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Author Topic:   here it is THE GRAPHIC CONVERSION TUTORIAL!
NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 31 December 2001 07:30     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
Graphic Conversion Tutorial
By Nefarius NefariusDX@Hotmail.com

Thx go to TeknoKyo for clearing me up with some of the stuff and giving me some more accurate infos.


1.A Getting the Animations
Lets say that you want to replace the foul crows with the hellfire torch ants, now to get the animations of the torch ants you will have to download Cv5, it crashes pretty often but still it is the only tool to use, open hellfire.mpq with cv5 (in you hellfire folder or on your hellfire cd) and goto the monsters folder in it now you will see many sub folders go down to the antworm folder and open it take to note that diablo 1 and hellfire dont use the same mode code like d2 and d2x, the mode code used in d1 and hellfire is as the following:

A - Attack
D - Death
H - Get hit
N - Neutral (standing)
S - Skill
W - Walk

as you probably saw there is no corpse, thats since d1 and hellfire use the last frame (for the direction) in the D mode as the corpse.

the animations of the torch ant have the following frames

A - 96
D - 160
H - 48
N - 112
W - 96

save all of these animations as ANIMATED .GIF to save you ALOT of work later, make sure to ALWAYS load the diablo palette wile saving diablo 1 and hellfire animations, now you will have to get a decent gif animator some trash like ms gif animator wont do the job here so get something that is about as good as jasc animation shop pro which comes with paintshop pro, now you will notice that the animations are not ordered like in d2 the animations in d1 are ordered in the following way "down, down left, left, left up, up, right up, right, right down" wile in d2 the animations are ordered as "left down, left up, right up, right down, down, left, up, right" cut and paste the frames until they are ordered like in the d2 animes remember that that every directions contains /8 frames of the total frame count so a animation with 128 frames has 16 frames per direction, now change the background color ro #AAAAAA so that your animations wont have a black background. now repeat this for all the animations, now you will have to make a corpse animation, which is easy open the D(death) animation and open it with the gif animator remove all the frames except the LAST frames for each direction and save it as C. now to the harder part. open up d2data.mpq and browse with cv5 to data\global\monsters\bk\tr\ now you will see ALOT of animations these are all the foul crow animations make a list like the one below you will find it VERY helpful later on.

A1 88
DD 8
DT 184
GH 40
NU 88
WL 64

now as you notice the frames done match, what you will have to do is to see which part has more frames then the foul crow and you will end up with this

nu bk=88 ta=112 and A1 bk=88 ta=96, if we will just go into the next step the game WILL crash so you will have to first find a cof file that has more frames then 112, to make your search easy goto the vulture demon folder (VD) and copy the VDNUHTH.cof file and rename it to BKNUHTH.cof and put it in the BK folder, do the same with VDA1HTH.cof and rename it to BKA1HTH.cof and put in BK folder. (if you dont know why i say put it in without reminding mpq2k or stuff like this, read the -direct -txt guide you can find on the phrozenkeep. this problem is fixed for now but now we get to the harder part, you will have to save the animations from hellfire as .dccs AND make the offsets match to do this select the bktrlitnuhth.dcc file with cv5 and save it as .dcc the window that will appear now will show you alot of slots for offsets, copy the numbers in the first one and then save the image but as .gif, open the gif with a graphic tool and right down its width and height. the offsets are the location of the animation on the play screen if they dont match the animation will appear to float or will not be targetable and therefore screwed up! the best way i found to get offsets is to do original offsets +new width-old width which will be like this if the original offset 20x 20y and size is 100x100px, the new animation is 150x150px the offsets will be 70x 70y it is enoff to get one offset for ALL the animations (thx to foxbat for clearing this up that you need only 2 matching offset instead of 16 ) this is only correct for d1 and hellfire monsters thought! now that you have the offset save the edited .gifs as .dcc with cv5, set directions to 8 and enter the offsets in the 16 slots and then click the save button on the .dcc panel. after this is done we can start the hex editing part. just before this i will add some usefull data about x/y systems and d2 modes

the directions in x/y for offsets

UP= -Y
DOWN= +Y
LEFT= -X
RIGHT= +X

as you probably noticed the MODES for d2 are quite different and there are much more graphics per monster here is a complete table to explain body parts, modes and sub modes:

