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Author Topic:   Another problem with my Cornugons
Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 12:04     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
As per in my mod, Cornugons will be replacing quillrats. By using the offsets for the quillrat animations then eyeballing from there I've made the animations more or less dead on. A new problem reared its head though, when my cornugon faces the lower right hand corner while walking or in neutral stance, the very last frame of both animations just isnt there. I've checked the dcc in the folder using Cv5 and it shows that the last fram is there. This happen to anyone else?

And to other monster creaters out there. How do you do your offsets? Using original monster type then eyeballing it works, but its very time consuming and it will only work for that monster. I've downloaded animations that will basically work on any other creature, offsetwise, is there a way I can do this to my monsters?

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Alkalund
Honorary Warlord

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

posted 03 February 2002 12:28     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
quote:
Originally posted by Krazoth:
A new problem reared its head though, when my cornugon faces the lower right hand corner while walking or in neutral stance, the very last frame of both animations just isnt there. I've checked the dcc in the folder using Cv5 and it shows that the last fram is there. This happen to anyone else?

Yep, this is the so called "vanishing" effect I've been struggling with the past week. All my conversions have this vanishing effect in the exact animations and directions you mentioned, but I think this can happen in other directions as well (quite noticeable in the BG2 lich conversion).
Unfortunately I don't know how to solve this too I'm reconverting the skeleton warriors from BG2 again, using slightly different methods, I'll run some tests when I finish them. Let's wait and see...

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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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Baz
Honorary Warlord

Posts: 687
From: The Netherlands
Registered: Nov 2001

posted 03 February 2002 12:51     Click Here to See the Profile for Baz   Click Here to Email Baz        Reply w/Quote   
I REALLY don't know if this works, it's just a suggestion: if u r missing the last frame, why don't u make another frame, so that the last frame (that dissapears) will show up.
I hope this helps (I don't think so, but ... it might work)

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Give me fuel, give me fire, give me all that I desire

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Apocalypse Demon
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Posts: 4023
From: Mississauga, Ontario
Registered: Oct 2001

posted 03 February 2002 12:59     Click Here to See the Profile for Apocalypse Demon   Click Here to Email Apocalypse Demon        Reply w/Quote   
Well, if you read the post, he isn't missing any frames in the animation but the animation in the game skips some frames.

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God gave me a brain to use but I miserably failed to use it to my advantage

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Alkalund
Honorary Warlord

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

posted 03 February 2002 13:02     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Nope, that won't work. You see, when CV5 saves dcc files, it asks how many "directions" your animation file has (in our case, 8 directions). All directions must have the same number of frames, so adding one more frame in the animation would leave one direction with more frames than the others. In fact, you can't convert monster animations in dcc if the number of frames of the animation is not divisible by 8.
I just hope the problem is not in Cv5... it is the only tool we have to work with dcc's

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

posted 03 February 2002 14:02     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
well i hope this help you first check if you have edited animdata.d2 right then check your cofs the best thing is to find cofs with the exact same number of frames but if cant try to find more frames then your anim and after that be sure you havent eg neutral cofs for atack or vise versa i had this problem and when i put it right cofs it was fixed

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Read or DIE
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Legends Of The Ancients

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Alkalund
Honorary Warlord

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

posted 03 February 2002 14:09     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Hmm... so the cof files may solve this problem? Will give it a try later then, thanks

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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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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 14:14     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Thats right, I completely forgot Cofs. Im going to go try this now, I just need to fix the foward and backward offsets for attack on the cornugon and it will be complete. Thanks again

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"I have destroyed planes, I can unmake you!" -Transcendant One

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mandzo
Moderator

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

posted 03 February 2002 14:30     Click Here to See the Profile for mandzo   Click Here to Email mandzo        Reply w/Quote   Visit mandzo's Homepage!
no problem i only hope that you will send them to me

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Read or DIE
Muahahahaha

Legends Of The Ancients

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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 14:44     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Well, I've tried this with several cofs for the neutral and walking animation with no luck so far. I'll keep at it and be back with the results.

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"I have destroyed planes, I can unmake you!" -Transcendant One

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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 15:00     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Quick question, what method do you use to replace the .cof. Just save from the mpqextractor to a folder then put it in the data/global/monsters/<Code>/cof ? Ive tried this with numberous cofs, both exact frame size and larger. I figure im doing something wrong cause I know its supposed to work.

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"I have destroyed planes, I can unmake you!" -Transcendant One

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Alkalund
Honorary Warlord

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

posted 03 February 2002 16:20     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
I did some tests with various cof files too, and all my tests failed, the vanishing is still there.
I tested by only replacing the quill rat's walk animation with my skeleton warrior walk animation, and with "walk" cof files from various monsters, some of them with greater framecount, some with the same. None of them worked, so there must be something else we're not doing.
Mandzo, you really made things work by only replacing the cof files? You didn't do anything else?

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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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Alkalund
Honorary Warlord

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

posted 03 February 2002 16:31     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
Ok Krazoth, here's a quick solution to this problem (not one that I like very much but...): just reduce or increase the framecount of the walking and neutral animations of your Cornugon so that it matches those of the quill rat's (wich means you don't need to edit animdata.d2 or do anything with the cof files). I did that a while ago with my skeleton replacing the Yeti and it worked, the vanishing was gone

The only problem with this method obviously is that if you want to use your animations to replace another monster you will most likely have to re-create your dcc's with the adjusted framecount

See if this works for you too

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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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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 17:10     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Yea, I just might have to do that, stupid program, lol. Just finished my Abishai too, though he still needs some offset adjustments and cof fixes as he just plain dissapears in the middle of a fight.

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"I have destroyed planes, I can unmake you!" -Transcendant One

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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 17:11     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Quick off topic question as well, I put my abishai over the Quill Bear only to find he spawns with a good dozen Cornugons, while this effect is nice, is there a way to get rid of this?

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"I have destroyed planes, I can unmake you!" -Transcendant One

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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 17:56     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Ok, took your advice and it seems to have worked well Alkalund. I need to reduce their speen now though because if they go to fast, looks like they take 30 steps to get 2 feet. Other than that, they are completely done and overwrite the Quill Rats, I've even gone though and changed the pal shifts to reflect what I want them to be in my mod.

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"I have destroyed planes, I can unmake you!" -Transcendant One

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Alkalund
Honorary Warlord

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

posted 03 February 2002 18:07     Click Here to See the Profile for Alkalund   Click Here to Email Alkalund        Reply w/Quote   
looks like the vanishing effect is finally solved then Just have to worry with the palletes problem now... The T1 MUST be green, I won't give up until he is all green...

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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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Krazoth
WarLord

Posts: 161
From:
Registered: Jun 2001

posted 03 February 2002 18:19     Click Here to See the Profile for Krazoth   Click Here to Email Krazoth        Reply w/Quote   
Depending on how my day goes tommorow, and how quickly I can install my Abishai over the Maggots (Decided against using quillbears, they have no sound), I'll give the T1 pallete a look see. I have a 6 or so pics of my cornugons in action if you or anyone else wants them. After I get 1 or 2 more monsters into the game and have assured myself i know how to do it, I'll go back and finish conversions in GIFs.

By the By, decided to get a friends or 2 from IWD, namely the Black Orogs and Belhiefet(who had a habit of crashing Moviegear the little devil). Also finished 2 or 3 more from planescape, but Im too lazy to go check which ones now. Think im gonna take a break from modding fer the night so, laters all.

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"I have destroyed planes, I can unmake you!" -Transcendant One

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