Author
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Topic: Please, help me with dragons and others
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ThiagoMonteiroBarbosa Knight

Posts: 75 From: Brazil Registered: Nov 2001 |
posted 17 February 2002 13:07
Im very excited with all these animations on the site, but id like to use to replace another used monsters. The question is: i know absolutely NOTHING about animation, what means that codes, etc. Could somebody teach something for i begin, please? Im more interested with the dragons, for replacing Hell Spawns.------------------ "Atrasos sao temporarios. A mediocridade e eterna."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 17 February 2002 13:52
Getting the dragons properly in(and editing the offsets) is not for beginners.......it's slightly more advanced and VERY time consuming. It will probably take you a week to get the offsets done exactly right.

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 17 February 2002 14:56
yea. took me about... um... 2- 3 hours to replace a monster with the dragon. then i had to find cof files that matched. had to rename, insert all that junk. and now I only need to do offsets... but... i can't cause cv5 crashes :\ Takes VERY long.------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Apocalypse Demon Moderator
   
Posts: 4023 From: Mississauga, Ontario Registered: Oct 2001 |
posted 17 February 2002 15:33
Depends which monster and did you get the offsets perfectly? Some monsters are harder to get the offsets done right then other monsters...

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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 17 February 2002 18:16
Like I said, I can't do the offsets yet because cv5 crashes all the time.------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 17 February 2002 18:29
Are you sure Cv5 is crashing? Cv5 saves dcc SLOWLY, so it may give you the impression it has crashed/freezed.Just wait a while, it should work  Oh, and also delete the files from the temp folder, it may help  ------------------ "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 17 February 2002 18:33
Hmm nevermind Borg, just read your post on the other thread about your crashing problem.Have you contacted TeLAMoN yet about this problem? ------------------ "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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Borg Squire

Posts: 44 From: Sudbury, Ontario Registered: Sep 2001 |
posted 19 February 2002 16:57
not yet Alkalund. Im so busy. damn school :\ I will though within the next week. I hope :P------------------ quote: "We are the Borg. Lower your shields and surrender your vessels. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. Resistance is Futile."

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ThiagoMonteiroBarbosa Knight

Posts: 75 From: Brazil Registered: Nov 2001 |
posted 23 February 2002 11:05
Huumm... well, but how would i do something easier? I wanna know how to replace monsters, from the very beginning.------------------ "Atrasos sao temporarios. A mediocridade e eterna."

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 23 February 2002 14:21
Ok here's a simple method, that does not involve Hex Editing of files or messing with cof files either. you'll need: 1) Cv5 with the latest cvDCC.dll to save dccs; 2) gamani gif movie gear, download it here:http://www.gamani.com 3) a LOT of patience  Let's say you want to replace the quill rat with another monster. First thing to do is open up Cv5 and find the folder inside d2data.mpq where the quill rat's animation graphics are. They're in data\global\monsters\si . The good news is that the quill rat is a monster wich only has one "part" (the torso), so this will make your job easier. It's torso animations are in the "data\global\monsters\si\tr" folder. In there you'll see a bunch of files, namely - sitrlita1hth.dcc - sitrlita2hth.dcc - sitrlitddhth.dcc - sitrlitdthth.dcc - sitrlitghhth.dcc - sitrlitnuhth.dcc - sitrlitwlhth.dcc As you can guess the names have a structure, here's what it means: "si" - the monster's token. The quill rat's token is "si". You also use the token to find the monster's animation files, as we did a while ago. For a list of all the tokens, go to http://www.planetdiablo.com/phrozenkeep/mon_tokens.htm "tr" - Stands for "torso". "lit" - not sure, but I believe it has something to do with "light" armor. Now for the most important codes: "a1" - this is the monster's attack1 animation. "a2" - this is the monster's attack2 animation. "dd" - this is the monster's corpse animation. "dt" - this is the monster's death animation. "gh" - this is the monster's gethit animation. "nu" - this is the monster's neutral animation. "wl" - this is the monster's walk animation "s1" - this is the monster's special1 animation. "s2" - this is the monster's special2 animation. Now that you now what most of the codes mean, it's time to take some notes. You'll write a simple list containing all of the animations framecounts. View the data\global\monsters\si\tr folder with Cv5; click on the first file, wich is sitrlita1hth.dcc. It has 128 frames (the animation's framecount can be seen in the information box below). Take note, and proceed to the next file. By the end you should have a list that looks like this: A1 - 128 A2 - 104 DD - 8 DT - 112 GH - 48 NU - 64 WL - 72 Now grab the new animation files you will use to replace the old ones (I do NOT recommend the Dragon, start with something simpler, there are lots of choices in the animation plugins sections of the keep). I'll explain the process for the attack1 animation, you'll basically do the same stuff with the other animations: The idea is to make the framecount of the new animation match with the framecount of the older one. So, get the new attack 1 . If it is in dcc format, first you'll have to open it with Cv5 and save it as a animated gif file (use the downright Save button, NOT the top lef one). Check the animation's framecount (let's say it has 120 frames). Once you have the gif animation, open it with gamani gif movie gear. To make this animation have 128 frames, and thus match with the quill rat's original attack1 animation framecount, youll have to insert some frames. However, you should have some things in mind here: Diablo 2 monster's animations are composed of 8 directions (play the animation once, you'll quickly notice this). The thing is, ALL of the directions must have the SAME framecount. So, instead of copying and pasting 8 random frames at the end of the animation, You'll copy the last frame of EACH direction and paste it right next to the copied frame, got it? If you did things correctly, you should now have a 128-frame animation with 16 frames for each direction. Save the gif animation and close gamani. Finally, open the gif animation with Cv5. Now you'll save it as a dcc file (again with the down right save button). The filename should be sitrlita1hth.dcc. Next a screen will appear, where you'll be able to select the animation's framecount for each direciton, as well as set the animation's offsets And the palette to be used. Leave the offsets and palettes for now, just select 8 directions with 16 frames in the top box. Save (Cv5 saves slowly so don't think it has crashed or anything, just wait a little, it should save correctly). There you have it, the new quill rat's attack1 animation  You may want to repeat this process with the other animations (adding or removing frames from the animation where necessary to match the framecounts), and save them all to dcc. Once you have all the finished dcc files with their correct names, just reinsert them to patch_d2.mpq in the data\global\monsters\si\tr folder, or if you don't like to reinsert files, use the -direct -txt method using the same folder structure. Hope this is not too confusing, ask away if there is any doubts. And as usual, if someone can correct or add something here, please feel free to do so. ------------------ "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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Wyvern Honorary Warlord
   
