DT1 to Monster Animation
Moderators: Necrolis, Nefarius
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
DT1 to Monster Animation
Hello,
Its been a VERY long time, i havent modding for a while so im kinda shy to ask something easy like this. Anyways. I have these rough dt1 files from the keep:
So i want to have a static, neutral "monster" which is just a crystal shard that you can "mine" with attacking. The text editing part is easy. Create a new monster type, edit monster stats like making it neutral, no attack, low health, edit drops so it can drop crystals etc. Everything ok until this point. How can i change its animation? I want to use that crystal shard tile as an animation. Someone did a similar thing long time ago. He created a tree, you attack it, it drops apple. Same thing, different approach (Will do that too, lol ). So how can i do this? I think ill end up messing offsets etc.
Its been a VERY long time, i havent modding for a while so im kinda shy to ask something easy like this. Anyways. I have these rough dt1 files from the keep:
So i want to have a static, neutral "monster" which is just a crystal shard that you can "mine" with attacking. The text editing part is easy. Create a new monster type, edit monster stats like making it neutral, no attack, low health, edit drops so it can drop crystals etc. Everything ok until this point. How can i change its animation? I want to use that crystal shard tile as an animation. Someone did a similar thing long time ago. He created a tree, you attack it, it drops apple. Same thing, different approach (Will do that too, lol ). So how can i do this? I think ill end up messing offsets etc.
Life is too short to drive boring cars.
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- Arch-Angel
- Posts: 1218
- Joined: Sun Sep 11, 2005 10:04 am
Re: DT1 to Monster Animation
Take the crystal image, and make gif file with 8 same frames of that image. Then convert the gif file to dcc. Rest is as you said, editing offsets etc.
"Each of those few chords separated by complete silence feels like a knife wound to the heart"
There is no greater sorrow than to recall happiness in times of misery. Draconian
There is no greater sorrow than to recall happiness in times of misery. Draconian
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
I cant change its background color to (RGB 170, 170, 170). Do you know how can i remove the background?mirecek" wrote:Take the crystal image, and make gif file with 8 same frames of that image. Then convert the gif file to dcc. Rest is as you said, editing offsets etc.
Anyways fixed it.
Life is too short to drive boring cars.
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
Ok i done everything.
+ Added new Monster Type.
+ Added new MonStats.
+ Added new MonStats2.
+ Added new COF and DCC (Only neutral.).
+ Added new AnimData.
now i have this error:
---------------------------
Diablo II Error
---------------------------
Assertion Failure
Location : D2Client\Engine\GfxUtil, line #1437
Expression : eComponent < NUM_COMPONENTS
---------------------------
OK
---------------------------
Is it associated with TotalPieces column in MonStats2.txt ?
+ Added new Monster Type.
+ Added new MonStats.
+ Added new MonStats2.
+ Added new COF and DCC (Only neutral.).
+ Added new AnimData.
now i have this error:
---------------------------
Diablo II Error
---------------------------
Assertion Failure
Location : D2Client\Engine\GfxUtil, line #1437
Expression : eComponent < NUM_COMPONENTS
---------------------------
OK
---------------------------
Is it associated with TotalPieces column in MonStats2.txt ?
Life is too short to drive boring cars.
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
So fixed that too now we have this, LOL
+ I need to get rid of that background. (DONE)
+ Fix that glitching. (Almost fixed, 8 x 32 frames. Now sometimes they appear, or sometimes invisible.. SIGH)
+ Fix the lightning. (DONE)
+ I need to get rid of that background. (DONE)
+ Fix that glitching. (Almost fixed, 8 x 32 frames. Now sometimes they appear, or sometimes invisible.. SIGH)
+ Fix the lightning. (DONE)
Life is too short to drive boring cars.
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- Paladin
- Posts: 151
- Joined: Sat Feb 26, 2011 7:40 pm
Re: DT1 to Monster Animation
Hello,
The triple post looks nice .
I've got some questions about the animation which might lead to a solution: are you using the "idle" AI (so it won't do anything)?, only one animation part (e.g. TR; total pieces set to 1?)?, is the column "dNU" set to 1 (so it only uses one direction)? and/or did you use SixDice or Cv52 to save the .gif as a .dcc (if only SixDice was used save the .dcc again with CV52, had some issues with only SixDice usage)?
Cheers,
~Okapi
The triple post looks nice .
