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Author Topic:   Vanished!!
Dragon Warrior
Honorary Warlord

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

posted 27 February 2002 01:59     Click Here to See the Profile for Dragon Warrior   Click Here to Email Dragon Warrior        Reply w/Quote   
Just converted the BG Dragon as a Foul Crow, but during the down-right animation, it disappears for a second, anyone know why?

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"Never enter a battle of wits with someone who is unarmed."

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Dragon Warrior
Honorary Warlord

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

posted 27 February 2002 04:56     Click Here to See the Profile for Dragon Warrior   Click Here to Email Dragon Warrior        Reply w/Quote   
Also the Dragon Seems to underly (always behind) everything. Rocks, trees, characters, other monsters, overlays, etc. Anyone know why?
Also I'm not liking the foul Crow as a base for the Dragon (not enough anims). What's a creature with all applicable animations available (can hex/add the frame values needed). Also is there any way to add new cof files in AnimdataD2 and get them to work?

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"Never enter a battle of wits with someone who is unarmed."

[This message has been edited by Dragon Warrior (edited 27 February 2002).]

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Alkalund
Honorary Warlord

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

posted 27 February 2002 08:36     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
That "disappearing" happened to me too back when I hexedited animdata.d2 to force-match the framecount for monsters. I don't know what was causing it.
The solution for me was edit every new animation, so that the framecount of the animation matched the framecount of the animation I was going to replace. This way you don't have to deal with cofs nor with hexediting. It's a boring process, but it works to the best of my knowledge

And about all the weird things you're seeing with the dragon, that's because you have to adjust the dragon's offsets. When you save a dcc file, see in that screen where you select the number of directions of your animation? In this screen you can also edit the dcc's offsets. Adjusting offsets is a LONG, BORING process, but necessary.

A little example:
So you're in the game and you see your dragon walking towards your character (for example he is displaying his downright animation). However, you notice the dragon is misplaced on screen, it looks like the dragon's downrigth animation is displayed to the left of where it was supposed to be.
Well, this means that you have to re-save your dcc file, and in the offset-adjust screen you have to increase the X offset for the direction number 4 (the downright direction)
The offsets work this way. Every animation direction will have a pair (X,Y) of numbers (this direction's X and Y offsets). It works just like a cartesian coordinate plane (with the X and Y axis). The only difference is that an usual cartesian plane is like (hope this looks ok on the post):

(Y)
+
^
|
|
|
|
(0,0)------------>+ (X)

while the offset plane is like

(0,0)------------>+ (X)
|
|
|
|
|
v
+
(Y)

So a negative Y offset means the animation is displaced UP, and not down.
Well, all this was just to say:

- If an animation's direction displays to the left of where it was supposed to be, increase that direction's X offset.
- If an animation's direction displays to the right of where it was supposed to be, decrease that direction's X offset.
- If an animation's direction displays up of where it was supposed to be, increase that direction's Y offset.
- If an animation's direction displays down of where it was supposed to be, decrease that direction's Y offset.

Of course you'll need to combine a lot of those if your animation's offsets are completely messed up

Hope this is not too confusing...

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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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Orangyblue
Squire

Posts: 26
From:
Registered: Feb 2002

posted 27 February 2002 14:09     Click Here to See the Profile for Orangyblue        Reply w/Quote   
I have a question that's been bugging me while reading through all the messages regarding monster offsets. Although I haven't tried to convert any monsters, it sounds like you guys are all ripping the graphic out of a game, then convert it into dcc and adjusting each indiviudal offset for the directions by hand?

Is it possible, to use a paint program and enlarge each frame to a standard size, say 200x150. Then center the monster to roughly the middle of the frame. Now, just put it into the game, adjust the offset once. All the the directions would have the same offset number. Sounds a lot easier to me. Am I missing something?

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 27 February 2002 19:29     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
CV compresses your BMP or GIF input, a DCC is a compressed file. When I did my succubus conversion, all the frames were the same size as you were suggesting, and the offsets were 0,0. After CV did its work, the frames were differing sizes depending where the figure was in the frame, and offsets went all over the map.

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