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| Little question... | |
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Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Little question... May 11th 2016, 5:38 am | |
| Hello everyone ... I wanted to know if you can change the font animation (eg stand, walk, etc.) using the color palettes. I saw something similar in "Soul Ninja" of Juano16 but I would like to figure out how to make it happen on other characters
Last edited by Fabry Taz on May 16th 2016, 9:05 am; edited 1 time in total | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Little question... May 16th 2016, 8:45 am | |
| - Fabry Taz wrote:
- Ciao a tutti ... volevo sapere se è possibile modificare l'animazione di carattere (ad esempio stare in piedi, a piedi, ecc) utilizzando le tavolozze di colori. Ho visto qualcosa di simile in "Soul Ninja" di Juano16 ma vorrei capire come realizzarlo su altri personaggi
Google Translate to English: >> Hello everyone ... I wanted to know if you can change the font animation (eg stand, walk, etc.) using the color palettes. I saw something similar in "Soul Ninja" of Juano16 but I would like to figure out how to make it happen on other charactersJuano16's "Soul Ninja" - its all sprites are sharing the same palette I guess, and you can use the MUGEN Trigger PalNo to let it change some animations, in your MUGEN CNS code. Juano16 used PalNo and some MUGEN Variables to make that. | |
| | | Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Re: Little question... May 16th 2016, 9:11 am | |
| - borewood2013 wrote:
- Fabry Taz wrote:
- Ciao a tutti ... volevo sapere se è possibile modificare l'animazione di carattere (ad esempio stare in piedi, a piedi, ecc) utilizzando le tavolozze di colori. Ho visto qualcosa di simile in "Soul Ninja" di Juano16 ma vorrei capire come realizzarlo su altri personaggi
Google Translate to English:
>> Hello everyone ... I wanted to know if you can change the font animation (eg stand, walk, etc.) using the color palettes. I saw something similar in "Soul Ninja" of Juano16 but I would like to figure out how to make it happen on other characters
Juano16's "Soul Ninja" - its all sprites are sharing the same palette I guess, and you can use the MUGEN Trigger PalNo to let it change some animations, in your MUGEN CNS code. Juano16 used PalNo and some MUGEN Variables to make that. I tried several times to use the palno but I failed in my purpose ... I even tried to divide the sprites and recall parts with explode with Trigger1 palno but nothing...I finished all the ideas xS | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Little question... May 17th 2016, 12:18 pm | |
| What MUGEN code do you use for your animation PalNo-based-changes please? | |
| | | Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Re: Little question... May 20th 2016, 3:17 am | |
| - borewood2013 wrote:
- What MUGEN code do you use for your animation PalNo-based-changes please?
This was the latest of many attempts that I made ... is the first time I try to do something like that ,then definitely is wrong ... [Statedef 0] type = S physics = S anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1)) sprpriority = 0 [State 1201, smoke] type = Explod trigger1 = Time<9999 anim = 1202 ID = 1202 pos = 0,-30 postype = p1 vel = 0,-1 random = 60,60 scale =.2,.2 sprpriority = 4 ontop=1 ownpal = 1 [State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 1 trigger2 = Time = 1 x = 0 [State 0, 1] type = ChangeAnim trigger1 = Anim != 0 && Anim != 5 && anim != 4001 && Anim!=4500 ;<<<<<<<<<<<para que al pasar por aqui no se cambe la animacion de la cabesa trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0 [State DestroyHelper] type=destroyself trigger1=ishelper ignorehitpause=1 pausemovetime=9999999 supermovetime=9999999 [State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Little question... May 20th 2016, 6:41 am | |
| I guess you may just comment out or remove this line: - Code:
-
anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1)) And make some change to the ChangeAnim part like this: - Code:
-
[State 0, 1] type = ChangeAnim triggerall = PalNo = 1 trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0
[State 0, 1] type = ChangeAnim triggerall = PalNo = 2 trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 1 By the way, you still need to do the same thing for the rest of the PalNo's.......... | |
| | | Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Re: Little question... May 20th 2016, 7:09 am | |
| I tried to insert this code, but I get the following error:
Error message: Can't find file intro.def Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error while precaching Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error while precaching Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error while precaching Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error loading p1 | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Little question... May 20th 2016, 7:21 am | |
