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Author Topic:   100% PROOF way to discover offsets!!!
NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 17 December 2001 21:31     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
well many ppl got really ****ed off since there is now easy way (instead of hours of testing) to discover offsets of the orignal animation even so there is a easy and very fast way arround it.

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lets say you wanna replace mmtrlita1hth.dcc this is the attack 1 animation for the lesser mummy, the offsets of this .dcc are

x y
1 -40 12
2 -35 5
3 -14 4
4 -25 6
5 -29 12
6 -49 5
7 -16 3
8 -13 6

now you might say "how did he get this" and stuff like that read on, the offsets are stored inside the .dcc files, if you know how you can view those with cv5, to do so find the original animation and save it as .dcc on the save panel you will see the offset slots already filled, copy these numbers and replace them with the 0/0 offsets in your new one and it will be totally matching.

hope this helps

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mandzo
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Posts: 658
From: Bulgaria,Sofia
Registered: Aug 2001

posted 18 December 2001 03:01     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
thanks man now i can finaly complete the d1 vipers and the d1 overlord

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FoxBat
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From: PA, USA
Registered: Feb 2001

posted 18 December 2001 06:02     Click Here to See the Profile for FoxBat   Click Here to Email FoxBat        Reply w/Quote   
Hmm, but when I made the Knights a single offset for all 8 directions worked... have you tried this method on multiple monsters? Seems almost too good to be true...

wonder if COF is related to the offsets?

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
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posted 18 December 2001 07:12     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
currently, change mummys to hork spawns, fallen shamans into necromorbs with this methode and i will redo my lightning demons and magmas the same way soon yeah this methode works to a 99% accuracy but some times needs a little 1-5 adjustion.

edit:
ment hork demon not spawn

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[This message has been edited by NefariusDX (edited 18 December 2001).]

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mandzo
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From: Bulgaria,Sofia
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posted 18 December 2001 15:24     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
it worked with the d1 twoheaded orcs but FoxBat i dont understand what you mean do you mean you use the same offset for all directions and animations

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NefariusDX
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From: The Hadal Abyss of Eternal Oblivion
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posted 18 December 2001 23:50     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
you can do that as well i just tested it just it dosent seam to work for all monsters it has to do with monster (height/width).

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mandzo
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posted 19 December 2001 05:43     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
ok so afterall i still will have to discorer the offset my self cos i tried to convert na-krul i put him over the smith with the smith off set but he was realy ****ed up foxbat can you explain me the way you find the bloodknight offsets

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NefariusDX
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From: The Hadal Abyss of Eternal Oblivion
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posted 19 December 2001 06:33     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
look at the reply above your post

if you new anime is more or less px width and height then what you replace you will have to adjust it abit.

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NefariusDX
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posted 19 December 2001 06:37     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
here is a eg:
------------
Original animation offset 1 = -100x | +20y
the size of it is 10x10px

animation you will replace it with is
20x20px then the offsets will be:

-90x | +30y

this is fully logical i think.

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Official Modding since v1.02!!!
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[This message has been edited by NefariusDX (edited 19 December 2001).]

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mandzo
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posted 19 December 2001 10:21     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
i dont think that i must use the offset of the monster i'm chanching cos i think every diferent size of anim must have its own offset but i still cant figure them i was thinking of what foxbat sayed about the one and the same offset for every 8 dir if that works that mean that i must put the same off to all other anim too cos all of the orc anim are the same size

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NefariusDX
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From: The Hadal Abyss of Eternal Oblivion
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posted 19 December 2001 10:29     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
save the original animations as .gif and use a gfx prog or viewer like acdsee to see how large they are then compare with your new animation and make the math.

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mandzo
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posted 19 December 2001 11:13     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
i have tried the way ind. one used over the waerwolf and its works after about 10 time i have found out some intresting thing all of the d1 monsters the same hight in all anim the only diference is in their weight so after some tries i get this the orc anim have the same offset for all dir and anim thats becose d1 anim is diferent then d2 anim system like the orc and brutes for example the orc must have the same offset cos the anim for the diferent direction begin in the same place but in d2 the anim for the diferent direction begins in a diferent diferent places that is why d2 monsters have diferent offsets and why d1 monsters need only one offset to be discovored well i think i will get on with the na-krul now and d1 bats and many many but i think that making so many monsters isnt a good idea cos my mod is now 8mb in
-direct -txt format and that means a lot more in a mpq file when i add all the anim i think my mod will become about 12mb -direct -txt format and thats a lot for a mod oh forgot to mention that the all sizes of my mod (-direct -txt) are after i zipped it

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Read or DIE
Muahahahaha

the next beta is coming and its beter then ever

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
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posted 19 December 2001 11:35     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
hehe as for mod sizes mine is 11,5 megs right now and im not even done with like 7%.

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Ňëƒąřİű§
Official Modding since v1.02!!!
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[This message has been edited by NefariusDX (edited 28 December 2001).]

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stargazer79
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From: Sweden
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posted 19 December 2001 16:49     Click Here to See the Profile for stargazer79   Click Here to Email stargazer79        Reply w/Quote   Visit stargazer79's Homepage!
nefarious, heh goodo work, i'll give it a go sometime.. actually i remeber nopticing those values in the origainl dccs way back when.. why didint i think about using those???.. after all it woudl be logical

anyway.. your example is lgoical.. but...
without trying it ofcourse.. im just thinking..
does it sorta auta center animations?... cause if it does.. the new values might have to be halved..

ie. a 10x10 is centered.. then using offsets in your examples. contiinuing on withthe 20x20, if it centers.. thats anotehr 5 in each direction aint it?... i havent really thoguht it through, so if its wrong oh well

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NefariusDX
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Posts: 1392
From: The Hadal Abyss of Eternal Oblivion
Registered: Jun 2001

posted 19 December 2001 23:02     Click Here to See the Profile for NefariusDX   Click Here to Email NefariusDX        Reply w/Quote   Visit NefariusDX's Homepage!
10x10 is smaller by hald (10x10) from 20x20 so you will have to make a adjustment of 10 to virtical and horizontal

eg:
10x10
_____
| |
| a |
|_____|

20x20 with no offset fix
_____
| |
| |
|____a|

20x20 with offset fix

_____
| |
| a |
|_____|

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Ňëƒąřİű§
Official Modding since v1.02!!!
ǾƒƒīçĺáĻ МơÞÞ¦ħĝ §¡Nčē Λŀθ2
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XyRAXv21.00B Coming Soon!

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