Author
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Topic: Getting rid of Mosquito wings
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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 04 April 2002 22:03
Okay, I converted the Hidden from Diablo 1 and want them to replace the mosquitos. Now, when I go in the game, the hidden work BUT the mosquito wings are still there(so now it looks like a hidden with wings ). Several things I have done to try to combat this is:1) Put 0s in the S1 column of monstats.txt(S1 is for the wing overlay) 2) Looked for the wing overlay in overlays.txt, couldn't find it 3) Even replaced all wing animations with 1X1 blank squares and they STILL show.  None of these options worked, how the hell do I get rid of those wings!?

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Baldrick Moderator
   
Posts: 1334 From: The ShadowHaven Registered: Oct 2001 |
posted 04 April 2002 22:16
You converted the hidden? When you get the problem fixed are you giong to give the files to the keep? If not, can you give them to me and if so, could i put them on my site(all credits would be included )------------------ Baldrick Leave out the k and face my wrath!

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 04 April 2002 22:30
I am not giving mine away(because I did some extra thigns for them that I want to be mine and mine only). However, Nefarius also did the conversions as well, I believe it should be on his site. As for mine, my hidden neutral and walk animation has 800 frames size, I made a delay in it(and put in the frames where he starts to camouflage), then put in empty frames(80 empty frames per direction), then the 'reappearing frame'. Now, he looks like he disappears when walking, then 30 seconds later, he reappears. It works great, now to actually get those wings off of them.

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 04 April 2002 23:30
Try using a different COF, that's how I got the Knights working as I recall.

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 04 April 2002 23:34
A different cof will get rid of the wings?

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 05 April 2002 00:09
Is there a limit to how many frames you can have per direction(is there a limit less than 255)? Because now added 20 more frames to each direction(now, every direction of my hidden have 104 frames each) and the game seems to crash alot(unhandled exceptions). Any ideas? It works with less frames, is there a limit? I edited animdata correctly.Edit: never mind, it's working.  [This message has been edited by Apocalypse Demon (edited 05 April 2002).]

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Darkblade Squire

Posts: 47 From: Greece Registered: Feb 2002 |
posted 05 April 2002 08:00
lol that reminds me when i replaced some monster parts with blank files but wrote some of them wrongly and i couldn't find what's going on  ------------------ How sleep the pure, Desire in Violent Overture

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 05 April 2002 09:21
The file names are not wrongly named, I cut and pasted the names from the original cofs that I wanted. So they can't be wrongly written.Hmm, is the frame count a dword or just a byte? Because I want to go over 255 frames per direction...can this be done? [This message has been edited by Apocalypse Demon (edited 05 April 2002).]

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Darkblade Squire

Posts: 47 From: Greece Registered: Feb 2002 |
posted 05 April 2002 11:22
lol i meant no offense...it just reminded of me not knowing why those stupid parts wouldn't go  ------------------ How sleep the pure, Desire in Violent Overture

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 05 April 2002 18:16
quote: Originally posted by Apocalypse Demon: ...is the frame count a dword or just a byte? Because I want to go over 255 frames per direction...can this be done?
It looks to be a byte in the COF files, although it could be a dword in the DCC files and in AnimData.D2. Try the empirical method...stick 256 frames in and see if it works.  ------------------ “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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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 05 April 2002 21:53
Another problem I have. Okay, this is how my neutral animation is set up PER DIRECTION:1) About 10 frames when the hidden does the 'blend into the background' (looks like he camouflages) 2) Then 200 EMPTY frames that are blank(for the invisibility) 3) Then he 'reappears' for one second and then the animation loops Now, the big problem is, they game is IGNORING my empty frames. No matter how many I add between the blend and reappearing, the game does not consider it for some reason(even after editing animdata). In the game, the hidden dissappear and IMMEDIATELY reappear no matter how many empty frames I have in there. Why isn't it reading those empty frames? I at first thought it might not be reading them because there is nothing in the frame, so I put a small 1X1 coloured dot in the empty frames and it STILL ignores my frames. Why?

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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 08 April 2002 11:36
Even if you got them playing their full length, wouldnt the small COF size be a problem? No COF has that many frames (does it?)

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 08 April 2002 18:44
210 frames per direction is still one byte. There are already animations that go over 255 frames if you multiply by all the directions.I have recently been made aware of other .d2 files like AnimData.D2...could those be playing a part? I haven't looked at them yet. ------------------ “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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FoxBat Moderator
   
Posts: 1618 From: PA, USA Registered: Feb 2001 |
posted 09 April 2002 06:09
Well yeah but there's no COF with 250 frames per 8 directions  Have you deciphered the COF format sufficiently that we could create our own 250-frame COF?

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 09 April 2002 21:33
I have been pulled in several directions, so I haven't gotten back to those yet. But as I recall, I had identified a couple of sections where expanding the COF might be done. There are a series of bytes after the "hth" strings, mostly zeros (maybe a flag or synchronization table), then another group of bytes that are the layer tables. The description is in the file I included with the COF and DCC file tables, now posted on the Keep. (I have been waiting for this so I can refer to them.) There should be enough information to see if COFs are expandable.One recommendation I have is to start with a COF that most nearly matches your goal. If you are modding in a ghostly flying critter attack animation, you might start with a wraith A1 file. A running groundpounder should use a RN file. The COF table has some 3500+ listings so you can see what is available to build from. ------------------ “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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