I've got some questions about the animation which might lead to a solution: are you using the "idle" AI (so it won't do anything)?, only one animation part (e.g. TR; total pieces set to 1?)?, is the column "dNU" set to 1 (so it only uses one direction)? and/or did you use SixDice or Cv52 to save the .gif as a .dcc (if only SixDice was used save the .dcc again with CV52, had some issues with only SixDice usage)?
Cheers,
~Okapi
Undead with an axe: http://i.share.pho.to/6df7fbcc_o.gif
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
yes my mistake, i was in hurry and when i noticed it, it was too late to delete my double-post. Anyways,Okapi" wrote:Hello,
The triple post looks nice .
I've got some questions about the animation which might lead to a solution: are you using the "idle" AI (so it won't do anything)?, only one animation part (e.g. TR; total pieces set to 1?)?, is the column "dNU" set to 1 (so it only uses one direction)? and/or did you use SixDice or Cv52 to save the .gif as a .dcc (if only SixDice was used save the .dcc again with CV52, had some issues with only SixDice usage)?
Cheers,
~Okapi
AI is idle, one piece only (TR), dNU was set to 8, i used Cv52 with DCC addon.
I want it to work like Lightning Spire. Just stand there and do nothing (Except the attacks spire do.)
EDIT: I love you man! Setting dNU to 1 instead of 8 worked like a charm. But like always i still have problems but they might be easy...
I cant properly set their x/y coordinates on Cv52, they are floating But i can fix this by trail-error
EDIT2: Well, still happening but more rarely.
Life is too short to drive boring cars.
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- Paladin
- Posts: 151
- Joined: Sat Feb 26, 2011 7:40 pm
Re: DT1 to Monster Animation
Hello,
Setting the background color to 0,0,0 should help you.
Cheers,
~Okapi
*With "getting rid of the background" I assumed you changed it to 0,0,0. : D
Xibalba" wrote:+ I need to get rid of that background. (DONE)
Those quotes do not add up *; is the background still that greyish color (which matches the X/Y lines of Cv52)?Xibalba" wrote:I cant properly set their x/y coordinates on Cv52
Setting the background color to 0,0,0 should help you.
Cheers,
~Okapi
*With "getting rid of the background" I assumed you changed it to 0,0,0. : D
Undead with an axe: http://i.share.pho.to/6df7fbcc_o.gif
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
I changed it to 170, 170, 170 according to the animation conversion tutorial. But when i extract other existing dcc files they have 0, 0, 0 background. Anyway i solved this problem.Okapi" wrote:Hello,
Xibalba" wrote:+ I need to get rid of that background. (DONE)Those quotes do not add up *; is the background still that greyish color (which matches the X/Y lines of Cv52)?Xibalba" wrote:I cant properly set their x/y coordinates on Cv52
Setting the background color to 0,0,0 should help you.
Cheers,
~Okapi
*With "getting rid of the background" I assumed you changed it to 0,0,0. : D
The only thing left is to adjusting x/y pos and those disappearing glitch (now happens more rarely thanks to you).
Life is too short to drive boring cars.
-
- Paladin
- Posts: 151
- Joined: Sat Feb 26, 2011 7:40 pm
Re: DT1 to Monster Animation
Hello,
Glad I could help .
Might I be able to take a look at your files?
Cheers,
~Okapi
Glad I could help .
Might I be able to take a look at your files?
Cheers,
~Okapi
Undead with an axe: http://i.share.pho.to/6df7fbcc_o.gif
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- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
Ok ill send them to you with a pmOkapi" wrote:Hello,
Glad I could help .
Might I be able to take a look at your files?
Cheers,
~Okapi
Life is too short to drive boring cars.
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- Arch-Angel
- Posts: 1218
- Joined: Sun Sep 11, 2005 10:04 am
Re: DT1 to Monster Animation
from what monster you took the cof files?
I recall the num_components error is from difference between frames in cof and dcc
I recall the num_components error is from difference between frames in cof and dcc
"Each of those few chords separated by complete silence feels like a knife wound to the heart"
There is no greater sorrow than to recall happiness in times of misery. Draconian
There is no greater sorrow than to recall happiness in times of misery. Draconian
-
- Champion of the Light
- Posts: 283
- Joined: Thu Aug 29, 2013 2:38 pm
- Location: Skyrim
Re: DT1 to Monster Animation
Fixed that problemmirecek" wrote:from what monster you took the cof files?
I recall the num_components error is from difference between frames in cof and dcc
Life is too short to drive boring cars.