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« on: October 07, 2011, 02:03:17 PM » |
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i need animated flames in the background of my CSS and SSS. i also wish to make a similar background for the main menu.
i have the frames for something similar to an animated gif, but i need a way to make them appear animated in brawl without going over the file size limit.
any ideas?
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« Reply #1 on: October 08, 2011, 08:58:26 AM » |
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Easy.
Take the sc_selmap, go to the MiscData[20], replace the model "MenSelMapBg" to a 2D model.
Add a texture named 'MenSelchrFaceB.001'.
Return on the model and go to the preview, go to the animation named 'MenSelMapBg", if he isn't here, create it.
And here, you scale to 7.8 and you make your animation.
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« Reply #2 on: October 08, 2011, 11:33:21 PM » |
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Easy.
Take the sc_selmap, go to the MiscData[20], replace the model "MenSelMapBg" to a 2D model.
Add a texture named 'MenSelchrFaceB.001'.
Return on the model and go to the preview, go to the animation named 'MenSelMapBg", if he isn't here, create it.
And here, you scale to 7.8 and you make your animation.
im talking about using frames, in other words i need to make at least 12 pictures turn on and off one after the other to make it move. again, doing this without going over the size limit. is it possible to add more than one 'MenSelchrFaceB.001'?
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« Reply #3 on: October 09, 2011, 12:48:26 PM » |
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That would be done using Vis0 animation, which is different from chr0 animation.
You could ask Mewtwo2000, I suppose, since he used Vis0 animation for his What Is Love stage. /:
I think.....
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Muslims are literally murderers
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« Reply #4 on: October 10, 2011, 12:27:10 AM » |
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That would be done using Vis0 animation, which is different from chr0 animation.
You could ask Mewtwo2000, I suppose, since he used Vis0 animation for his What Is Love stage. /:
I think.....
yeah i have asked mewtwo about this before.. but hes on another level than i am on top of a little bit of a language barrier.. while both are not really a problem by themselves.. combine the two together and it goes above my head like a jet plane.. DX im more of a step by step guy too.. which also kinda limits my ability for experimentation.. trying to do this myself has proved exhausting. ive also tried reverse engineering the "what is love" stage, but there are models for each frame.. adding a model for each frame for my animation would probably break the size limit for a CSS or SSS.. its tricky business.. :/
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« Reply #5 on: October 10, 2011, 03:21:10 AM » |
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i need animated flames in the background of my CSS and SSS. i also wish to make a similar background for the main menu.
i have the frames for something similar to an animated gif, but i need a way to make them appear animated in brawl without going over the file size limit.
any ideas?
well as far as i kno (and have worked with the menu for quite a bit now), the menu background model has a VIS0 file, which u can use for ur animated flames. if u want to kno which file its in, its in the mu_menumain_en.pac file, and listed in miscdata[3].
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« Reply #6 on: October 10, 2011, 11:30:52 AM » |
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well as far as i kno (and have worked with the menu for quite a bit now), the menu background model has a VIS0 file, which u can use for ur animated flames. if u want to kno which file its in, its in the mu_menumain_en.pac file, and listed in miscdata[3].
ive never worked with a VIS0 file before, what are they?
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« Reply #7 on: October 10, 2011, 11:33:25 AM » |
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Vis0 files are, as their name implies, files that control an objects visibility.
They work similarly to scaling an object to a small number in a small amount of frames, giving the illusion of disappearing.
However, Vis0 files are more effective in a way that I don't really know. /:
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Muslims are literally murderers
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« Reply #8 on: October 10, 2011, 12:19:24 PM » |
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Another way to animate textures is to use the PAT0 format. That's what makes the sprite-enemies on the Mario Bros. stage. However, currently PAT0 isn't fully supported enough to make one from scratch :/
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #9 on: October 10, 2011, 01:08:19 PM » |
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and how would i use VIS0 to get the result im looking for? Another way to animate textures is to use the PAT0 format. That's what makes the sprite-enemies on the Mario Bros. stage. However, currently PAT0 isn't fully supported enough to make one from scratch :/
if not from scratch, could i tweak something already made in some way?
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« Reply #10 on: October 10, 2011, 02:21:28 PM » |
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I think that's possible. How many pictures/frames will you use? There is alot of PAT0 files in the STGFAMICOM.pac stage file, so I guess there's something there to use as a starting point
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3DS FC: 5370-0958-4818 Wii U NNID: Doraleus
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« Reply #11 on: October 10, 2011, 03:24:33 PM » |
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I think that's possible. How many pictures/frames will you use? There is alot of PAT0 files in the STGFAMICOM.pac stage file, so I guess there's something there to use as a starting point would you mind if i sent you a PM with each of the frames? its been almost a year since my last hack.. im too far out of the game to be attempting new tricks.. :/
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« Reply #12 on: October 11, 2011, 05:15:57 AM » |
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Forget VIS0 animations for that, you need PAT0 ones. I will update What Is love with one of them if I don't forget about it when I'm home.
VIS0 = Multiple models with a different texture each PAT0 = One model with multiple textures showing at different times
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