Posts: 1137 From: A very large cave Registered: Jan 2002 |
posted 23 February 2002 22:24
<--- copies the tutorial to note pad. Thx dude you the man . I am probly gonna start off with the dragon heh . If i replaced a quil rat with a dragon what i do just add new body parts to the quil rat? if its more complicated don't worry to much i will just start with easy monsters.------------------ Open the door jahobie WhorÉ -grave ♣♣♣

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Myhrginoc Honorary Warlord
   
Posts: 1326 From: Percussion U Registered: Dec 2001 |
posted 24 February 2002 00:52
Adding body parts is very complex. COF files specify how many parts make up an animation, and the one-part monsters have one-part COFs (or more if overlays included?).

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Wyvern Honorary Warlord
   
Posts: 1137 From: A very large cave Registered: Jan 2002 |
posted 24 February 2002 01:14
oh man to bad sounded ez for a sec. I will have to check out the forum see if that info is already here instead of bugging ppl about how to do that.------------------ Open the door jahobie WhorÉ -grave ♣♣♣

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ThiagoMonteiroBarbosa Knight

Posts: 75 From: Brazil Registered: Nov 2001 |
posted 27 February 2002 03:36
Weeeell... im gonna try! But in this case: there are some versions (i think you call kin) of maggots in the game, like fire maggot and blood maggot. How would i do to replace just one of these versions, replace fire maggot for another one, but without replace the original maggot? And how would i replace something harder?
------------------ "Atrasos sao temporarios. A mediocridade e eterna."

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 27 February 2002 08:08
quote: Originally posted by ThiagoMonteiroBarbosa: How would i do to replace just one of these versions, replace fire maggot for another one, but without replace the original maggot?
Never did that, but I believe all you have to do is change the fire maggot's token in monstats.txt. The Keep's tutorials may help you here  ------------------ "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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Nathalia Squire

Posts: 50 From: Germany Registered: Nov 2001 |
posted 27 February 2002 09:08
Hmm can someone plz tell me how to get rid of the grey background ? I almost tried everything  ------------------ Try Not. Do. Or Do Not. There Is No Try.

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 27 February 2002 09:23
quote: Originally posted by Nathalia: Hmm can someone plz tell me how to get rid of the grey background ? I almost tried everything 
Ok you mean your monster appears inside a gray box in the game? If so, than it should be simple to fix: as you may know, you have to set the background color of your animation gif to AAAAAA (170,170,170 in RGB). Then (I don't know if this is really necessary, but it works) you must make this color transparent. If you use gamani gif movie gear, go to the Global Frame tab of the Animation properties box, and click the "Edit" button that's beside the "transparent" checkbox; now, just click on the color you wish to make transparent (in this case, the background color). That's pretty much it. If you don't use gamani, I suggest you do  ------------------ "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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ThiagoMonteiroBarbosa Knight

Posts: 75 From: Brazil Registered: Nov 2001 |
posted 28 February 2002 05:19
Huum, ok. Where do i get this dll you mentioned? Oh, ive replaced 4 monsters, so thank you a lot  But i wanna set a monster to cast bonespear. i know i must find a blank a*paramet and insert nameofmagic pc. how do i se the codes for the spells? ------------------ "Atrasos sao temporarios. A mediocridade e eterna."

