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Author Topic:   The Frankenstien Monster
Dragon Warrior
Honorary Warlord

Posts: 280
From: The Planet Vegeta
Registered: Jan 2002

posted 02 April 2002 03:34     Click Here to See the Profile for Dragon Warrior   Click Here to Email Dragon Warrior        Reply w/Quote   
Is it possible to take pieces of different mosters (head of one monster, torso of another) and patch them together?

If yes what kind of steps are required, like the copy/paste step to get the dccs where you want them, I'm sure there will be some framecount editing, what else might be involved?

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Cha La Head Cha La; We Gotta Power
Screw the dub! Learn Japanese the fun way!

[This message has been edited by Dragon Warrior (edited 02 April 2002).]

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Alkalund
Honorary Warlord

Posts: 964
From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 02 April 2002 04:04     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Well I never did this but I think you figured things out, guess its just a matter of copying and renaming files to the apropriate folders, doing a framecount editing as needed. Try it, it should work.

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"Get me a balrog attack-1 hand-to-hand animation, and I want it yesterday, the paladin is almost here!" ---> DMA1HTH @ offset 0006A480h. - Myhrginoc

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FoxBat
Moderator

Posts: 1618
From: PA, USA
Registered: Feb 2001

posted 02 April 2002 14:04     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
It is possible, this is how the BG dragon was made.

If you are talking about taking an existing D2 monster that is several parts and reducing it to one part, then no framecount editing should be necessary. You'd just have to export the indidividual DCCs into an editable format, paste them together in a gfx program, then re-import them as TR. If you are still using some monster slots for this edited token that are multi-part, then you would have to remove the extra parts, I believe this is doable with a null animation (BTW does anyone know how to make one of these easily?)

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Alkalund
Honorary Warlord

Posts: 964
From: Florianópolis, Santa Catarina, Brazil
Registered: Apr 2001

posted 02 April 2002 14:38     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
I think there is a null.dcc file in data\global\missiles, but I never opened it.

To create a null dcc I just open any animated gif with gamani, resize it to 1x1 (1 pixel) and change its color to 170,170,170 RGB. Change the framecount to suit your needs, save and convert to dcc

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"Get me a balrog attack-1 hand-to-hand animation, and I want it yesterday, the paladin is almost here!" ---> DMA1HTH @ offset 0006A480h. - Myhrginoc

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Olorin
Honorary Warlord

Posts: 477
From: Gardens of Lórien, Valinor.
Registered: May 2001

posted 02 April 2002 14:54     Click Here to See the Profile for Olorin   Click Here to Email Olorin        Reply w/Quote   Visit Olorin's Homepage!
Yep, this is how I changed the Paladin into Tyrael (well, it was an experiment so his directions are all the same in look ).

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"For I am Olorin! And Olorin means me!"

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Joel
unregistered
posted 03 April 2002 04:43              Reply w/Quote   Visit Joel's Homepage!
When you have exported all your body part, use the blend function of gamani to merge all of them into one frame.

BTW, if you adjust the position of BG and other game monsters into there frames to look like d1 monsters ( feet aligned, centered horizontally etc ...) you just don't have to bother you with the Offset NO MORE !!


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~~ Dasn el doute frappe encore ~~

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