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  #1  
Old 2009-05-14, 00:35
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Necdilzor Necdilzor is offline
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Question how to create sprites?

I'm trying to create a hammer sprite, but how do I do it?

Thanks.
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  #2  
Old 2009-05-14, 01:13
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Open Paint or something. Draw the hammer. Open SPRITES.HQR with LIC, insert the image (or draw directly in LIC (unrecommended)). Save the HQR.

Now you have the sprite in a HQR archive, but I don't know how to then get the sprite in the game. Maybe it's a scene property. Like you set a actor to a sprite ID perhaps (the ID logically being the index of the sprite in the archive).
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  #3  
Old 2009-05-14, 01:22
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I tried to download LIC from the link in your signature, but I get a 404 error.
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  #4  
Old 2009-05-14, 01:40
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Reclick my sig (that was link to old version, sorry)
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  #5  
Old 2009-05-14, 01:56
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yay! now Igot it. do I need a pallete or something?
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  #6  
Old 2009-05-14, 09:54
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No, you must use the LBA1/2 palette. If you for example draw it in paint using non-LBA-colors. Then LIC will automatically change the colors so it matches up with the LBA-palette.

If it's an issue that the image don't turn out the way you wanted in LIC or the actual game cause of it did a poor conversion. Then you must either use LIC's own editor (which already is bound to the LBA1 palette). Or you must use a Image editor where you assign a 8-bit/256-colors custom palette (the LBA1/2 palette that is) (I know GIMP support that feature). However note this is only neccesary if you want "extra quality" and are not satisfied with LIC's own conversion.


You probably will also experience hardship using the LIC's features correctly. Consider opening the 'interactive tutorial'. (no seriously, I think it can explain some basics). And of course ask me if you need help using it .
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  #7  
Old 2009-05-14, 23:35
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I created an entry in SPRITES.HQR number 118 and put my image, and when I load LBArchitect it says that it couldn't load sprite information. Maybe I did something wrong?
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  #8  
Old 2009-05-14, 23:58
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It might very well be something else you have to do, please consult Alexfont or Zink or someone more experienced. my given steps might be insufficient.

...

wait a second, It's probably just that LBArchitect somehow is either by default set to a 117 sprites maximum, or that it has it's own SPRITES.HQR (or your LBA folder (in LBArchitect) doesn't have the edited HQR in it).

Or: In LBA Image Creator, Open your project and open the 'Type Editor'. Press 'Calculate Statstics' and make sure that there are only sprites (=119) and no other kind of entries (=0).

Also check that the image got the same palette assigned to it as the other entries (In LIC, use the palette editor).
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  #9  
Old 2009-05-15, 09:23
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No, it's because the game needs some more information to display a sprite in the game, and so does Architect (that's why it complains about "sprite information").

The additional information is in a ress.hqr entry (don't rememeber which one exactly now). This information describes "physical" dimensions of the sprite in the game world.

There is no editor for that yet, but it's not hard to edit with a hex-editor (I can send you information about the file format, if you want).
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  #10  
Old 2009-05-15, 11:15
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Or better yet, add the file information to the 'LBA File Info' page.

What do you mean with "physical dimensions"? Do you know why they didn't have that stored in the sprites as well?
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  #11  
Old 2009-05-15, 19:49
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Good point, I haven't added anything to LBA File Info (or just been there) for ages.

I mean: what dimensions in all axes they have in the Scene environment, and where is the object's [0,0,0] point. You can't guess that from the image size. They have not put it in sprites probably because sprites are just graphics (the file format suggests that they could contain more than one frame, like animated GIFs, but there is no file in the game that contains more frames, so we don't know for sure).
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  #12  
Old 2009-05-15, 21:33
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Yea, if you or somebody else can, you should submit file info for the fourth entry of RESS.HQR: 'Sprite actor data'. And the following 'Shadow sprite'.

Do you have it somewhere or is it to be examined?

