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A question about animation inserting


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5 replies to this topic

#1 Nachokid

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Posted 13 April 2009 - 12:16 PM

When you insert an animation, you have to divide it into 12 parts, right? says so in the doc, exactly as shown below
QUOTE

Animations have 12 modes that need to be completed for the animation data to be complete.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Part 1: Normal attack
Layered in front of the enemy
Part 2: Called with normal attack - mimicks sound effects and uses blank frames to keep the timing
Layered behind the enemy
Part 3: Critical attack
Layered in front of the enemy
Part 4: See mode 2; this is for critical attacks, however
Layered behind the enemy
Part 5: Magic attack
Part 6: Critical magic attack
Part 7: Close range dodge
Part 8: Ranged dodge
Part 9: Standing "animation"
Can have more than one frame - they actually play, too!
Must have at LEAST one frame, or the game will crash, though
These get to play about the first 16 frames of the animation before they are interrupted
Part 10: Standing "animation" 2
Should be same as previous (could probably get more creative though)
Part 11: Ranged standing "animation"
Can be the same as the previous two standing animations
Part 12: Dodged attack


Anyway, what if I want to insert a custom healer animation? What do I do with the stuff like Critical animations? Can someone help out?

#2 Fire Blazer

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Posted 13 April 2009 - 01:13 PM

The critical animations can just be the normal animations. So once you do mode 1 copy it for mode 3 and mode 5 and mode 6. mode 7 and 8 are probably the same, modes 9-11 are probably the same, and mode 12 can just be a copied mode 1. Modes 2 and Modes 4 are going to be same as modes 1 and 3 as well. ohmy.gif

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#3 Nachokid

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Posted 13 April 2009 - 11:33 PM

...you know, now that you've gone and sorted this out for me, its seems really obvious... Thanks.

#4 Fire Blazer

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Posted 14 April 2009 - 02:11 AM

Hahah, not really, I have just done a lot of custom animations so I am familiar with it. happy.gif

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#5 Nachokid

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Posted 14 April 2009 - 04:45 AM

OK. smile.gif Now, I've done the script, but when I try to insert it, it says "Could not convert image: Image is not 24bpp!" I have no idea whats wrong with it, because my images is less than 16 colours (It's about 10 colours, in fact) and the dimensions are 248x160 pixels. Is there anything else that could be causing the error? Also, in your tutorial, it says to type the offset for your animation in the slot "Battle Animation Editor" in the class editor, but that slot is a drop down box.

#6 Fire Blazer

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Posted 14 April 2009 - 12:43 PM

The drop down thing is because whoever made updates to the newer modules did a dumb thing and made a list instead of letting the user put in any offset... I could try and upload a different module that allows you to type it instead but I'd have to do it later (like when I am free and once I get home) and then you'd have to download the Nightmare module and replace the old nightmare module. xP

You could also go to the list of battle animations (something like Battle Animation Pointer.txt or something, the file will be in the folder of Nightmare modules) and then go to the bottom of that text file and add the offset there (for example, 0x8FFF800) and then go back in Nightmare and select that offset, but you may not understand how to do that... :\

The other thing is because of the file type. Save the file as a PNG or a 24-bit bitmap. You'll have to do this for all your files.

If it still doesn't work, use a program called Usenti (download it) and open up the image, go Color-Requantisize and then hit OK. At the right make sure you only see one line of colors, not 2 lines, or it means the image has more than 16 colors.

If it still doesn't work send me a zip or rar file of your animation so far (all the files and everything) and I will try and fix it when I can.

- Blazer

Try and post in other sections too lol

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