HD - head
TR - torso (or entire monster)
LG - legs
RA - right arm
LA - left arm
RH - right hand
LH - left hand
SH - shoulders
S1 - overlay 1
S2 - overlay 2
S3 - overlay 3
S4 - overlay 4
S5 - overlay 5
S6 - overlay 6
S7 - overlay 7
S8 - overlay 8


each might be having sub modes:

DT - death
NU - neutral
WL - walk
GH - gethit
A1 - attack 1
A2 - attack 2
BL - block
SC - cast
S1 - skill 1
S2 - skill 2
S3 - skill 3
S4 - skill 4
DD - corpse
KB - knock back
SQ - skill sequence
RN - run

in case that your animation is made off more then 1 body part and has overlays you can make 1x1 px animations with #AAAAAA color in the apropriate length to just make those disapear .

now to the harder part, hes editing might sound scary for many of the ppl that read this but it is easy. first ill explain the difference between hex and dec numbers: decimal has 10 numbers from the word DECI 0,1,2,3,4,5,6,7,8,9

hexadecimal has 16 numbers from the words HEXA and DECI which means 6 and 10. 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F the smallest number is 00 wile the biggest is FF (255). now to what you have to do remember when it old you to write down the frame counts:

A - 96
D - 160
H - 48
N - 112
W - 96
C - 8

A1 88
DD 8
DT 184
GH 40
NU 88
WL 64

now we will have to divide all these by 8

which will be

A - 12
D - 20
H - 6
N - 14
W - 12
C - 1

A1 11
DD 1
DT 23
GH 5
NU 11
WL 8

those that match in this case DD and C will be removed from this list since there is no need to hex edit something that matches (DUH!)

now we will need to convert all of these to hex

A - 0C
D - 14
H - 06
N - 0E
W - 0C

A1 0B
DT 17
GH 05
NU 0B
WL 08

as well as listing .cofs which will HELP alot wile searching in the files later on with your hex editor

A1/A = BKA1HTH
DT/D = BKDTHTH
GH/H = BKGHHTH
NU/N = BKNUHTH
WL/W = BKWLHTH

now extract animdata.d2 from your d2exp.mpq and load it into your hex editor i use hex work shop, in the editor search for the text strings of the .cof names from above eg: search for BKA1HTH now you will see somthing like this:

424B 4131 4854 4800 *0B00* 0000 0401 0000
0000 0000 0000 0100 0000 0000 0000 0000

the frame count is stored in the byte marked with ** as you see from the converting before A1 has 0B frames and what you want to replace has 0C frames so edit that byte from 0B00 ro 0C00 repeat this for every animation then save animdata.d2 and put it in data\global now its time to rename your new .dcc files so they can be used to replace the old ones rename the A.dcc to bktrlita1hth.dcc the D.dcc to bktrlitdthth.dcc and so on for the rest (H,N,W,C) put these into data\global\monsters\bk\tr\ put the .cofs into data\global\monsters\bk\cof now you can hex edit a palshift.dat file if you want to change the monsters color to what ever you like or use what they have now. since this tutorial deals with graphics and not sounds ill add a short but not full sound part, to use the hellbat sounds goto the monsters/newsfx folder and get the hellbat sounds open them in a sfx program and change their type to 24000HZ 16Bit STEREO and put them in the apropriate folder

Well done, if you did all of this right them you now converted a monster from hellfire to d2

enjoy.

[This message has been edited by NefariusDX (edited 03 January 2002).]

