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Author Topic:   dcc files
darkwhispers
Lord

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Registered: Mar 2002

posted 11 April 2002 23:46     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
could anyone tell me which .dcc file is the one for the screen where it ask single player\multi player battle net ect. thnx

2nd question. when using cv5 to convert gif to .dcc files i saved the gif files to .dcc a window opens and says: Directions/FramesOrginazation.
do i use:
1 direction x 104 frames
4 directions x 26 frames
8 directions x 13 frames.
also the section called Relative Screen offsets , ARE they all supposed to be set to 0?

[This message has been edited by darkwhispers (edited 12 April 2002).]

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 12 April 2002 00:24     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
For the .dcc files, check the ui panel directories in the mpqs, you will eventually find them there(or if I'm wrong, just check your mpqs).

"2nd question. when using cv5 to convert gif to .dcc files i saved the gif files to .dcc a window opens and says: Directions/FramesOrginazation.
do i use:
1 direction x 104 frames
4 directions x 26 frames
8 directions x 13 frames.
also the section called Relative Screen offsets , ARE they all supposed to be set to 0?"

Monsters have 8 directions(downleft, upleft, upright, downright, down, left, up, right). So, click 8 directions. Character has 16 directions. Some missiles have 16 directions, some missiles have 1 direction, it depends. As for offsets, that's the hardest and most time consuming part of animations. They are not supposed to be 0, you need to find them yourself and alter them.

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darkwhispers
Lord

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posted 12 April 2002 10:25     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
ok i used the gif animator to change the frames of my monster to match that of the quilrats. which was very cool
ok now the tough part! where do i go to find the off sets of the (s1) quill rats?
is there a tutorial out there on how to change them?

NO FEARS.... IM GETTING BETTER

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 12 April 2002 13:07     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Offsets are tricky as I stated. The best thing to do is to put them into the game, then use a pally with an aura that affects other monsters. You will notice that the new animation will not be in the correct spot as the aura is under the monster's feet. That is because the offset is incorrect. So, let's say you go into the game and the animation of the monster seems to be to the right of the real location of the monster. That means, resave your appopriate .dcc(only the one that you noticed was not entirely correct) and subtract a little from X(therefore shifting the location of the animation partly to the left). Keep doing it until the animations are on top and inline of where the monster really is.

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Darkblade
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Posts: 47
From: Greece
Registered: Feb 2002

posted 12 April 2002 13:52     Click Here to See the Profile for Darkblade   Click Here to Email Darkblade        Reply w/Quote   
offsets are not that difficult actually when u've understood how they work. they just take some time. But im sure that everyone develops his own "tactics" on how to find them faster. This is how i do it and i hope it might help u: Consider the offsets of a monster as the direction of a catapult. U have to give ur catapult some numbers first to quickly limit the chances of getting wrong. so for every animation have some numbers that u will use every time before u actually get to edit the offsets. For example u can put all the offsets at -20 and 20, or -50 and 50 and so on. If u have 3-4 of those standard numbers which differ from each other u'll figure out whereabouts the anim is( o and o work fine as well). Dunno if that's gonna be helpful for u, it works for me

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How sleep the pure, Desire in Violent Overture

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Myhrginoc
Honorary Warlord

Posts: 1326
From: Percussion U
Registered: Dec 2001

posted 12 April 2002 18:36     Click Here to See the Profile for Myhrginoc   Click Here to Email Myhrginoc        Reply w/Quote   
As Apocalypse Demon said, monsters are 8 (a few exceptions), and characters 16. Missiles vary, being 1, 4, 8, 16 or 32 directions.

Go to the news page and look for the announcement of my DCC list. That will tell you the number of directions for all(?) of the existing animation files. (I think there are a few the newer datafiles identify that I didn't have in my survey, but a few out of 42,000 isn't bad.)

That resource hasn't been added to the main download pages yet, so you have to go to Keep news.

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“It is an old maxim of mine that when you have excluded the impossible, whatever remains, however improbable, must be the truth.” -- Sherlock Holmes

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darkwhispers
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posted 14 April 2002 10:02     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
thnx for the great advice!! ok heres what i got. i changed the walk and the run to:
X= -40 and Y= 50..... this puts the new monster graphics right beside the old one in the game. they are walking/ running beside each other. so i changed the X to -35 and the new graphics were totally gone.now if i understand this right. X changes left to right on the screen and Y changes up and down right?

