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Different Portrait Standards. (Read 10716 times)

Started by 外音リザ, December 16, 2005, 04:41:54 pm
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Different Portrait Standards.
#1  December 16, 2005, 04:41:54 pm
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We've seen 9000,0 as the normal small portrait.
But now we see other portrait standards.

Can anyone name all the standards here?
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Last Edit: December 17, 2005, 08:47:32 am by 警勇気 うさか
Re: Different Portrait Standards.
#2  December 16, 2005, 05:00:41 pm
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well 9000,2 is used for special portraits in lifebars such as Tatsu's or SvC Omega, those portraits are based off Kof2000 model of portriats.
Re: Different Portrait Standards.
#3  December 16, 2005, 05:06:13 pm
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Sion's screenpack for Melty Blood has one.


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Re: Different Portrait Standards.
#4  December 16, 2005, 07:09:34 pm
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We've seen 5000,0 as the normal small portrait.
But now we see other portrait standards.

Can anyone name all the standards here?

I hate to correct you, as it's just a small typo, but it's actually 9000,0 that's the small icon.
5000,0 (as you posted, as a typo) is one of the required get hit sprites standard. ;)

The only other portrait standard I'm aware of is 9000,1. I think I've seen things like 9000,2, but I don't really see a use for them, other than for custom life bar setups. :P

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Re: Different Portrait Standards.
#5  December 17, 2005, 08:47:19 am
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O_O;

Fixed~!
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Re: Different Portrait Standards.
#6  December 17, 2005, 05:23:31 pm
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Possibly a good idea to establish a standard for Super Portraits?

Fail.
Re: Different Portrait Standards.
#7  December 17, 2005, 05:38:25 pm
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9000, 666 is a standard in Sophie's portrait version of CvS2 lifebars (and in my personally edited version of the newest CvS2 lifebar release)
Last Edit: December 17, 2005, 05:40:45 pm by Jesuszilla
Re: Different Portrait Standards.
#8  December 18, 2005, 06:02:02 am
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okay. is that all?

Um, how about visual representations and where is the axis of such things?
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Re: Different Portrait Standards.
#9  December 18, 2005, 06:17:00 am
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Chotto Komaru's Arcueid has an EFZ portrait at 9000,4
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Re: Different Portrait Standards.
#10  December 18, 2005, 06:20:44 am
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Re: Different Portrait Standards.
#11  December 19, 2005, 05:42:15 pm
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Can the portriates be animated? I wanted to animate the small portriate like DBZ legends. When they attack or get hit, you can see their expressions on their small portriates.
Re: Different Portrait Standards.
#12  December 19, 2005, 08:41:28 pm
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No you can't.

If you want to do that (I'd assume you've started learning how to code ;)), you'd have to add a permanenet helper to put a portrait somewhere on the screen (down left for example), and this portrait would be animated depending on what he's doing.
Some chars already have a similar thing IINM.
Re: Different Portrait Standards.
#13  December 20, 2005, 02:39:59 am
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Re: Different Portrait Standards.
#14  December 28, 2005, 07:54:34 am
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No you can't.

If you want to do that (I'd assume you've started learning how to code ;)), you'd have to add a permanenet helper to put a portrait somewhere on the screen (down left for example), and this portrait would be animated depending on what he's doing.
Some chars already have a similar thing IINM.
to use animated small portraits:
- open fight.def, in the data folder
- look for [Face]
- replace p1.face.spr (and p2, p3 etc) with p1.face.anim

i once had an animated lei-lei portrait to start a standard, using anim 90009000, but removed it because people wouldn't follow
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Re: Different Portrait Standards.
#15  December 29, 2005, 11:05:02 am
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Because you don't advertize the standard? It won't click without advertizing. :P

Also, DBZ Legends thingy where portraits change at the player's status (normal, attacking & hurt) is not really possible.
Also, this stuff is in JoJo too.
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Re: Different Portrait Standards.
#16  December 29, 2005, 01:01:53 pm
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Quote
Also, DBZ Legends thingy where portraits change at the player's status (normal, attacking & hurt) is not really possible.

U mean those in the bottom of screen? why impossible? explod can do this. ::)
Re: Different Portrait Standards.
#17  December 29, 2005, 01:55:01 pm
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Also, DBZ Legends thingy where portraits change at the player's status (normal, attacking & hurt) is not really possible.
I don't really see why either.
Creating a permanent helper reffering to the current player's state should do the trick, doesn't it ?
Re: Different Portrait Standards.
#18  December 29, 2005, 06:50:52 pm
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I mean, impossible in screenpack terms. We all know how this is easily done by helpers.
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Re: Different Portrait Standards.
#19  December 30, 2005, 03:37:40 am
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