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jbouley
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From: Portland, Maine, USA
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posted 31 December 2001 10:09     Click Here to See the Profile for jbouley   Click Here to Email jbouley        Reply w/Quote   Visit jbouley's Homepage!
E-mailed it to myself from work...will get it uploaded ASAP to the tutorials section.

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- JEFF
"A hero is no braver than anyone else. He is only brave five minutes longer."
For my latest mod (for LoD/expansion), download Version 1.0 of Sanctuary in Chaos - Or for old stuff (for classic D2), visit my orignal mod site at www.planetdiablo.com/sanctuary

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- SubSanity -
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posted 31 December 2001 10:10     Click Here to See the Profile for - SubSanity -   Click Here to Email - SubSanity -        Reply w/Quote   Visit - SubSanity -'s Homepage!
Very helpful Nefarius thanks

There's only 1 part which has been giving me problem..

I'm working with varied sizes of replacement animations..

I've tried these formulas:
new offset=old offset+new size-old size
new offset=(old offset+new size-old size)/2
new offset=old offset+(new size-old size)/2

All of them displayed the same signs where the monster shifts position between animations, which is clearly a sign of wrong offsets.

Anyone able to shed some light regarding this issue?

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Incandescent One
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posted 31 December 2001 11:29     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
Nice one Nefarius, if only this had been available before i started converting with all the interest in conversions lately, and the amount of questions that have cropped up on the subject, i'm sure it's gonna save a lot of people a lot of time.
Hehehehe, but while we're on the subject of tutorials..... have you ever thought about doing one for Isilweo's level editor?? I know that is definitely another grey area around here, i moved a few doorways around & stuff before but never really understood what i was doing with it!

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NefariusDX
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posted 31 December 2001 11:59     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i dont use the level editor that often but i also dont understand what ppl find so hard about it i figured out how it works after about 20 mins playing arround with files but yes i might write down one lik that some time as well

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quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
the escence of leeching is to request before you try

[This message has been edited by NefariusDX (edited 31 December 2001).]

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NefariusDX
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posted 01 January 2002 06:01     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
as a note, im gonna write down a spelling error less version of this

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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

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Apocalypse Demon
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posted 01 January 2002 11:48     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
I already fixed the spelling errors... If you want me to repost it.

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
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posted 01 January 2002 13:16     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
sure i have a clean copy now as well post it here if you want

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XyRAX v21.00 Comming Soon!
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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
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posted 01 January 2002 15:00     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
1.A Getting the Animations
Lets say that you want to replace the foul crows with the hellfire torch ants, you will need to get the animations of the torch ants youwill have to download Cv5. It crashes pretty often but still, it is the only tool to use. Open hellfire.mpq with cv5 (in you hellfire folder or on your hellfire cd) and go to the monsters folder in it. You will see many sub folders. Go down to the antworm folder and open it. Take to note that diablo 1 and hellfire dont use the same mode code like d2 and d2x, the mode code used in d1 and hellfire is the following:

A - Attack
D - Death
H - Get hit
N - Neutral (standing)
S - Skill
W - Walk

As you probably saw there is no corpse, since d1 and hellfire use the last frame (for the direction) in the D mode as the corpse.The animations of the torch ant have the following frames:

A - 96
D - 160
H - 48
N - 112
W - 96

Save all of these animations as
ANIMATED .GIF. To save you ALOT of work later, make sure to ALWAYS load the diablo palette while saving diablo 1 and hellfire animations. Now you will have to get a decent gif animator, trash like ms gif animator won't do the job here so get something that is about as good as jasc animation shop pro which comes with paintshop pro. Now you will notice that the animations are not ordered like the D2 animations. The d1 animations are ordered in the following way: down, down left, left, left up, up, right up, right, right down while in d2 the animations are ordered as left down, left up, right up, right down, down, right, up, left. Cut and paste the
frames until they are ordered like in the d2 animations. Remember that every directions contains /8 frames of the total frame count so an animation with 128 frames has 16 frames per direction. Now change the background color to #AAAAAA so that your animations won't have a black background. Now repeat this for all the animations. Now you will have to make a corpse animation, which is easy. Open the D(death) animation with the gif animator, remove all the frames
except the LAST frames for each direction and save it as C. Now to the harder part. Open up d2data.mpq and browse with cv5 to
data\global\monsters\bk\tr\. You will see ALOT of animations. These are all the foul crow animations so make a list like the one below because you will find it VERY helpful later on.