I guess it could need it's own editing program
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  #13  
Old 2009-05-16, 15:38
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The file specification is in the LBA File Info page now. I don't know what the "shadow sprite" format is. I guess it may be a standard sprite, but I haven't checked.
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  #14  
Old 2009-05-16, 15:56
ChaosFish ChaosFish is offline
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Btw, Zink, there was recently a failure of the LBA File Info database on the hosting company. I restored the most recent backup, so I hope nothing was lost.
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  #15  
Old 2009-05-16, 17:23
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'Shadow sprite' is probably for how to calculate where the objects shadow should fall. For example the magic ball's shadow can't be calculated just from other information I think.

btw. Has anyone done any editor for that file? Is it necessary? Is there any volunteer?

edit:

* LBAWinOwns check's file format

nah I guess it's not too hard to edit it manually
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  #16  
Old 2009-05-16, 21:35
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CF, I haven't added/edited anything for some months already (except for the actor info file today), so nothing mine should be lost.

LWO, I think 'Shadow sprite' is just what the title says: sprite image of the shadow pattern (the ellipse with every second pixel transparent) .

I don't think we need an editor. Manual editing is easy enough for a single sprite. A tool might be useful when many sprites need to be modified (which may be an issue for some modification projects).
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  #17  
Old 2009-05-17, 21:52
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shall I submit my sprite?
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  #18  
Old 2009-05-17, 23:54
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Quote:
Originally Posted by Zink View Post
LWO, I think 'Shadow sprite' is just what the title says: sprite image of the shadow pattern (the ellipse with every second pixel transparent) .
Nah it doesn't make any sense at all imo. I can't imagine it being a single sprite with a ongoing pattern of 'every second pixel transparent'.

* LBAWinOwns check's the file

hmm, maybe it is... but the file is really strange I think. Do we have any idea what it contains in detail?


Augustin, nah, what for?
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  #19  
Old 2009-05-18, 09:43
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I don't. But I think the guy or girl who wrote its description must had a way to know what it contained. Unfortunately, I have no idea who that was.
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  #20  
Old 2009-05-18, 14:22
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Can you/we mail the whole gang and ask? I mean there can't be to many, Alexfont don't know and it's like only omni, the incredible_wuk etc. and some others left.

Alternatively we can investigate it on our own. I have no idea how passionate/enthusiastic the non-MBN LBA modders are.
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  #21  
Old 2009-05-18, 18:04
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Yeah, we can, and... yeah, we can. Though I don't have any contact with them. The incredible_wuk, for an instance, had provided his information way before I first found the MBN, and I don't think anyone (maybe except El Muerte) has any contact with him. I don't know about the rest, but it may be as hard as well. I think we should investigate it on our own .
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  #22  
Old 2009-05-18, 18:29
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Ok, shouldn't be to hard. I've looked a bit on the file but I can't figure out what it actually contains.

Will somebody else give it a try?
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  #23  
Old 2009-05-18, 18:53
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The Incredible WUK made a comeback just recently. See here.
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  #24  
Old 2009-05-18, 21:24
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Oh, that's good to know.

But I thought he along with most others were modding since 2006 and onwards, but only held communication with Zink/Alexfont and just wasn't members of MBN actively. So that means that if they modded LBA 10 years ago, they've most likely forgot all about that specific minor file format a long time ago. So yea we should just look it up on our own.

In the meantime, can you Augustin just try to launch your game with the new sprite (and see if LBA crashes)? Do what Zink said and look on the file information page to see what 8 bytes to add to the fourth RESS.HQR entry 'Sprite Information'. (Use Zink's package editor for that)

If you're unused to hex editors and such, you could ask me privately through MSN or on this thread to get help edit the Sprite info Entry.
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  #25  
Old 2009-05-19, 01:37
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Replaced one and it worked, couldn't see it completely because of grid, I'll try again later.
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