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[solved] [pics] invisible frames
#1
Alright, I hope this is not too much of a newbie question, but I couldn't find a similar theard by searching.

I got a problem with the sprites. They don't show up.

Previously, I always fixed this by simply copying the sprites to another sprite sheet that was already working. And in other cases, it simply worked. I'd really like to know what is causing this problem. Mainly because I can not simply copy the sprites to another sprite sheet this time.

I'm making this character in v1.9.

I hope you guys can help (pretty sure you can)

---------------------------------

file(0-69)
file(70-139)
file(140-179)
file(180-191)
file(192-194): sprite\sys\nino_4.bmp w: 99 h: 100 row: 3 col: 1


<frame> 300 flip
pic: 169 state: 3 wait: 3 next: 301 dvx: 0 dvy: 0 dvz: 0 centerx: 30 centery: 81 hit_a: 0 hit_d: 0 hit_j: 0
itr:
kind: 2 x: 21 y: 57 w: 37 h: 24 vrest: 1

itr_end:
bdy:
kind: 0 x: 11 y: 19 w: 34 h: 56
bdy_end:
<frame_end>

<frame> 301 flip
pic: 64 state: 3 wait: 1 next: 302 dvx: -4 dvy: -6 dvz: 0 centerx: 28 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
sound: data\007.wav
bdy:
kind: 0 x: 13 y: 19 w: 39 h: 59
bdy_end:
<frame_end>

<frame> 302 flip
pic: 170 state: 3 wait: 3 next: 303 dvx: 0 dvy: 0 dvz: 0 centerx: 38 centery: 68 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 12 y: 26 w: 52 h: 35
bdy_end:
<frame_end>

<frame> 303 flip
pic: 192 state: 3 wait: 1 next: 304 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 96 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 56 y: 40 w: 33 h: 28
bdy_end:

bdy:
kind: 0 x: 23 y: 38 w: 33 h: 43
bdy_end:
itr:
kind: 0 x: -2 y: -2 w: 95 h: 72 dvx: 0 dvy: -6 fall: 70 bdefend: 50 injury: 60 effect: 0
itr_end:
<frame_end>

<frame> 304 flip
pic: 193 state: 3 wait: 1 next: 305 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 96 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 56 y: 40 w: 33 h: 28
bdy_end:

bdy:
kind: 0 x: 23 y: 38 w: 33 h: 43
bdy_end:
itr:
kind: 0 x: -2 y: -2 w: 95 h: 72 dvx: 0 dvy: -6 fall: 70 bdefend: 50 injury: 60 effect: 0
itr_end:
<frame_end>

<frame> 305 flip
pic: 194 state: 3 wait: 1 next: 306 dvx: 0 dvy: 0 dvz: 0 centerx: 46 centery: 96 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 56 y: 40 w: 33 h: 28
bdy_end:

bdy:
kind: 0 x: 23 y: 38 w: 33 h: 43
bdy_end:
itr:
kind: 0 x: -2 y: -2 w: 95 h: 72 dvx: 0 dvy: -6 fall: 70 bdefend: 50 injury: 60 effect: 0
itr_end:
<frame_end>

<frame> 306 flip
pic: 62 state: 3 wait: 1 next: 0 dvx: 0 dvy: 0 dvz: 0 centerx: 34 centery: 79 hit_a: 0 hit_d: 0 hit_j: 0
bdy:
kind: 0 x: 14 y: 22 w: 38 h: 56
bdy_end:
<frame_end>

Sprites 192-194:

[Image: nino_4.jpg]
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#2
The height of the pic is 99, not 100.
Quote:file(192-194): sprite\sys\nino_4.bmp w: 99 h: 100 row: 3 col: 1
Therefore h: 100 will prevent it from loading the sprite.
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#3
(11-02-2010, 11:07 AM)Alblaka Wrote:  The height of the pic is 99, not 100.
Quote:file(192-194): sprite\sys\nino_4.bmp w: 99 h: 100 row: 3 col: 1
Therefore h: 100 will prevent it from loading the sprite.

Wrong.. The height of the pic actually is 100. I tried changing it to 99 however, but it didn't work either.
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#4
Make sure that pics 169, 64, 170, 62 have something drawn in them. Maybe they are just blank/black.
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#5
(11-02-2010, 12:01 PM)paschendale Wrote:  Make sure that pics 169, 64, 170, 62 have something drawn in them. Maybe they are just blank/black.

These pics are working fine. The only pics that aren't working are in nino_4.bmp, sprites 192, 193 and 194.
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#6
me too
http://www.lf-empire.de/forum/showthread.php?tid=5016
nothing wrong
i am so sorry
sorry 4 my bad eng
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#7
In <frame> 303 flip you have two bdy. Maybe that's causing it.
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#8
Well you can always make the char a bit smaller, and then opoint the *SWOOSH* effect via a seperate object.
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#9
(11-02-2010, 12:10 PM)paschendale Wrote:  In <frame> 303 flip you have two bdy. Maybe that's causing it.

I don't think 2 bdy's can cause any problems like this.

(11-02-2010, 12:12 PM)Lauli Wrote:  Well you can always make the char a bit smaller, and then opoint the *SWOOSH* effect via a seperate object.

I thought of that. But I'd rather find out what is causing the problem, I think it should be working fine. I'll opoint it only if I can not find another solution.
Original character edits
Goku2021
LF2 Timelapse (open source mod)

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#10
No, you can have multiple bdy-s in the frame and it still works fine.

In my opinion, the problem lies in
Quote:file(0-69)
file(70-139)
file(140-179)
file(180-191)
file(192-194): sprite\sys\nino_4.bmp w: 99 h: 100 row: 3 col: 1
this part.
If there is a problem with the sprite counting in the previous spritesheets (before nino_4.bmp), it will mess up the counting in the last spritesheet too. That's because the numbers you put in between the brackets are just for you and don't have anything to do with the way LF2 counts the sprites.

So double-check if the counting works fine in the previous spritesheets (f.e. if the sheet with pictures (180-191) really has all 12 frames).
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