A1 88
DD 8
DT 184
GH 40
NU 88
WL 64

Now, as you notice the frames don't match. What you will have to do is see which part has more frames then the foul crow and you will end up with this:

nu bk=88 ta=112 and A1 bk=88 ta=96, if we will just go into the next step the game WILL crash so you will have to first find a cof file that has more frames than 112. To make your search easy goto the vulture demon folder (VD) and copy the VDNUHTH.cof file, rename it BKNUHTH.cof and put it in the BK folder. Do the same with VDA1HTH.cof and rename it to BKA1HTH.cof and put in BK folder. (if you dont know why I say put it in without reminding mpq2k or stuff like this, read the -direct -txt guide you can find on the phrozenkeep). This problem is fixed for now but now we get to the harder part. You will have to save the animations from hellfire as .dccs AND make the offsets match. To do this select the
bktrlitnuhth.dcc file with cv5 and save it as .dcc. The window that will appear now will show you alot of slots for offsets. Copy the numbers in the first one and then save the image but as .gif, open the gif with a graphic tool and write down it's width and height. the offsets are the location of the animation on the play screen. If they don't match, the animation will appear to float or will not be
targetable and will therefore look screwed up! The best way I found to get offsets is to do original offsets +new width-old width which will be like this: If the original offset 20x 20y and size is 100x100px, the
new animation is 150x150px, the offsets will be 70x 70y. It is enough to get one offset for ALL the animations (thx to foxbat for clearing this up that you need only 2 matching offset instead of 16 ) this is only
correct for d1 and hellfire monsters though! Now that you have the offset, save the edited .gifs as .dcc with cv5, set directions to 8, enter the offsets in the 16 slots and then click the save button on
the .dcc panel. After this is done we can start the hex editing part. Just before this I will add some useful data about x/y systems and d2 modes.

The directions in x/y for offsets:

UP= -Y
DOWN= +Y
LEFT= -X
RIGHT= +X

As you probably noticed the MODES for d2 are quite different and there are much more graphics per monster. Here is a complete table to explain body parts, modes and sub modes:

HD - head
TR - torso (or entire monster)
LG - legs
RA - right arm
LA - left arm
RH - right hand
LH - left hand
SH - shoulders
S1 - overlay 1
S2 - overlay 2
S3 - overlay 3
S4 - overlay 4
S5 - overlay 5
S6 - overlay 6
S7 - overlay 7
S8 - overlay 8


Each might have sub modes:

DT - death
NU - neutral
WL - walk
GH - gethit
A1 - attack 1
A2 - attack 2
BL - block
SC - cast
S1 - skill 1
S2 - skill 2
S3 - skill 3
S4 - skill 4
DD - corpse
KB - knock back
SQ - skill sequence
RN - run

In case that your animation is made off more then 1 body part and has overlays, you can make 1x1 px animations with #AAAAAA color in the appropriate length to just make those disappear.

Now to the harder part, this editing might sound scary for many of the people that read this but it is easy. First I'll explain the difference between hex and dec numbers: decimal has 10 numbers from the word
DECI 0,1,2,3,4,5,6,7,8,9

Hexadecimal has 16 numbers from the words HEXA and DECI which means 6 and 10. 0,1,2,3,4,5,6,7,8,9,A,B,C,D,E,F the smallest number is 00 while the biggest is FF (255). Now remember when I told you to write down the frame counts:

A - 96
D - 160
H - 48
N - 112
W - 96
C - 8

A1 88
DD 8
DT 184
GH 40
NU 88
WL 64

Now we will have to divide all these by 8 which will be:

A - 12
D - 20
H - 6
N - 14
W - 12
C - 1

A1 11
DD 1
DT 23
GH 5
NU 11
WL 8

Those that match in this case DD and C will be removed from this list since there is no need to hex edit something that matches. (DUH!)

