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

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Valkirst [Posts: 148]
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  • [June 23, 2014, 01:55:55 AM]
So I have come across some effects that seem to be impossible to mod they are usually the ones that are grayed out when you look at the effect rip. I was wondering if anyone knew the why to this conundrum of mine?
« Last Edit: June 25, 2014, 07:09:57 PM by Valkirst »
Choto [Posts: 818]
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  • [June 23, 2014, 02:31:02 AM]
Re: Impossible to mod some effects?
« Reply #1 on: June 23, 2014, 02:31:02 AM »
Some effects use a different palette setup. more specifically, some are 16 palettes of 16 colors while others are 1 256 color palette. This also affects the bpp - bits per pixel of the bmp image. If the original image is 16 bpp and you edit it in 8 bpp, the resulting bmp will be much larger than the original.

To make matters more complicated, some frames are colored through alternate means - the data of which is stored in another part of the effect.

What exactly do you mean by "Impossible to mod" though? does it crash? does it not change color? does it not change graphic?
Valkirst [Posts: 148]
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  • [June 23, 2014, 02:50:14 AM]
Re: Impossible to mod some effects?
« Reply #2 on: June 23, 2014, 02:50:14 AM »
The graphic and the color on salamander just kept messing up. Two examples are Climhazzard and Omnislash as for the graphic not changing. I didn't change the palette though for those, just wanted to add stuff.
Choto [Posts: 818]
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  • [June 23, 2014, 02:53:35 AM]
Re: Impossible to mod some effects?
« Reply #3 on: June 23, 2014, 02:53:35 AM »
ya, its probably the encoding of the pixels. There should be a way around it but I can't work it out at the moment. I'll try to revisit it and figure it out.
Valkirst [Posts: 148]
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  • [June 23, 2014, 03:12:05 AM]
Re: Impossible to mod some effects?
« Reply #4 on: June 23, 2014, 03:12:05 AM »
Thanks! I really appreciate it. I have some fun ideas I would like to try out using sprites and effects in tandem to create seemingly new ways of performing animation skills for specific characters.
Valkirst [Posts: 148]
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  • [June 25, 2014, 03:07:15 AM]
Re: Impossible to mod some effects?
« Reply #5 on: June 25, 2014, 03:07:15 AM »
Here are what I am trying to do with some of the others. implement Cloud into the actual effect animation. In the Cross Slash animation I have him disappear and he reappears very briefly for the skill attack. For Braver I have just add some slashing effects to give it more of the original FF VII feel .

The two bins are below for anyone who wants to use them and both versions of Cross Slash. For some like Meteorain I just have Cloud jump, it creates a cool effect. 

Braver E0247

Cross Slash E0249
« Last Edit: July 04, 2014, 04:04:59 PM by Valkirst »
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Celdia [Posts: 1640]
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  • [June 25, 2014, 04:35:07 AM]
Re: Impossible to mod some of Cloud's effects?
« Reply #6 on: June 25, 2014, 04:35:07 AM »
Cute Cloud frames.
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Elric (Overseer) [Posts: 3930]
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  • [June 25, 2014, 04:38:57 AM]
Re: Impossible to mod some of Cloud's effects?
« Reply #7 on: June 25, 2014, 04:38:57 AM »
Could you record these in action?

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    Valkirst [Posts: 148]
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    • [June 25, 2014, 07:18:38 AM]
    Re: Impossible to mod some of Cloud's effects?
    « Reply #8 on: June 25, 2014, 07:18:38 AM »
    As soon as I figure out how to do that I will Elric.

    I have two versions of the Cross slash. one I am testing out right now. Ill see what I can do about a video tomorrow.

    EDIT:
    Anywho, here is a video of Braver and a different version of Cross Slash than the one I uploaded with two Cloud frames instead of one in action. I also uploaded the different version up.

    « Last Edit: June 26, 2014, 02:00:24 AM by Elric »
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    • [June 26, 2014, 02:06:48 AM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #9 on: June 26, 2014, 02:06:48 AM »
    I saw the Terra effects on Youtube, must admit, both of those look pretty awesome.
    However for Cloud, I couldn't really see the difference in the first attack, and having him
    disappear for such a long time for the second attack seems a bit off, though I can tell
    what you were going for.

    Good job so far on these.

    EDIT: One other thing to mention, you should make the Buster Sword 2 sided, FFT does
    not have 1 sided blades. I'll attach the sheet we use for Jot5 which has a FFT version
    Buster Sword on it.
    « Last Edit: June 26, 2014, 02:12:26 AM by Elric »
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    Choto [Posts: 818]
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    • [June 26, 2014, 02:41:02 AM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #10 on: June 26, 2014, 02:41:02 AM »
    Not too shabby! I'm pumped somebody is working on effects =)
    Valkirst [Posts: 148]
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    • [June 27, 2014, 04:51:06 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #11 on: June 27, 2014, 04:51:06 PM »
    Thanks y'all! :)

    Okay so Elric, you were right about Braver, I mean I could see it, but that's because I knew what to look for. As for the disappearing act, it doesn't really bother me, but of course that aspect is entirely optional. However about the Buster Sword, I am guessing you are referring to the regular swords, not to like the Katana and Nodachi since those are one sided blades. Besides I already started modding all of my effects using the original buster sword... sooo... yeahhh... :P 

    I am still looking to modify Omnislash and Climhazzard those are the other two Cloud effects that irk me as to their original conception. This is on the Help board after all, I know Choto said you'll look into it, but if anyone can help out with figuring out how to mod those type of effects that would be awesome possum. Annnywho, here is a reworked version of Braver, which you can definitely see. I also redid the Omnislash sprite frames using the OG buster sword and yes he is a little taller than usual, that is for the effect of power and I uploaded the final version of Braver and Cross Slash up and got rid of the others.


