Author
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Topic: Offsets
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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 12 February 2002 12:51
I've run into another problem. Despite searches I've done on the topic, I just cant seem to find a reliable way to do offsets, They always seem to be floating a few inches above their shadows, or jump to the side when attacking, ect. I've downloaded some of the plugins to compare and their offsets are basically perfect. I'd like to know how this is done as this it beggining to be a major setback, cant have my new monsters looking buggy. Thanks.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 12 February 2002 13:22
It's very tedious. You will need to first choose one animation to work on at a time. So, let's say the walking animation. Then, go into the game and estimate how far away the real body is from the animation for EVERY angle. All angles usually have different offsets. So, after you test it, change the offsets slightly, then go back into the game and they should have changed. Test again to get them even better and keep doing that until it's perfect.

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Krazoth WarLord
  
Posts: 161 From: Registered: Jun 2001 |
posted 12 February 2002 14:48
Ouch, heh, guess I'll save that for last then, and just give my critters passable offsets till i get time.------------------ "I have destroyed planes, I can unmake you!" -Transcendant One

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Nathalia Squire

Posts: 50 From: Germany Registered: Nov 2001 |
posted 15 February 2002 11:00
Hmm is there no Idea where that dot should be ? And the (0|0) point is in the upper/right corner ?-y is up, y is down -x is right, x is left somehow confusing... is this mirrored ? And the y should be obove the head or below the feet or in the middle ? The X most probably somewhere in the middle... Or is there absolutly only testing it out ? ------------------ Try Not. Do. Or Do Not. There Is No Try.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 15 February 2002 13:22
Um, since this is a fairly recent post, I'll post my problem in here. Ok, I got the width and all, and I calculated the offsets. BUT. it says in the tutorial to save the edited .gif file as a .dcc WITH cv5. Ok, so, how do I go about to save the gif as a dcc with cv5. Everytime i choose save as all files, and then type in the .dcc extension myself, I get the 'must choose a supported extension!' message. hmmmm------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Nathalia Squire

Posts: 50 From: Germany Registered: Nov 2001 |
posted 15 February 2002 13:33
Hmm you have to select your gif viel in the Explorer and then the Save botton on the right/down. There you can select dcc from the extansion menue and put in your offsets...------------------ Try Not. Do. Or Do Not. There Is No Try.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 15 February 2002 13:44
actually, i tried BOTH save buttons.the top left and bottom right. yes, I selected the .gif in the cv5 browser before attempting to save it as a .dcc. Both buttons did not have an extension for .dcc .... Am I screwed? Do I have a bad version??------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 15 February 2002 13:51
Go to Cv5's site and download the cvdcc.dll file and put it in your addons folder of Cv5, then it should save.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 15 February 2002 14:24
thank you apoc  EDIT
Damnit fuk, I dled the cvdcc.dll file, put it in my addon section and the other folder. It did NOTHING. ------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."
[This message has been edited by Borg (edited 15 February 2002).]

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 15 February 2002 14:41
Ok, put it only in your addon folder(not the arcon folder), then it should work. When saving the file, use the save button on the right, not the other save button.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 15 February 2002 15:14
Ok, it's working now, i can save as .dcc .... BUT everytime i do... cv5 crashes. Another problem? *sigh* and sorry for my bad language 2 posts up ;P I did not notice it.------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 15 February 2002 15:19
Cv5 does not crash, it just takes a while to save the file. It seems like it crashes, just wait it out and it should save it.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 15 February 2002 16:56
No no, you don't understand. Yes it does freeze like DC6Maker, but eventually it crashes. Ill go get the message right now.... a window pops up.
CV5 This program has performed an illegal operation and will be shut down. If the problem persists, contact the program vendor. Close button and Details>> button on the right side. in details it says... CV5 caused an invalid page fault in module KERNEL32.DLL at 0187:bff7b997. Registers: EAX=00000000 CS=0187 EIP=bff7b997 EFLGS=00000246 EBX=6fddb378 SS=018f ESP=0067e394 EBP=0067e3a4 ECX=0120000c DS=018f ESI=6fe61c58 FS=1a4f EDX=0120000c ES=018f EDI=0067e664 GS=0000 Bytes at CS:EIP: ff 76 04 e8 26 89 ff ff 5e c2 04 00 56 8b 74 24 Stack dump: 6fde5914 6fddef44 6fe61c58 0120000c 0067f618 6fddef6c 00000009 0067f60c 6fdde7a5 0120000c 6fddb3a3 0120000c 6fddf877 0067e664 0067f60c 0067e3e0 dunno if that helps. :\ ------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 15 February 2002 17:13
Hmm, well I suggest you contact TelAmon(the creator of Cv5) and Bilian Belchev who made the cvdcc.dll file and ask them what's going on.

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 15 February 2002 18:39
Make sure you are using CV 5.2, not CV 5.0. I had a lot of crashes with CV 5.0, but I found out CV 5.2 is reasonably stable on my machine. I think the version on the Keep resources page is 5.2.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 15 February 2002 19:33
Ok, I guess I'll contact them, and yes I do have CV5.2. thx guys------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Nathalia Squire

Posts: 50 From: Germany Registered: Nov 2001 |
posted 16 February 2002 02:05
Hmm it seems to me that the offset is always near the lowest point of the monsters... At least at those I looked at------------------ Try Not. Do. Or Do Not. There Is No Try.

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Incandescent One Honorary Warlord
   
Posts: 272 From: Great Britain Registered: Nov 2001 |
posted 16 February 2002 02:27
Hey people, I'm still using my own way of determining the offsets, by changing the druid's werewolf anims with the one's i'm working on, you can shapeshift to wolf & back & match the two up till they're central, it's also good for playtesting when you take your shapeshifted monster through a couple of levels to make sure it's working ok. Here's an example of what i mean, this is a pic of the Blackknight conversion i did facing off against Andariel, i also used the feral rage spinner to make sure my anims were centered (obviously an aura would be one hell of a lot better!). Although it takes a little while longer to work it all out this way i've stuck with it, you can see exactly what's happening every step of the way & test it all more thoroughly until you're happy with it

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willhunter Serf
Posts: 1 From: Registered: Feb 2002 |
posted 16 February 2002 19:17
Aura? Maybe get an Act II hireling to tag along with your druid?

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