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Author Topic:   Problems with Planescape Plated skeletons
Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 17 March 2002 19:47     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Well, I'm trying to replace them with the clay golem. I replace them and I get black boxes around the monster even though the colours are 170,170,170 colour. So, I remade the background multiple times and finally fixed the problem. Now, my new problem is that for some angles of the walking AND neutral animations, the monster disappears. Now, at first I thought it was frame count but I triple checked the edited framecounts in animdata and they are correct. Also, I see that only some angles the monster disappears. If he stands still to the left, he does not ever disappear and his neutral animation plays from beginning to end. When he is standing to the right, the neutral animation seems to disappear for a few frames...why is that?

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Alkalund
Honorary Warlord

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

posted 17 March 2002 20:08     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
So finally you came across my so called "vanishing" effect!!! Man that's bad news.

That's what happened with my first conversions, in the neutral and walking animations the monster simply disappears in some frames (IIRC, the downright direction for the walking, can't remember the one for neutral; you said the right direction, could have been).

Even with correct editing of Animdata.d2 and good cof files, this problem simply didn't go away. So, the way I found around it (i know it's lame, but oh well): just edit the framecount of your gifs to match the ones from the monster you want to replace. Don't edit Animdata.d2, don't use cof files.

That problem is really annoying, isnt it"?

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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

[This message has been edited by Alkalund (edited 17 March 2002).]

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 17 March 2002 20:30     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Well, here is a screenshot of him anyways:

www.mancy.net/~apoc_demon/skeletonwarrior.jpg

I think he's too big in the game so I may resize him and make him smaller. As for the frames, I will try that later and post my results(hopefully successful ones )

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Alkalund
Honorary Warlord

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

posted 17 March 2002 21:34     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Looking good Apocalypse Demon. I guess this new skill won't be a level 6 skill as the original clay golem, by the look of the size of that weapon

Back in planescape torment that's exactly the way they were: HUGE, fearsome armored skeletons but yeah, maybe they're too big for D2. Anyway, I still think they should be taller than the necromancer

------------------
"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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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 17 March 2002 21:45     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Okay, I decreased their size and did what you said for the frames and it works great(no flashing invisible) and it doesn't look screwed up at all with the missing frames. Now time to edit the offsets.

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

posted 17 March 2002 21:49     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
quote:
Originally posted by Apocalypse Demon:
Now time to edit the offsets.

Good luck on this most difficult and tiresome quest bro

------------------
"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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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 17 March 2002 23:40     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Well, I got the walking offsets ALL figured out and it looks perfect. If you give him an aura, the aura clearly appears below the skeleton's feet which means the offsets are correct. Now, for the other states like attacking, neutral, etc.....

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Darkblade
Squire

Posts: 47
From: Greece
Registered: Feb 2002

posted 18 March 2002 01:26     Click Here to See the Profile for Darkblade   Click Here to Email Darkblade        Reply w/Quote   
hmm i am facing the same sort of problem. uc i replaced cain with elminster but he was so tiny. so i went back to my animator and changed his size, made sure his black backround colour was transparent but all i got was the same thing that apoc describes. he had this black box all around him

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Joel
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posted 18 March 2002 02:18              Reply w/Quote   Visit Joel's Homepage!
humm dud i'm really interested by this skel !! ( bigger is better )
BTW did someone finally find a non rebarbative and sure way of getting offset

PS : I do not remember is someone has completed the beholder conversion, mine is getting stupid. they do not like tofloat but to jump around when they walk =

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 18 March 2002 05:39     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
I already converted the beholder and it jumps because you did not use a background layer over the frames.(supposedly)

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 18 March 2002 05:41     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"hmm i am facing the same sort of problem. uc i replaced cain with elminster but he was so tiny. so i went back to my animator and changed his size, made sure his black backround colour was transparent but all i got was the same thing that apoc describes. he had this black box all around him"

Do you have gamani? If so, just get another background layer of 170,170,170 colour and blend the already converted animation again over that new layer and it should work.

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Baz
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Posts: 687
From: The Netherlands
Registered: Nov 2001

posted 18 March 2002 05:44     Click Here to See the Profile for Baz   Click Here to Email Baz        Reply w/Quote   
I wanted to do the plated skeleton too... plz send me when he's ready and... good luck

------------------
Give me fuel, give me fire, give me all that I desire

the Harry Potter mod site

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Darkblade
Squire

Posts: 47
From: Greece
Registered: Feb 2002

posted 18 March 2002 06:08     Click Here to See the Profile for Darkblade   Click Here to Email Darkblade        Reply w/Quote   
i do have gamani...where am i supposed to dinf the backround?or should i make it?

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Joel
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posted 18 March 2002 07:03              Reply w/Quote   Visit Joel's Homepage!
hmmm i do not think so ...
if you speak about the option in Gamani that tells the prog what to do between frame, I properly set it to 'use backgrd'.

What i mean is that during the neutral and the walking, the original beholder is going from up to down in this manner (hope the forum donot clash the stuff)


_ _
/ \_/ \ etc ..

and in D2, i put the beholder in place of the blood hawk and it's too close form the ground that why it seems to "jump" when walking

sorry i have so:me pbs to make me understand ... i'll try to improve my explanations for further posts

Could any1 confirm if there is a size limit for the dcc. Cos when i use a animation that make 350*278 i got an error about 'screwe d offsets' in files SpriteCache.cpp

thanx to everyone

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 18 March 2002 09:37     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"hmmm i do not think so ...
if you speak about the option in Gamani that tells the prog what to do between frame, I properly set it to 'use backgrd'."

No, you MUST make a background layer with 170,170,170 RGB colour, THEN blend the actual monster animation over. Just converting it without it will cause the jumping of the monster.

"Could any1 confirm if there is a size limit for the dcc. Cos when i use a animation that make 350*278 i got an error about 'screwe d offsets' in files SpriteCache.cpp"

Size limit is 300*300...

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 18 March 2002 09:38     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"I wanted to do the plated skeleton too... plz send me when he's ready and... good luck"

He is already finished but it's not mine, it's Alkalund's. Ask him for permission of a copy, I'm not handing mine out though since it's going to be in my mod...ask Alkalund.

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Alkalund
Honorary Warlord

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

posted 19 March 2002 04:09     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Actually the plated skeleton is Krazoth's; he sent me that one when he converted it. I think I made that clear when I sent it to you Apocalypse Demon, but oh well. He was going to send it to you too, but he got some problems with his internet provider.

You guys may want to contact Krazoth. Look for his posts in the forum, so you can find his e-mail address. Ask him for permission.

------------------
"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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