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KinGCraFt Squire

Posts: 45 From: Registered: Dec 2001 |
posted 28 February 2002 05:34
You see the spells in missile.txt
------------------ Mess with the best, die like the rest.

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Nathalia Squire

Posts: 50 From: Germany Registered: Nov 2001 |
posted 28 February 2002 07:44
Hmm@Alkalund I tried this all, but it son't work for my ... Maybe I have to save the gifs again out of the InfExplorer and try it with the new gifs again. ------------------ Try Not. Do. Or Do Not. There Is No Try.

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ThiagoMonteiroBarbosa Knight

Posts: 75 From: Brazil Registered: Nov 2001 |
posted 02 March 2002 17:09
i went on missiles.txt . I should type bonespear.pc , but nothing happens... How should i edit animdata.d2 for a monster? How do i find where and which valors should i type?------------------ "Atrasos sao temporarios. A mediocridade e eterna."

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KingCold Honorary Warlord
   
Posts: 320 From: Skowhegan, ME, USA Registered: Apr 2001 |
posted 02 March 2002 20:55
ack! looks like my dragon has developed quite a notorious reputation hehe the dragon conversion wasnt made for newb converters, as everyone else already knows the offsets are shot to hell and you may get some errors in the conversion do a few other conversions first then try the dragon, it will probably be alot easier that way------------------ "I Have Risin From The Ashes Of Death More Powerfull Than Ever"

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 02 March 2002 21:19
quote: Originally posted by ThiagoMonteiroBarbosa: How should i edit animdata.d2 for a monster? How do i find where and which valors should i type?
Go here: http://dynamic2.gamespy.com/~phrozenkeep/ubb/Forum38/HTML/000123.html That's the graphic conversion tutorial by Nefarius. Go to the part where it reads "now to the harder part, hes editing might sound scary for many of the ppl that read this but it is easy. first ill explain the difference between hex and dec numbers: decimal has 10 numbers from the word DECI 0,1,2,3,4,5,6,7,8,9" There follows an explanation on how to edit animdata.d2  ------------------ "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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ThiagoMonteiroBarbosa Knight

Posts: 75 From: Brazil Registered: Nov 2001 |
posted 03 March 2002 05:21
Thanks Alkalund! But theres something i didnt understand:when i see the DCC of monsters, they look like a whole picture. So, why are they divided in parts, like head and legs, in subdirectories? Oh, and KingCold, of course your dragon was a big blast here! D2 was really missing a monster like that one. By the way, does Blizzard know about modding of D2? They should think about complete the unused monsters... ------------------ "Atrasos sao temporarios. A mediocridade e eterna."

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Alkalund Honorary Warlord
   
Posts: 964 From: Florianópolis, Santa Catarina, Brazil Registered: Apr 2001 |
posted 03 March 2002 10:02
quote: Originally posted by ThiagoMonteiroBarbosa: Thanks Alkalund! But theres something i didnt understand:when i see the DCC of monsters, they look like a whole picture. So, why are they divided in parts, like head and legs, in subdirectories?
That's because some monsters are composed of a single part, and others are composed of multiple parts. All the single part monsters have only the "tr" (torso) part. So in the example I gave here before using the quill rat, he is a single part monster so if you view any dcc that's in the data\global\monsters\si\tr folder, you will see the whole quill rat, with none of its parts missing. The multiple part monsters, as you said, have their multiple part animations divided in several subdirectories. For example the zombie is a multiple part monster, you can check his animations in the data\global\monsters\zm folder. The "hd" subfolder contain its head animations, the "lg" its leg animations, and so on. When you enter the game, the game put all these parts together and you see the whole monster before your character  The main question is how to work with multiple part monsters? Well, let's say you created new monster animations, and that your new monster is a single part monster. If you want to use it to replace another single part monster than you can use the method I posted before. If you want to use your new single part monster to replace a multiple part monster, don't worry; you don't have to split your animations in several parts to match the old monsters parts (in fact that would be horrible, as you would have to ajust the offsets for every single animation, and that would take ages ). Here's what you do: Use your new animation to replace the TORSO animations of the old monsters. Then, you'll have to make the other monster's parts become transparent, so that they don't appear in the game. This can be done by creating a 1x1 transparent (RGB 170,170,170, or AAAAAA) gif animation, matching the framecount of the body part you want o replace, converting it to dcc and using it to replace the bodypart  The 1x1 size is not necessary, but obviously preferrable for space saving reasons 
quote: Originally posted by ThiagoMonteiroBarbosa: By the way, does Blizzard know about modding of D2?
Yes they know about modding  ------------------ "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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