• Welcome to Final Fantasy Hacktics. Please login or sign up.
 
April 25, 2024, 04:58:44 am

News:

Please use .png instead of .bmp when uploading unfinished sprites to the forum!


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - andredoubleu

1
I'll definitely get to this in a few days.  It's finals week..!
2
lirmont, thank you soo much for answering all of my questions.  I looked again at the mega image and just combined the pieces I wanted so that I wouldn't have to rewrite any of my code.  It was kind of a hack, but I just needed to turn my assignment in.

But actually, I didn't use map2gl to pull the mesh and the realized texture; because this is an introductory graphics course, we were required to draw all of our polygons and map all of our textures by hand, and not import any other objects into the scene.  It was a pain in the rear, and took a few days, but I finally got it.

As far as using map2gl, I read the posts that you linked to, but I still can't get it to work.  I tried on a Windows 7 32-bit machine, and I keep getting the error:

NameError: global name 'create_textures_seprate' is not defined

I then tried on Ubuntu Precise.  I was able to run the program and get it to display the scene, but it won't respond to any keyboard inputs, and in the File menu, there's no option to export anything.
3
Hi!  I'm programming Orbonne Monastery from scratch for a computer graphics class.  I just finished my model, but the texture sheet that I have is in grayscale (I obtained the texture sheet from Ganesha).  Does anyone have a color version you can send me real fast?

I found some colored texture sheets for Orbonne Monastery in Tethical, but the colors are all kind of off and I'm not quite sure why.    I also tried getting the texture sheets from map2gl, but after attempting to run map2gl on 6 different computers and several operating systems and it not working, I abandoned those attempts.

I would like to understand the process for getting the colored textures myself, but right now I'm more concerned with just getting my hands on a copy so I can turn my assignment in!
4
Spriting / Re: .SPR File Format
November 28, 2013, 05:34:05 pm
Okay, I think I'm getting this.  All of that with the texture coordinates makes sense now.

I opened Sprite Animator with a Type 1 Cloud that I found here on FFH, and used the arrow keys to select frame 12.  Then I examined the XML file and under "composite frame 12" I saw that it referenced frame id's 13, 14, and 15.  I looked at those 3 frames in the XML file and verified that the coordinates match a left arm, a body, and a right arm in the original BMP file.  Do the offset-x and offset-y also represent texture coordinates so that the different body parts align correctly?  Also, can you explain what "named attachment points" are?


<composite-frame id="12">
      <frame id="999" named-attachment-point-id="13" flip-x="True" offset-x="16" offset-y="25" />
      <frame id="13" offset-x="9" offset-y="15" />
      <frame id="999" named-attachment-point-id="3" flip-x="True" offset-x="16" offset-y="27" rotation-z="51" />
      <frame id="14" offset-x="6" offset-y="7" />
      <frame id="999" named-attachment-point-id="6" flip-x="True" offset-x="22" offset-y="29" rotation-z="45" />
      <frame id="15" offset-x="14" offset-y="19" />
      <frame id="999" named-attachment-point-id="11" offset-x="14" offset-y="8" />
      <frame id="999" named-attachment-point-id="12" offset-x="14" offset-y="8" />
</composite-frame>
5
Spriting / Re: .SPR File Format
November 28, 2013, 03:30:08 pm
Wow, thanks for the swift replies.  Lirmont, I downloaded the Sprite Animator Tool and checked out the xml files.  It looks like exactly what I'm looking for.  However, I'm having some trouble deciphering it.  Under:

<frames>
    <frame id="1" s="240" t="176" w="8" h="8" />
    <frame id="2" s="0" t="0" w="32" h="40" />
    <frame id="3" s="32" t="0" w="32" h="40" />
    etc
</frames>

do the frame ids correspond to the same boxes in the reference.bmp file?

Also, I assume 'w' and 'h' are width and height, but what are 's' and 't'?

I assume composite frames are frames that are made up of several frames, like connecting an upper body with a lower body and some arms.  Also, composite frame sets probably connect multiple composite frames to give the appearance of movement, like walking and swinging the arms.  Is this understanding correct?

Finally, how do I go about getting a license to use the Sprite Animator Tool?  I tried running the program, thinking it would help me understand the xml file a little bit better, but I don't think I have a valid account to license.

Thanks again.
6
Spriting / .SPR File Format
November 27, 2013, 11:48:22 pm
Hi, I'm new to this forum!  For a school assignment in my computer graphics course, I'm trying to program Orbonne Monastery, insert a few sprites, and animate the sprites moving around and attacking each other.  For the sprites, I COULD use the .BMP files that I found here on FFH, but the .SPR files look more appealing since they probably contain meta data about how all the pieces of the sprites connect to each other.  Is the exact file format of a .SPR file described anywhere?  What I'm looking for exactly is something like: the first 4 bytes represent x, the next 12 bytes represent y, etc.  Thanks in advance!