Reply to Re: help me i can't stop 3ding
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Well, if you're working with sprites, you could move the part that jumps forward back the requisite amount of pixels. If that fails, you could add an after-image to make it look cool.
Yeah I was considering that but I really shouldn't have to.
Ah, you make the shadows by hand.. frame-by-frame? THat is a pain! :/
I managed to set up blender to render out "dink-shadows"-directly, and I'm sure you could do it in 3dmax too. You need to composite the black and white checker pattern together with the cast shadow on a ground plane in post-processing.
And if you cant do it in 3d max, maybe you could make the character cast pure magenta shadows or something, and then make a photoshop batch edit to run all your frames through it, replaceing the magenta with checker-pattern!
To make the shadows I put a white matte plane on the ground that only reacts to one omni light shadow on the front that is raytraced so there is no anti-aliasing or blurring. Then I put the frame in photoshop, fill it with a black-white checkerboard pattern, index the color with the Dink pallette, and save it. So yeah, that's what I've been doing.
This is hard to fix for us without some extra details, such as which sequences you are using and the contents of your .ini file My guess is your depth dots are not set up exactly the same for each different sequence of the different animations. So, the X-axis shifts when you're going from walking/idle to hitting.
The depthdots are manually edited for each sequence so the hitbox spans up the space between his feet, and the depthdot is always between them as well. I've tried moving the dd to the side to make the sequence move in the right spot, but it doesn't work. Once in a blue moon I check the hitbox/dd and it's all screwed up for no reason, I've checked the ini, and nothing has changed. I don't understand it.
Is Dink standing on the same spot in the actual .bmps? If not, then dink.ini lines actually need to be different for each sequence. (Which is kind of a pain, so I suggest always leaving enough whitespace in graphics to not have to move the actual character when doing different animations...)
Yes I change the depthdots for each sequence so they fit, but they still jump to the left. I'll leave a dropbox with my .dmod file in here if you want it.
Khepran.dmod
Might be messy, or not.
That was a mouthful.
Yeah I was considering that but I really shouldn't have to.

Ah, you make the shadows by hand.. frame-by-frame? THat is a pain! :/
I managed to set up blender to render out "dink-shadows"-directly, and I'm sure you could do it in 3dmax too. You need to composite the black and white checker pattern together with the cast shadow on a ground plane in post-processing.
And if you cant do it in 3d max, maybe you could make the character cast pure magenta shadows or something, and then make a photoshop batch edit to run all your frames through it, replaceing the magenta with checker-pattern!
To make the shadows I put a white matte plane on the ground that only reacts to one omni light shadow on the front that is raytraced so there is no anti-aliasing or blurring. Then I put the frame in photoshop, fill it with a black-white checkerboard pattern, index the color with the Dink pallette, and save it. So yeah, that's what I've been doing.
This is hard to fix for us without some extra details, such as which sequences you are using and the contents of your .ini file My guess is your depth dots are not set up exactly the same for each different sequence of the different animations. So, the X-axis shifts when you're going from walking/idle to hitting.
The depthdots are manually edited for each sequence so the hitbox spans up the space between his feet, and the depthdot is always between them as well. I've tried moving the dd to the side to make the sequence move in the right spot, but it doesn't work. Once in a blue moon I check the hitbox/dd and it's all screwed up for no reason, I've checked the ini, and nothing has changed. I don't understand it.
Is Dink standing on the same spot in the actual .bmps? If not, then dink.ini lines actually need to be different for each sequence. (Which is kind of a pain, so I suggest always leaving enough whitespace in graphics to not have to move the actual character when doing different animations...)
Yes I change the depthdots for each sequence so they fit, but they still jump to the left. I'll leave a dropbox with my .dmod file in here if you want it.
Khepran.dmod
Might be messy, or not.
That was a mouthful.