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Staredit Network -> Modding Assistance -> Concerning Animation
Report, edit, etc...Posted by GTi on 2006-10-09 at 03:10:02
Alright, My question is, I need help making marine animation only 8 instead of 228

This is because the Tibia world only has 8 animation when walking, trully 12, but Im not adding in Tibia when you stop, so that cancels out 4 animations leaving only 8 anywase

The 228 files, makes no sence, theres 2 of each file, and theres none going <-- I thought it was that every 2nd 1 flip it so it flips in game but some how theres still crap going on That I dont really want to figure out 228 friggin files.

But I was wondering if someone could explain what to remove in the Iscript, I know how to get to the Iscript, by using MPQ and extracting it to where ever and use IceCC, but I already think IceCC comes with the Iscript, anyways!

If someone could only make it 8 animations for me send me the Iscript or w/e you do, that would be fine, I just need 2 animations going ' UP ' 2 animations going ' RIGHT ' 2 animations going ' DOWN ' and 2 animations going ' LEFT ' and probably when its stoped.

Or you can just explain here or give me a tutoriel *P.S.* Please do not give me a tutoriel that doesnt fully explain IceCC and Iscript, because Im a new MODer, and Im the person who needs to viusally see so, if there could be any Screen Shots present also? that would be Nice.

Thanks for your corporation.
Report, edit, etc...Posted by Pyro-Fire on 2006-10-09 at 05:42:31
iscript.
Report, edit, etc...Posted by IsaT on 2006-10-09 at 09:26:43
Delete in the iscript where it points to the frames, and you can reduce frame amounts.
Report, edit, etc...Posted by GTi on 2006-10-13 at 02:05:44
QUOTE
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data/scripts/iscript.bin'
# created on: Mon Oct 09 13:31:30 2006
# ----------------------------------------------------------------------------- #

# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 239 Marine (terran\marine.grp)
.headerstart
IsId            78
Type            12
Init            MarineInit
Death          MarineDeath
GndAttkInit    MarineGndAttkInit
AirAttkInit    MarineGndAttkInit
SpAbility1      [NONE]
GndAttkRpt      MarineGndAttkRpt
AirAttkRpt      MarineGndAttkRpt
SpAbility2      [NONE]
GndAttkToIdle  MarineGndAttkToIdle
AirAttkToIdle  MarineGndAttkToIdle
SpAbility3      [NONE]
Walking        MarineWalking
Other          MarineOther
BurrowInit      [NONE]
.headerend
# ----------------------------------------------------------------------------- #

MarineInit:
imgul          240 0 0 # MarineShad (terran\tmaShad.grp)
MarineOther:
playfram        0x44 # frame set 4
local04:
waitrand        63 75
randcondjmp    25 local00
randcondjmp    128 local03
goto            local04

local00:
playfram        0x00 # frame set 0
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x22 # frame set 2
randcondjmp    192 local01
turnccwise      2
wait            3
turnccwise      2
wait            3
turnccwise      2
wait            3
turnccwise      2
wait            3
turnccwise      2
wait            3
wait            6
turncwise      2
wait            3
turncwise      2
wait            3
turncwise      2
wait            3
turncwise      2
wait            3
turncwise      2
wait            3
wait            6
turnccwise      2
wait            3
turnccwise      2
wait            3
turnccwise      2
wait            3
goto            local02

local03:
playfram        0x55 # frame set 5
wait            1
playfram        0x66 # frame set 6
wait            1
turnrand        3
wait            1
playfram        0x55 # frame set 5
wait            1
goto            MarineOther

local01:
wait            13
local02:
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
wait            1
goto            MarineOther

MarineDeath:
playsndbtwn    276 277 # Terran\MARINE\TMaDth00.WAV, Terran\MARINE\TMaDth01.WAV
playframno      0
playfram        0xdd # frame set 13
wait            2
playfram        0xde # frame set 13
wait            2
playfram        0xdf # frame set 13
wait            2
playfram        0xe0 # frame set 13
wait            2
playfram        0xe1 # frame set 13
wait            2
playfram        0xe2 # frame set 13
wait            2
playfram        0xe3 # frame set 13
wait            2
playfram        0xe4 # frame set 13
wait            2
sprul11        236 0 0 # MarineDeath (terran\tmaDeath.grp)
wait            1
end           

MarineGndAttkInit:
playfram        0x00 # frame set 0
wait            1
playfram        0x11 # frame set 1
wait            1
playfram        0x22 # frame set 2
MarineGndAttkRpt:
wait            1
nobrkcodestart 
playsnd        69 # Bullet\TMaFir00.wav
attackwith      1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
wait            1
playfram        0x33 # frame set 3
wait            1
playfram        0x22 # frame set 2
wait            1
nobrkcodeend   
gotorepeatattk 
ignorerest     
MarineGndAttkToIdle:
playfram        0x11 # frame set 1
wait            1
playfram        0x00 # frame set 0
wait            1
goto            MarineOther

MarineWalking:
move            4
wait            1
playfram        0x55 # frame set 5
move            4
wait            1
playfram        0x66 # frame set 6
move            4
wait            1
playfram        0x77 # frame set 7
move            4
wait            1
playfram        0x88 # frame set 8
move            4
wait            1
playfram        0x99 # frame set 9
move            4
wait            1
playfram        0xaa # frame set 10
move            4
wait            1
playfram        0xbb # frame set 11
move            4
wait            1
playfram        0xcc # frame set 12
move            4
wait            1
playfram        0x44 # frame set 4
goto            MarineWalking



Row 1 is the commands being pointed out, right? and Row 2, what would that be with the 1,2,3,0x10, 0xbb etc. etc. Whats that? and # frame set 1-12 is the set of files, so when you see in the .GRP a marine facing down witch does the frame set start and end how could you tell? when the unit is facing up, would start and down would end correct?

So basicly I got to figure out, what I need done,

I need 2 animations going ' UP ' and 2 animations going ' Right ' and 2 animations going ' Left ' and 2 animations going ' DOWN ' and 4 animations just sitting

playfram, move, wait goto, wait means in miliseconds?

Also whats local00, local001, Im understanding what to do now, its just like trigger work right? you just got to figure out what you want it to do and where you want the animations going.

I need helping figuring out what the stuff I have listed that Im not sure of, come more clear to me... if thats at all possible, but, if it is.

Also but if you delete all the frame sets and start over and add your own files right, how would you know the frame sets to witch? if that makes any sence.

ADDITION:
I still need some answers : (
Report, edit, etc...Posted by Ojan on 2006-10-13 at 11:10:51
Just so you know, there are no frames of the unit turning left at all. The corresponding right frame is mirrored in game to create the effect.

user posted image

QUOTE(GTi)
playfram, move, wait goto, wait means in miliseconds?

See the manual for explanation of the opcodes, and also check this out.

Reading the manual is a great place to start since IceCC has good one smile.gif
Report, edit, etc...Posted by Lord_Agamemnon(MM) on 2006-10-13 at 12:45:19
I'm almost positive that wait is measured in game frames, which I think are read at 12 per second.

As for your other question, I think I can tell you how to do it. Mentally convert all hex values to decimal, and delete any that come out to larger than the number of frames you have made the grp have. The reason that many of the frames seem to be identical is that they are: Blizzard was lazy, so units use identical frames for slightly different directions. You'll still want sets of 17 frames for each of your actual animation frames, since that's the way the game reads it. So if a unit that turns has two frames "Idle" and "Walking," it will have 34 actual frames, since that's the way the game will want to read it. It also makes hexing it that much easier. tongue.gif
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