    Braver V4

    EDIT: I also have another question and this may seem silly to ask but is all the information for how a skill is performed, the direction it comes in, what colors gets saturated or highlighted for effect etc. all found in the bin file?
    « Last Edit: June 27, 2014, 06:25:29 PM by Valkirst »
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    Elric (Overseer) [Posts: 3930]
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    • [June 28, 2014, 06:32:16 AM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #12 on: June 28, 2014, 06:32:16 AM »
    Yes, I'm referring to normal swords, neither the Buster Sword nor the Materia Blade are Katanas.

    I see whats going on for Braver now, so my other concern is for the sake of consistency, why does he
    not disappear for Braver as he did for Blade Beam (i think that was it?)

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    Atma [Posts: 220]
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    • [June 28, 2014, 02:52:50 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #13 on: June 28, 2014, 02:52:50 PM »
    I checked out your videos on YouTube.  Are the effects for Terra's Riot Blade and Summon available?

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    Valkirst [Posts: 148]
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    • [June 28, 2014, 06:26:14 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #14 on: June 28, 2014, 06:26:14 PM »
    http://ffhacktics.com/smf/index.php?topic=10468.msg198937#msg198937

    Here you go Atma there is the summon and a few others I have worked on. I haven't put out Riot Blade because I am not done with Terra's sprite sheet just yet. When I finish her I will put it all out as a bundle on my Terra sprite Sheet post.
     
    And Elric I was just testing it out when I put up the video to see how it looked, and forgot to have him disappear. Again though that whole aspect is optional. Do you think that there should be a consistency with the sort of after image modifications? I guess that makes sense, Haha. Also, if you wanted to use these Elric, for JotF I can make them so they have the Buster Sword on the sprite sheet :)
    « Last Edit: June 28, 2014, 06:44:40 PM by Valkirst »
    Valkirst [Posts: 148]
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    • [July 01, 2014, 11:56:47 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #15 on: July 01, 2014, 11:56:47 PM »
    So I have tried replacing some Bins with others and I take it that the bins have to be the same size and almost have the same effects. Here I replaced dark holy but had to use the information in the bin of the regular Holy spell in order to work. I didn't want to get rid of Holy altogether since I like it. I just wish I new a bit more about the bin information, how the game reads it and what's what. Are there any programs that will allow me to know the timing, or what part of the image it is going to use etc.

    Anywho, here is my version of Omnislash. ENJOY! One replaces Holy the other Dark Holy.. sooo yeahh!

    « Last Edit: July 02, 2014, 01:02:19 AM by Valkirst »
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    Jumza [Posts: 1518]
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    • [July 02, 2014, 01:56:38 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #16 on: July 02, 2014, 01:56:38 PM »
    That Omnislash is awesome :o Cool stuff Valk

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    Elric (Overseer) [Posts: 3930]
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    • [July 02, 2014, 02:15:34 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #17 on: July 02, 2014, 02:15:34 PM »
    I like it, but I still can't get down with that Buster Sword. Especially considering that it would have to take over
    his singing frames, and it would make no sense if, lets say, he was a mage chanting a spell. The effect itself
    is pretty cool though.

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    Valkirst [Posts: 148]
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    • [July 02, 2014, 04:20:50 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #18 on: July 02, 2014, 04:20:50 PM »
    Thanks Jumza :3

    And yeah, I totally get that Elric, again, that aspect is totally optional, weapon strike would work just as well. However I am getting rid of the dancer and bard class. Spells I believe do in fact use a different sprite animation than the singing but of course if he were a Bard class there would be some issues... that or you can say he's using the sword like a mic! lol

    Now, I have a question, is there anyway of making this an area of effect attack with it not constantly reanimating on each new hit? Possibly with some ASM hacking so that it hits all at once with just one animation?
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    • [July 02, 2014, 04:51:22 PM]
    Re: Valk's, modified Effects for Cloud. Are some impossible to mod?
    « Reply #19 on: July 02, 2014, 04:51:22 PM »
    I'm loving this Valk! 
    Quote
    However I am getting rid of the dancer and bard class
    Did this same thing!
    Quote
    Spells I believe do in fact use a different sprite animation than the singing
    Yup- they are different
    Quote
    Now, I have a question, is there anyway of making this an area of effect attack with it not constantly reanimating on each new hit?
    I'm not sure on this, but I know several spells are hard coded to only display once when given aoe (but the rest are affected anyway- i think).  I'm pretty sure Choto made an ASM to do the opposite and have single-display-spells strike multiple times.  I think he might know this.
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