the Phrozen Forums
  Graphics and Animation
  Question for Brother Laz, or anyone...

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   Question for Brother Laz, or anyone...
Har'lea'quinn
Honorary Warlord

Posts: 323
From: The 6th Age
Registered: Jan 2002

posted 22 April 2002 04:27     Click Here to See the Profile for Har'lea'quinn   Click Here to Email Har'lea'quinn        Reply w/Quote   Visit Har'lea'quinn's Homepage!
Do you have a working run animation for the Balrog? If so, any chance that I could get a copy from you?

I tried copying/renaming the walk animation, but it gives him occas. invisibility and a walking backwards problem(for a token switch on were-forms).

------------------
To ask well, to answer rightly,
Are the marks of a wise man:
Men must speak of men's deeds,
What happens may not be hidden.

-Havamal(Words of the High One)

IP Logged

Bao Feng Xue
Knight

Posts: 95
From: ......
Registered: Jan 2002

posted 24 April 2002 04:37     Click Here to See the Profile for Bao Feng Xue   Click Here to Email Bao Feng Xue        Reply w/Quote   
The thing is, just the same # of directions is not enough. It has to have the same # of directions and framecount, or else you'll have to do some editing anyways.

I would suggest opening the original werewolf anim in a gif animator, and counting the # of dirs, and the length of each of them. Then change the balrog anim to match and it should work.

Or are you just doing a token change to balrog instead of a full anim change? Well, the balrog has no run anim at all, so it won't work whatever you put in there, it won't recognize it and go invisible just as well.

------------------
Latest discovery: there are many more time-based affixes in the game. At 3AM, life%, ltng-thorns, def and time/lvl become very valid modifiers.

IP Logged

Har'lea'quinn
Honorary Warlord

Posts: 323
From: The 6th Age
Registered: Jan 2002

posted 24 April 2002 12:23     Click Here to See the Profile for Har'lea'quinn   Click Here to Email Har'lea'quinn        Reply w/Quote   Visit Har'lea'quinn's Homepage!
Okay, now I'm getting really confused.

In order to get monster token switching to work with either of the Druid's were-forms, one needs run animations, right?.?

I know that just copying/renaming/inserting walk anim's as run anim's doesn't cut it.

I think that one needs to edit # of dir's for the replacing run anim...right?.?

For the werewolf replacement, I'm thinking that I need the following for a full switch:
(as opposed to the non-working token switch)
from s1
40s1lits1hth
40s1s1htht
from tr
40trlita1hth
40trlita2hth
40trlitblhth
40trlitghhth
40trlitnuhth
40trlitrnhth
40trlits1hth
40trlits3hth
40trlits4hth
40trlitschth
40trlitwlhth

Do I need to have matching framecount for ea of these anim's?

I have also browsed some posts about blank anim inserts. How would that work, or would that even apply here?

Any help here would be greatly appreciated

------------------
To ask well, to answer rightly,
Are the marks of a wise man:
Men must speak of men's deeds,
What happens may not be hidden.

-Havamal(Words of the High One)

IP Logged

darkwhispers
Lord

Posts: 110
From:
Registered: Mar 2002

posted 24 April 2002 13:34     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
ok ill try to answer this. first, yes you need to have the same number of frames for each of the files mentioned above. meaning the werewolf attack (a1) has say: 128 then the balrogs attack needs to have 128 frames ect. this goes for all animations.as far as blank animations go... well lets say you want to replace a monster that has 4 body parts with a monster that has 1 body part. first i recomend that you dont use a 1 body part monster. its alot of work. but anyways.. you replace the tr .dcc files as normal (TR means torso) but now for every body part such as LA= left arm, RA=right arm,LG= legs, each of these have the same files as the TR ie A1,A2,WL,NU,DT,DDT ect. they must all be replaced with blank 1X1 pixel animations, and with the same # of frames. ie A1 128 frames = 128 blank frames.
well I hope this helps.

[This message has been edited by darkwhispers (edited 24 April 2002).]

IP Logged

Har'lea'quinn
Honorary Warlord

Posts: 323
From: The 6th Age
Registered: Jan 2002

posted 24 April 2002 15:00     Click Here to See the Profile for Har'lea'quinn   Click Here to Email Har'lea'quinn        Reply w/Quote   Visit Har'lea'quinn's Homepage!
So, to make up for the lack of a run animation with Izual, all I have to do is create the appropriate # of blank 1x1 frames?

------------------
To ask well, to answer rightly,
Are the marks of a wise man:
Men must speak of men's deeds,
What happens may not be hidden.

