file and be happy.
[off]
yes, this is a bug...
and if you declare 6 rows on the 60-139 file you will get a even worse effect and make aeron fly with his belly up (frame 21)
Someday a good hex guy will concentrate in fixing bugs and making our life easier instead of adding features for their chars...
[/off]
I hope this helps somebody
by firzenX's graphics shop
my spriting attempts | Char: Boomer
odBearBecauseHeIsVeryGoodSiuHungIsAGo
chishio: "The only limitations in life, are those imposed by yourself and the laws of physics." - learn parkour or join the matrix (either will set you free from physics).