Now we will need to convert all of these to hex:

A - 0C
D - 14
H - 06
N - 0E
W - 0C

A1 0B
DT 17
GH 05
NU 0B
WL 08

As well as listing .cofs which will HELP alot while searching in the files later on with your hex editor

A1/A = BKA1HTH
DT/D = BKDTHTH
GH/H = BKGHHTH
NU/N = BKNUHTH
WL/W = BKWLHTH

Now extract animdata.d2 from your d2exp.mpq and load it into your hex editor. I use Hex Workshop. In the editor search for the text strings of the .cof names from above. (eg: search for BKA1HTH now you will see somthing like this):

424B 4131 4854 4800 *0B00* 0000 0401 0000
0000 0000 0000 0100 0000 0000 0000 0000

The frame count is stored in the byte marked with ** as you see from the converting before A1 has 0B frames and what you want to replace has 0C frames so edit that byte from 0B00 ro 0C00 repeat this for every animation then save animdata.d2 and put it in data\global. Now it's time to rename your new .dcc files so they can be used to replace the old ones. Rename the A.dcc to bktrlita1hth.dcc the D.dcc to bktrlitdthth.dcc and so on for the rest (H,N,W,C) and put these into data\global\monsters\bk\tr\ and put the .cofs into data\global\monsters\bk\cof. Now you can hex edit a palshift.dat file
if you want to change the monsters color to what ever you like or use what they have now. Since this tutorial deals with graphics and not sounds I'll add a short but not full sound par. To use the hellbat sounds go to the monsters/newsfx folder and get the
hellbat sounds, open them in a sfx program and change their type to 24000HZ 16Bit STEREO and put them in the appropriate folder.


There, most spelling mistakes are fixed(sorry if it looked rude to fix your spelling mistakes but great tutorial )

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God gave me a brain to use but I miserably failed to use it to my advantage

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
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posted 01 January 2002 15:16     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
hehe na, its fine even i could just type it without mistakes in first place im just to lazy to :P this was also the major thing beta testers did on XyRAX 6.5 beta hehe there where only 2 crash bugs since v1.00 of the mod that resulted from stuff i modded but about 8000 spelling mistakes :P

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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

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wchilde
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Registered: Dec 2001

posted 02 January 2002 04:25     Click Here to See the Profile for wchilde   Click Here to Email wchilde        Reply w/Quote   Visit wchilde's Homepage!
So the cof files is what was crashing me. Thanks for putting this all in one place. I really appreciate it. I finally was able to finish my succubus hireling and am rather enjoying it.

I might point out one correction that should be made. Im my Diablo 2 Exp the graphics are not in the order listed in the tut. I'm assuming it's the same in everyone else's game. They are in this order:

2 7 3
6 8
1 5 4

The spaces probably will get nuked in this and ruin the square... let's see if this works.

Didn't work. There's the picture.

[This message has been edited by wchilde (edited 02 January 2002).]

[This message has been edited by wchilde (edited 02 January 2002).]

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Apocalypse Demon
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posted 02 January 2002 07:17     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Hmmm, now if only someone can make a tutorial on converting Baldur's Gate animations. I have tons of them in BAM format(I have all the Iron Golem animations from Baldur's Gate II), now can someone explain how to convert those?

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NefariusDX
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posted 02 January 2002 10:07     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
LOL read what the tutorial sez again that is excactly what it sez left down, left up, right up, right down, down, left, up, right lol, you can save BG monsters as .gif with BAMworkshop which can be found at www.teambg.com

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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

[This message has been edited by NefariusDX (edited 02 January 2002).]

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Apocalypse Demon
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posted 02 January 2002 10:15     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Hmm, all I needed to know was if you had to do anything else to the .bam files before you convert them to .gif.