-Havamal(Words of the High One)

IP Logged

darkwhispers
Lord

Posts: 110
From:
Registered: Mar 2002

posted 30 April 2002 17:24     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
yes I believe that to be correct. but I have been experimenting on replacing run graphics.lets say you have a monster who does have a run animation but your new monster doesnt.well what I did was create a 2nd walk animation and named it run. they I edited the time frame to move much quicker.
on most monsters this seems fine but not all.

IP Logged

Har'lea'quinn
Honorary Warlord

Posts: 323
From: The 6th Age
Registered: Jan 2002

posted 01 May 2002 04:51     Click Here to See the Profile for Har'lea'quinn   Click Here to Email Har'lea'quinn        Reply w/Quote   Visit Har'lea'quinn's Homepage!
Dark,

I ended up doing the walk as run copying as well. I never thought of speeding it up though

As far as that type of substitution goes...Block and Get Hit can oftimes be copied to swap out, as can the different attack-types(not nec. just a1,a2...like s3,s4). It all depends on the monster you're attempting to make work and what it's original(or hopeful) files call for

Ex.For my werewolf-balrog I used walk for run, get hit for block, a1 for a2, to name a few...

And as mentioned in an above post, framecount and offsets have to be adjusted too

I'm really starting to enjoy animation editing...Muahahaha cough, cough haha

(insert)As a side note to anyone interested:
-In my personal mods, I don't limit the Druid to being the only character capable of shapeshifting and was quite annoyed w/ the shifting flashing the quick anim of druid to wolf.

So, I played w/ a few of the dcc's and ended up with the transitional animation sequence being the baaldeathswirl. It looks pretty cool(to me). It's a lot of swapping from here and there, but there are seemingly limitless possibilities-definately play around w/ those!

------------------
To ask well, to answer rightly,
Are the marks of a wise man:
Men must speak of men's deeds,
What happens may not be hidden.

-Havamal(Words of the High One)

[This message has been edited by Har'lea'quinn (edited 01 May 2002).]

IP Logged

darkwhispers
Lord

Posts: 110
From:
Registered: Mar 2002

posted 01 May 2002 15:30     Click Here to See the Profile for darkwhispers   Click Here to Email darkwhispers        Reply w/Quote   
hey Har'lea'quinn
youve got the right ideas now about swapping its mad my life alot easier!
I just love messin with animations. I made Diablo about the size of a chicken and had him running around in the field
speeding up the animations can really enhance or destroy a good animation.
but like I said for most monsters it works fine for replacing the run.

IP Logged

Brother Laz
Honorary Warlord

Posts: 1134
From: the place where angels watch...
Registered: Dec 2001

posted 02 May 2002 03:56     Click Here to See the Profile for Brother Laz   Click Here to Email Brother Laz        Reply w/Quote   
quote:
Originally posted by Har'lea'quinn:
-In my personal mods, I don't limit the Druid to being the only character capable of shapeshifting

Ermmm, death = crash.

------------------
There are many ways, my son,
to find where the souls of Modders remain
But it takes only one second of despair and of doubt
until at last, your soul, they will gain...
-D1 manual

IP Logged

Har'lea'quinn
Honorary Warlord

Posts: 323
From: The 6th Age
Registered: Jan 2002

posted 02 May 2002 04:17     Click Here to See the Profile for Har'lea'quinn   Click Here to Email Har'lea'quinn        Reply w/Quote   Visit Har'lea'quinn's Homepage!
Bro',

Ummm...don't die!

(edit)-On a serious note about that Bro'. Alt char shape-shifting doesn't come along too easily. One is(should be) fairly formiddable before it can be achieved in my mods. But, thanks for the tip

------------------
To ask well, to answer rightly,
Are the marks of a wise man:
Men must speak of men's deeds,
What happens may not be hidden.

-Havamal(Words of the High One)

[This message has been edited by Har'lea'quinn (edited 02 May 2002).]

IP Logged

Brother Laz
Honorary Warlord

Posts: 1134
From: the place where angels watch...
Registered: Dec 2001

posted 03 May 2002 00:39     Click Here to See the Profile for Brother Laz   Click Here to Email Brother Laz        Reply w/Quote   
Instead of shifting back what normally happens with 1 life, I just died as a shapeshifted creature, with the corpse of the base character, and it locked up.

Alternatively, might have to do with spell timers preventing the (timered, else crash) shapeshifting skill from ss'ing me back when my time came.

------------------
There are many ways, my son,
to find where the souls of Modders remain
But it takes only one second of despair and of doubt
until at last, your soul, they will gain...
-D1 manual

IP Logged

All times are Central Standard Time

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | The PhrozenKeep

© PhrozenKeep.com . all buttons made by the Evilenglishman . swords and shields by DigiBO.


Ultimate Bulletin Board 5.47c