Posted: Tue Sep 11, 2018 2:01 pm Post subject:
Yuriko Omega sequence
Subject description: Please can someone post the art sequence for Yuriko Omega by MadHQ
Please can someone post the art sequence for Yuriko Omega by MadHQ?
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layout is completely
; arbitrary and must be explicitly specified. Each
; infantry format file will be identified with one of these
; animation sequences.
;
; The first number is the starting frame number. The second
; number is the number of frames of the animation. If this
; number is zero then the anim sequence is not present.
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start. If this
; last number is zero, then there is no facing specific
; version.
Ok lets do Ready= together
Quote:
; The first number is the starting frame number
so this would be 0
The game starts counting at 0, with 0 being the first frame.
Quote:
; The second number is the number of frames of the animation.
1, since we do the standing frame, which is only a single frame
Quote:
; The third number is the multiplier by the infantry facing
; to reach the facing specific animation start.
since this is part of the firing anim, which is 6 frames long, we need to add 6 to reach the next facings first frame
Thus Ready=0,1,6
Now do the rest yourself. It's no rocket science.
Just note that SHP Builder shows the frames counting from 1, while the game counts from 0. So always subtract by 1 when reading the frame number in SHP Builder. _________________ SHP Artist of Twisted Insurrection: Nod buildings
This is not tested, and some frames can't be deciphered what they're supposed to be. Use this code for starters, at your own risk and to expand upon it and/or fix it.
Code:
[YurikoSequence]
Ready=219,1,1
Guard=219,1,1
Prone=48,6,6
Walk=227,6,6
;;FireUp= dunno
;;Down= dunno
;;Crawl=dunno
;;Up=dunno
FireProne=96,6,6
Idle1=189,15,E ;;not sure of the direction. Test for yourself.
Idle2=204,15,S ;;again, not sure of direction. Test for yourself
Die1=159,15,0
Die2=174,15,0
Deploy=144,15,0
I'm not sure of how to put the rest of the frames to use, see the other infantry and chk what Sequence-piece corresponds to which frames in that Infatry's SHP.
That'll give you an idea of how to continue.
@LKO: MadHQ's Yuriko's sequencing is different. I'm sure wiwmax already tried standard sequences, but he / she failed. Otherwise he probably wouldn't have asked here. If anything, you could and should've linked to tutorials at least.
Altho...
@wiwimax: LKO is correct: it's not that hard. When you see something break it down, read the INI comments.
If that doesn't work out for you, search for tutorials either here or on https://www.modenc.renegadeprojects.com
Of course, assuming said tutorials actually exist. QUICK_EDIT
\LKO
i'm sorry, i edited your post instead of quoting it, thus i deleted accidentally your text.
you basically wrote that TAK's sequence doesn't work for you and that you have trouble understanding the 3rd value.
\LKO
3rd number is the multiplier needed to reach the next facing.
imagine the following are the frames
x----x----x----x----x----x----x----x----yyyyyyyyz-z-z-z-z-z-z-z-
with x being the first frame of a 5 frame anim (thus four - following the x). 8 facings thus 8 x starting frames.
y and z are other anims
So a Ready sequence would be 0,1, and the 3rd number would be 5.
because
facing north is 0,1,0*5=0 thus frame 0
facing northwest is 1,1,1*5=5 thus frame 5
facing west is 2,1,2*5=5 thus frame 10
facing southwest is 3,1,3*5=15 thus frame 15
etc
using the complete anim for the firing anim of 5 frames you have
FireUp=0,5,5
because 0 is the starting frame, 5 frames is the anim long, and to reach the next facing the frames have to be multiplied by 5
usually all standing frames follow each other in the shp and they are not shared with another anim.
Thus you usually have y,1,1 as the value there (with y being the starting frame in the shp, 40 in my example here).
However i haven't checked the complete yuriko SHP and simply used the first frame of the firing anim also as standing frame. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Which is why I criticized you.
You should chk what someone is asking code for before going on a tangent saying everything the asker might already know.
You said the Sequence doesn't work?
Odd. To be fair, I didn't test it.
Hopefully tomorrow. Then we'll see what was right and what was wrong. QUICK_EDIT
and spoon feeding like you did, doesn't helps at all in the long run.
True, but I provided a starting point that actually takes the unusual SHP into acount, while you took every WW SHP and (almost) every public SHP available.
Granted, it should be clear that what you are explaining is an example, but at the same time you should consider the subject of the question as well.
In any case, hopefully I'll have some more code by tomorrow (again, I won't be doing all of it, but several frames' purpose and use of the Sequence flags are unclear. So this topic's title might need a change in the future )
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