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Incandescent One
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posted 02 January 2002 11:26     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
I was also just looking at some Infinity ripped anims, the ones in particular had 5 directions most of the time: Down, DownLeft, Left, UpLeft, Up. I guess the obvious option here is to flip the DownLeft horizontally to generate a DownRight frame, Flip the Left horizontally to make a Right frame etc..
I had been hoping to find my copy of Revenant somewhere, but i believe that's different animation territory, polygons & stuff

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NefariusDX
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posted 02 January 2002 14:22     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
a hint, if there is no other way you can use the down,left,up,right animes and put them in as right down, right up, left up, left down

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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
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posted 02 January 2002 15:34     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
NOTE i just found a way to find offsets without any great math formulae:


animation width/2 = #(-#*2) = x offset (i.e. negative center of the animation) so a 128 px gfx will have the x offset of -64

eg:

width is 100

100:2 = 50-100 = -50 offset is -50

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quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

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DigiBO
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Posts: 1413
From: Bulgaria,Varna
Registered: Jan 2001

posted 02 January 2002 16:13     Click Here to See the Profile for DigiBO   Click Here to Email DigiBO        Reply w/Quote   Visit DigiBO's Homepage!
Let me see if I understood right

If n is width then:

(n/2)-((n/2)*2) = x offset ?

which is the same like

(n/2) - n = x offset

which is the same like

x offset = -(50%n)


Am I getting this right or no?

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 02 January 2002 16:23     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
No need for all that calculation, it means:

x offset= -(n/2)

right???

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DigiBO
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From: Bulgaria,Varna
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posted 02 January 2002 16:36     Click Here to See the Profile for DigiBO   Click Here to Email DigiBO        Reply w/Quote   Visit DigiBO's Homepage!
yeah that's what I mean!

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NefariusDX
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From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 02 January 2002 19:50     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
i think i shouldent have posted my simple complicated formula hehe, here is how to do it

WIDTH = 100

WIDTH -(WIDTH-(WIDTH/2)

100 - 150 = -50


yes you where right

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XyRAX v21.00 Comming Soon!
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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

[This message has been edited by NefariusDX (edited 02 January 2002).]

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wchilde
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From:
Registered: Dec 2001

posted 02 January 2002 23:20     Click Here to See the Profile for wchilde   Click Here to Email wchilde        Reply w/Quote   Visit wchilde's Homepage!
Sorry, dude. I may be wrong about a lot of things, but this isn't one of them. This is cut and pasted right from this very page.
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wile in d2 the animations are ordered as "left down, left up, right up, right down, down, right, up, left"
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NefariusDX
Honorary Warlord

Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 03 January 2002 00:11     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
oops didnt see this one need to switch right with left

------
done

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XyRAX v21.00 Comming Soon!
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NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

[This message has been edited by NefariusDX (edited 03 January 2002).]

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DigiBO
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From: Bulgaria,Varna
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posted 03 January 2002 13:07     Click Here to See the Profile for DigiBO   Click Here to Email DigiBO        Reply w/Quote   Visit DigiBO's Homepage!
You again messed up something,Nef

n = width = 100

n - (n - (n/2)) = n - n/2 = 100 - 50 = +50

n - (n + (n/2)) = n - n*1.5 = 100 - 150 = -50

You gave the first formula,but use the second in your calculation.

Also,is the formula the same for height?

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 03 January 2002 16:33     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
for d1 monsters you dont really need to change hight they will look fine, but what you actually aim for is to cénter it if you anime is 100x100 px the center is 50 x/50 y

wile offset 0/0 would make it top/left corner

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XyRAX v21.00 Comming Soon!
------------------
NëƒarIu§ ÖƒƒiçláL [V]oÞÞ¦hg §¡Nce D2C V1.02!!!

quote:
Gaze into the Oblivion within yourself and you shall become your greatest fears.
The escence of leeching is to request before you try

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