Author
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Topic: Question for Brother Laz, or anyone...
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Har'lea'quinn Honorary Warlord
   
Posts: 323 From: The 6th Age Registered: Jan 2002 |
posted 22 April 2002 04:27
Do you have a working run animation for the Balrog? If so, any chance that I could get a copy from you?I tried copying/renaming the walk animation, but it gives him occas. invisibility and a walking backwards problem(for a token switch on were-forms). ------------------ To ask well, to answer rightly, Are the marks of a wise man: Men must speak of men's deeds, What happens may not be hidden. -Havamal(Words of the High One)

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Bao Feng Xue Knight

Posts: 95 From: ...... Registered: Jan 2002 |
posted 24 April 2002 04:37
The thing is, just the same # of directions is not enough. It has to have the same # of directions and framecount, or else you'll have to do some editing anyways.I would suggest opening the original werewolf anim in a gif animator, and counting the # of dirs, and the length of each of them. Then change the balrog anim to match and it should work. Or are you just doing a token change to balrog instead of a full anim change? Well, the balrog has no run anim at all, so it won't work whatever you put in there, it won't recognize it and go invisible just as well. ------------------ Latest discovery: there are many more time-based affixes in the game. At 3AM, life%, ltng-thorns, def and time/lvl become very valid modifiers.

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Har'lea'quinn Honorary Warlord
   
Posts: 323 From: The 6th Age Registered: Jan 2002 |
posted 24 April 2002 12:23
Okay, now I'm getting really confused.In order to get monster token switching to work with either of the Druid's were-forms, one needs run animations, right?.? I know that just copying/renaming/inserting walk anim's as run anim's doesn't cut it. I think that one needs to edit # of dir's for the replacing run anim...right?.? For the werewolf replacement, I'm thinking that I need the following for a full switch: (as opposed to the non-working token switch) from s1 40s1lits1hth 40s1s1htht from tr 40trlita1hth 40trlita2hth 40trlitblhth 40trlitghhth 40trlitnuhth 40trlitrnhth 40trlits1hth 40trlits3hth 40trlits4hth 40trlitschth 40trlitwlhth Do I need to have matching framecount for ea of these anim's? I have also browsed some posts about blank anim inserts. How would that work, or would that even apply here? Any help here would be greatly appreciated 
------------------ To ask well, to answer rightly, Are the marks of a wise man: Men must speak of men's deeds, What happens may not be hidden. -Havamal(Words of the High One)

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 24 April 2002 13:34
ok ill try to answer this. first, yes you need to have the same number of frames for each of the files mentioned above. meaning the werewolf attack (a1) has say: 128 then the balrogs attack needs to have 128 frames ect. this goes for all animations.as far as blank animations go... well lets say you want to replace a monster that has 4 body parts with a monster that has 1 body part. first i recomend that you dont use a 1 body part monster. its alot of work. but anyways.. you replace the tr .dcc files as normal (TR means torso) but now for every body part such as LA= left arm, RA=right arm,LG= legs, each of these have the same files as the TR ie A1,A2,WL,NU,DT,DDT ect. they must all be replaced with blank 1X1 pixel animations, and with the same # of frames. ie A1 128 frames = 128 blank frames. well I hope this helps.  [This message has been edited by darkwhispers (edited 24 April 2002).]

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Har'lea'quinn Honorary Warlord
   
Posts: 323 From: The 6th Age Registered: Jan 2002 |
posted 24 April 2002 15:00
So, to make up for the lack of a run animation with Izual, all I have to do is create the appropriate # of blank 1x1 frames?------------------ To ask well, to answer rightly, Are the marks of a wise man: Men must speak of men's deeds, What happens may not be hidden. -Havamal(Words of the High One)

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 30 April 2002 17:24
yes I believe that to be correct. but I have been experimenting on replacing run graphics.lets say you have a monster who does have a run animation but your new monster doesnt.well what I did was create a 2nd walk animation and named it run. they I edited the time frame to move much quicker. on most monsters this seems fine but not all.

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Har'lea'quinn Honorary Warlord
   
Posts: 323 From: The 6th Age Registered: Jan 2002 |
posted 01 May 2002 04:51
Dark,I ended up doing the walk as run copying as well. I never thought of speeding it up though  As far as that type of substitution goes...Block and Get Hit can oftimes be copied to swap out, as can the different attack-types(not nec. just a1,a2...like s3,s4). It all depends on the monster you're attempting to make work and what it's original(or hopeful) files call for  Ex.For my werewolf-balrog I used walk for run, get hit for block, a1 for a2, to name a few... And as mentioned in an above post, framecount and offsets have to be adjusted too  I'm really starting to enjoy animation editing...Muahahaha cough, cough haha (insert)As a side note to anyone interested: -In my personal mods, I don't limit the Druid to being the only character capable of shapeshifting and was quite annoyed w/ the shifting flashing the quick anim of druid to wolf. So, I played w/ a few of the dcc's and ended up with the transitional animation sequence being the baaldeathswirl. It looks pretty cool(to me). It's a lot of swapping from here and there, but there are seemingly limitless possibilities-definately play around w/ those! ------------------ To ask well, to answer rightly, Are the marks of a wise man: Men must speak of men's deeds, What happens may not be hidden. -Havamal(Words of the High One)
[This message has been edited by Har'lea'quinn (edited 01 May 2002).]

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darkwhispers Lord
 
Posts: 110 From: Registered: Mar 2002 |
posted 01 May 2002 15:30
hey Har'lea'quinn youve got the right ideas now about swapping its mad my life alot easier! I just love messin with animations. I made Diablo about the size of a chicken and had him running around in the field  speeding up the animations can really enhance or destroy a good animation. but like I said for most monsters it works fine for replacing the run.

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 02 May 2002 03:56
quote: Originally posted by Har'lea'quinn: -In my personal mods, I don't limit the Druid to being the only character capable of shapeshifting
Ermmm, death = crash.  ------------------ There are many ways, my son, to find where the souls of Modders remain But it takes only one second of despair and of doubt until at last, your soul, they will gain... -D1 manual

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Har'lea'quinn Honorary Warlord
   
Posts: 323 From: The 6th Age Registered: Jan 2002 |
posted 02 May 2002 04:17
Bro',Ummm...don't die!  (edit)-On a serious note about that Bro'. Alt char shape-shifting doesn't come along too easily. One is(should be) fairly formiddable before it can be achieved in my mods. But, thanks for the tip  ------------------ To ask well, to answer rightly, Are the marks of a wise man: Men must speak of men's deeds, What happens may not be hidden. -Havamal(Words of the High One) [This message has been edited by Har'lea'quinn (edited 02 May 2002).]

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Brother Laz Honorary Warlord
   
Posts: 1134 From: the place where angels watch... Registered: Dec 2001 |
posted 03 May 2002 00:39
Instead of shifting back what normally happens with 1 life, I just died as a shapeshifted creature, with the corpse of the base character, and it locked up.  Alternatively, might have to do with spell timers preventing the (timered, else crash) shapeshifting skill from ss'ing me back when my time came. ------------------ There are many ways, my son, to find where the souls of Modders remain But it takes only one second of despair and of doubt until at last, your soul, they will gain... -D1 manual

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