Hi forum. I am trying to keep this custom small portraits in select screen [Example]:http://img199.imageshack.us/img199/8151/semttulotu.jpgBut i want good portraits for in-game lifebars [Example]:http://img46.imageshack.us/img46/5093/semttuloujw.jpgIs it possible? If you know how please help me. Thank you!
Keep the small portrait like the one on the left as 9000.0. Custom portraits should have a separate number(not sure who's sp that is) I'll just use 9000.5 for this.Go into your system.def(mugen's data folder)go down to this: portrait.spr = 9000,0 <----- Change that to 9000.5You should use the sliver portrait as your 9000.5 and your regular lifebar portrait as your 9000.0. Should fix it more or lessHope that helps
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedlystage.move.snd = 100,0stage.done.snd = 100,1cancel.snd = 100,2portrait.spr = 9000,0 ;Do not change from 9000,0portrait.offset = 0,0portrait.scale = 1,1Its in that area. Unless the sp author removed it or something. Add the portrait.spr = 9000,0 line if it isnt there(If it screws up, you can remove it again).
I have only this:Character select definition[Select Info]fadein.time = 10fadeout.time = 10rows = 45columns = 100wrapping = 0 ;1 to let cursor wrap aroundpos = -20,75 ;Position to draw toshowemptyboxes = 1 ;1 to show empty boxesmoveoveremptyboxes = 0 ;1 to allow cursor to move over empty boxescell.size = 10,50 ;x,y size of each cell (in pixels)cell.spacing = 1,1 ;Space between each cellcell.bg.spr = 150,0 ;Note: Don't use animation for cellscell.random.spr = 151,0 ;Icon for random select (don't use animation)cell.random.switchtime = 4;Time to wait before changing to another random portraitp1.cursor.startcell = 7,2p1.cursor.active.spr = 160,0p1.cursor.done.spr = 161,0p1.cursor.move.snd = 100,4p1.cursor.done.snd = 100,0p1.random.move.snd = 100,4p2.cursor.startcell = 7,17p2.cursor.active.spr = 170,0p2.cursor.done.spr = 171,0p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1'sp2.cursor.move.snd = 100,4p2.cursor.done.snd = 100,0p2.random.move.snd = 100,4random.move.snd.cancel = 1;1 to have random move sound cancel itself when played repeatedlystage.move.snd = 100,5stage.done.snd = 100,6cancel.snd = 100,3portrait.offset = 0,0portrait.scale = 1,1title.offset = 159,223 ;Position of title (Arcade Mode, etc)title.font = -1 ;Font of title (-1 for none);Big portraitsp1.face.offset = -5,10 ;Position to put big portraitp1.face.scale = 1,1p1.face.facing = 1p2.face.offset = 650,10p2.face.scale = 1,1p2.face.facing = -1;Namep1.name.offset = 2500,18500 ;Position to put namep1.name.font = 3,4,1 ;Set to -1 for no displayp2.name.offset = 6150,18500p2.name.font = 3,1,-1;Stage selectstage.pos = 300,405stage.active.font = 3,0,0stage.active2.font = 3,2 ;Second font color for blinkingstage.done.font = 3,0;Team menuteammenu.move.wrapping = 1p1.teammenu.pos = 30, 30;p1.teammenu.bg.spr =p1.teammenu.selftitle.font = 3,0, 1p1.teammenu.selftitle.text = Teamp1.teammenu.enemytitle.font = 3,0, 1p1.teammenu.enemytitle.text = vs teamp1.teammenu.move.snd = 100,1p1.teammenu.value.snd = 100,1p1.teammenu.done.snd = 100,2p1.teammenu.item.offset = 0,10p1.teammenu.item.spacing = 0,15p1.teammenu.item.font = 3,0, 1p1.teammenu.item.active.font = 3,3, 1p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinkingp1.teammenu.item.cursor.offset = -10, 0p1.teammenu.item.cursor.anim = 180p1.teammenu.value.icon.offset = 60,1p1.teammenu.value.icon.spr = 181,0p1.teammenu.value.empty.icon.offset = 60,1p1.teammenu.value.empty.icon.spr = 182,0p1.teammenu.value.spacing = 6,0;p2 teamp2.teammenu.pos = 610, 30;p2.teammenu.bg.spr =p2.teammenu.selftitle.font = 3,0, -1p2.teammenu.selftitle.text = Teamp2.teammenu.enemytitle.font = 3,0, -1p2.teammenu.enemytitle.text = VS teamp2.teammenu.move.snd = 100,1p2.teammenu.value.snd = 100,1p2.teammenu.done.snd = 100,2p2.teammenu.item.offset = 0,10p2.teammenu.item.spacing = 0,15p2.teammenu.item.font = 3,0, -1p2.teammenu.item.active.font = 3,1, -1p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinkingp2.teammenu.item.cursor.offset = 10, 0p2.teammenu.item.cursor.anim = 190p2.teammenu.value.icon.offset = -60,1p2.teammenu.value.icon.spr = 191,0p2.teammenu.value.empty.icon.offset = -60,1p2.teammenu.value.empty.icon.spr = 192,0p2.teammenu.value.spacing = -6,0;Sounds
You need to edit that in your "fight.def" not in your system.def.And if you want the default 25x25 portrait, the sprite number is 9000,0 not 9000,5.
I know that if i change the 9000,0 it changes the select screen and the in-game portrait, but i want to have a select screen and a diferent in-game small portrait.
The select screen is 9000,1 and the small portrait is 9000,0.They will never be the same, unless you have the same picture on both of them, or you have both 9000,1 or 9000,0 in the two lines.
Default screenpack shows the tiny portrait(9000.0) on the select screen for the character with 9000.1 being the big portrait. 9000.5 was a random number since his pack uses special portraits. The characters themselves will need to be modded probably if you want everything to blend.Problem might be in the fight.def though. The screenpack probably came with a readme. If you cant find it, then go back to the site you got it from and look for a read me(a forum post for the release or something)
Lost_Avenger do you have msn? Or skype? I can send you my W.I.P mugen so you can see the problem and fix it. I give huge credit to your work.