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 14 April 2002 10:22     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Ok, here is how it is:

-Y moves the animation up
+Y moves the animation down
-X moves the animation left
+X moves the animation right

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Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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Darkblade
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From: Greece
Registered: Feb 2002

posted 14 April 2002 13:39     Click Here to See the Profile for Darkblade   Click Here to Email Darkblade        Reply w/Quote   
that's strange. the only thing i guess is that u don't have the blank imgs required for the parts other than the "tr" but that doesn't explain why ur new monster should disappear

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How sleep the pure, Desire in Violent Overture

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Incandescent One
Honorary Warlord

Posts: 272
From: Great Britain
Registered: Nov 2001

posted 15 April 2002 01:44     Click Here to See the Profile for Incandescent One   Click Here to Email Incandescent One        Reply w/Quote   Visit Incandescent One's Homepage!
quote:
Originally posted by Apocalypse Demon:
As for offsets, that's the hardest and most time consuming part of animations.

This is so true, i think we all have different ways to determine the offsets and no matter how easy we may find our own methods they are still very time consuming! Isn't it about time somebody made another tool to speed up the process, maybe some kind of WYSIWYG editor that at least would mean we didn't have to go in and out of the game to see how things are looking? I'm sure there's somebody around here that could write such a program?

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Incandescence

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darkwhispers
Lord

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posted 15 April 2002 04:14     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
such a program would be awesome
well just for info i am currently pulling every monster i can from BG1, BG2, IWD, and others and changing the graphics to .dcc so all can enjoy new monsters.and yes im making sure to get all 8 directions of animations. but would love some helpful advice.

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 15 April 2002 13:47     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"well just for info i am currently pulling every monster i can from BG1, BG2, IWD, and others and changing the graphics to .dcc so all can enjoy new monsters.and yes im making sure to get all 8 directions of animations."

There's MUCH more to it than just saving the 'other game' animation file as .dcc and repacking.

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Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers
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posted 15 April 2002 18:38     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
well i thought it was going to easy. lol . what else do i need to do? im using gif animator to put the gifs together for smooth animation. i also created all 8 directions for the animation and used the d2 pallet. do i need to create cofs as well?
oh yeah still working on the off sets as well for the above post. but now im getting the two monsters together.a few more years and theyll be perfect

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Apocalypse Demon
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posted 15 April 2002 18:41     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
"well i thought it was going to easy. lol . what else do i need to do? im using gif animator to put the gifs together for smooth animation. i also created all 8 directions for the animation and used the d2 pallet. do i need to create cofs as well?
oh yeah still working on the off sets as well for the above post. but now im getting the two monsters together.a few more years and theyll be perfect"

Don't forget to use the background colour 170,170,170 for the animation, make it endlessly loop, and use a background layer that's larger than any of the animations so you can blend the animation onto the background layer(the layer should have 170,170,170 RGB colour as well).

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Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers
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Registered: Mar 2002

posted 16 April 2002 00:22     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
"
Offsets are tricky as I stated. The best thing to do is to put them into the game, then use a pally with an aura that affects other monsters. You will notice that the new animation will not be in the correct spot as the aura is under the monster's feet. That is because the offset is incorrect."

ok this sux. i spent several hours building up my palladin just so i could use an aura or whatever to see where the monsters feet line up . well which aura do i need to light up thier feet?ive tried several to no avail. i spent 12 hours moving the darn monsters back and forth up and down. (thats 12 hours just today not counting all the other days).there has got to be a better way to correct the offsets.there are programs out there that can do it but not for d2. if i had the knowlege id write it myself.right now i have one particular monster that looks like hes riding on the back of another. run and walk are almost there. but hit and attack arent even close yet. as well as death and corpse.

[This message has been edited by darkwhispers (edited 16 April 2002).]

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Apocalypse Demon
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From: Mississauga, Ontario
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posted 16 April 2002 00:27     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Use the conviction aura for this...

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Countdown to Apocalypse mod coming soon. Featuring totally remade skills, totally new animations, all new itemtypes and much much more. For more info, head over to the Mod Releases forum and read my thread. :)

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darkwhispers
Lord

Posts: 110
From:
Registered: Mar 2002

posted 16 April 2002 13:24     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
I was just curious to see if anyone has gotten the dragons to work properly yet and if so what monsters did they replace. I am trying to replace the zombies with the dragons. i edited the the frame count to match and i used the diablo2 cof files as well.right now what i have is in walk and run animations it appears the zombies are appearing in the center of the dragons back.it seems no matter how i try i cant get rid of the zombie graphics.i havent tried to even adjust the offsets on gh,a1.a2.s1 ect.

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