| - Fabry Taz wrote:
- I tried to insert this code, but I get the following error:
Error message: Can't find file intro.def Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error while precaching Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error while precaching Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error while precaching Error parsing [State 0, 1] Error in [Statedef 0] Error in chars/Smoke/common.cns Error loading chars/Smoke/Smoke.def Error loading p1 Hmmmm....so werid....I just tried to use these two (2) ChangeAnim's on my MUGEN1.0 KFM and it didn't have any problem....... By the way, what is the way/method did you use to disable/remove the line "anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1))" please? If it were me then I might just had it disabled by just this: ";anim = ifelse((PalNo =1&&Anim=0)||(PalNo =2&&Anim=1))" And, this MUGEN error I just noticed: "Error message: Can't find file intro.def"........so it looks like your Smoke.def is looking for a "intro.def" but the actual "intro.def" file is missing......... | |
| | | Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Re: Little question... May 20th 2016, 7:38 am | |
| I may have forgotten something to aggiungre (sorry but being the first time as I have written before are a bit distressed) ... however the code I added now is this:
[Statedef 0] type = S physics = S anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1) sprpriority = 0
[State 1201, smoke] type = Explod trigger1 = Time<9999 anim = 1202 ID = 1202 pos = 0,-30 postype = p1 vel = 0,-1 random = 60,60 scale =.2,.2 sprpriority = 4 ontop=1 ownpal = 1
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 1 trigger2 = Time = 1 x = 0
[State 0, 1] type = ChangeAnim triggerall = PalNo = 1 trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0
[State 0, 1] type = ChangeAnim triggerall = PalNo = 2 trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500
[State DestroyHelper] type=destroyself trigger1=ishelper ignorehitpause=1 pausemovetime=9999999 supermovetime=9999999
[State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050
| |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| Subject: Re: Little question... May 20th 2016, 7:59 am | |
| - Fabry Taz wrote:
- I may have forgotten something to aggiungre (sorry but being the first time as I have written before are a bit distressed) ... however the code I added now is this:
[Statedef 0] type = S physics = S anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1) sprpriority = 0
[State 1201, smoke] type = Explod trigger1 = Time<9999 anim = 1202 ID = 1202 pos = 0,-30 postype = p1 vel = 0,-1 random = 60,60 scale =.2,.2 sprpriority = 4 ontop=1 ownpal = 1
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 1 trigger2 = Time = 1 x = 0
[State 0, 1] type = ChangeAnim triggerall = PalNo = 1 trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0
[State 0, 1] type = ChangeAnim triggerall = PalNo = 2 trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500
[State DestroyHelper] type=destroyself trigger1=ishelper ignorehitpause=1 pausemovetime=9999999 supermovetime=9999999
[State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050
I see what was wrong now: - you didn't disable/remove the "anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1)" line - your copy&paste was missing something like the trigger2 = part and value = part in the second 2nd ChangeAnim Please try again with this: - Code:
-
[Statedef 0] type = S physics = S ;anim = ifelse(PalNo =1&&Anim=0)||ifelse(PalNo =2&&Anim=1) sprpriority = 0
[State 1201, smoke] type = Explod trigger1 = Time<9999 anim = 1202 ID = 1202 pos = 0,-30 postype = p1 vel = 0,-1 random = 60,60 scale =.2,.2 sprpriority = 4 ontop=1 ownpal = 1
[State 0, 3] ;Stop moving if low velocity or 4 ticks pass type = VelSet trigger1 = abs(vel x) < 1 trigger2 = Time = 1 x = 0 [State 0, 1] type = ChangeAnim triggerall = PalNo = 1 trigger1 = Anim != 0 && Anim != 5 && Anim != 4001 && Anim!=4500 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 0
[State 0, 1] type = ChangeAnim triggerall = PalNo = 2 trigger1 = Anim != 1 && Anim != 5 && Anim != 4001 && Anim!=4500 trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over value = 1
[State DestroyHelper] type=destroyself trigger1=ishelper ignorehitpause=1 pausemovetime=9999999 supermovetime=9999999
[State 0, 4] ;Are you dead? type = ChangeState trigger1 = !alive value = 5050 | |
| | | Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Re: Little question... May 20th 2016, 9:10 am | |
| it worked !! ... thank you borewood2013, now I can finally resume the original idea for Smoke ... thanks again | |
| | | Werewood
Posts : 5691 Join date : 2014-08-11
| | | | Fabry Taz
Posts : 624 Join date : 2013-08-30 Age : 31
| Subject: Re: Little question... May 20th 2016, 10:10 am | |
| thansk my friend | |
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