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Re: When I change select screen character portrait it doesn't match the square/slot

 December 15, 2013, 12:45:04 am View in topic context

any help?
    

When I change select screen character portrait it doesn't match the square/slot

 December 13, 2013, 09:32:53 pm View in topic context

I have changed the squares/slots of the characters in select screen to W:80 pixels H:100 pixels, now after changing the slots size, I wanted to start

making portraits in the same dimensions 80x100 for every character I have , but it doesn't work, I don't get it, the portrait of the character is 80x100, and

 the select screen square/slot for the character is 80x100, how to fix that


     Posted: December 15, 2013, 12:44:42 am
????
    

Re: I can't insert a transparent sprite??

 November 24, 2013, 06:59:30 am View in topic context
 Posted by delete123  in I can't insert a transparent sprite?? (Started by delete123 November 20, 2013, 01:42:53 am
 Board: M.U.G.E.N Development Help

Thank you (Trinitronity), that has worked perfectly, Thank you.
Not just this, I also found another way to do it:
You can do it by placing it with the background you want to place it on, so it's a single image.
Or if you are making an animation of this sprite, you can do it this way:
Decide where this animation position extent would be, ex. it would be moving 3cm to the right and then it moves down 2cm, then its extent is 3cm x 2cm, then you would take the background picture that this animation would be moving on and open it using some tool like Photoshop, then cropping this 3cm x 2cm area, then inserting the animation and move it in this 3cm x 2cm area as you wish, and with every move you save an image, to make several images, then adding these images to the .sff file using Fighter Factory, and making sure the position of these sprites is the same where this 3cm x 2cm area was on the background sprite, then adding the animation using the system.def file:
Let's say you saved 4 images to the .sff to the group number 100, and numbered these images as 12, 13, 14, 15...
And let's say you want to add this animation on the title screen, you open the system.def file and add this under (;Title background definition) in the system.def:


[TitleBG Background Top]
type = anim
actionno = 1001
mask = 1
layerno = 1

[Begin action 1001]

100,12,0,0,6 ; the first number "100" is the group number of the sprite,
100,13,0,0,6 ; and the second "12" is the sprite number, 5th number
100,14,0,0,6 ; "6" is  the duration before the sprite moves to the next sprite,
100,15,0,0,6 ; 6 means 6 game-ticks, 1 second equals 60 game-ticks.
loopstart


Thanks
    

Re: I can't insert a transparent sprite??

 November 22, 2013, 05:18:36 pm View in topic context
 Posted by delete123  in I can't insert a transparent sprite?? (Started by delete123 November 20, 2013, 01:42:53 am
 Board: M.U.G.E.N Development Help

Well, my idea would be then to split this image into two parts: The non-transparent part and the transparent part.
First, place the transparent part with transparence applied, and then place the non-transparent part on top of the transparent part, without any transparency.
I haven't tested out this method myself yet, but theoretically, that SHOULD work.

Hi pal, can you be more specific?, what do you mean non-transparent and transparent part? and do you mean to place them using the system.def after adding the sprite into the .sff file using Fighter Factory?
    

Re: How can I extract a PlayStation 3 game character sprites?

 November 21, 2013, 04:17:39 am View in topic context
 Posted by delete123  in How can I extract a PlayStation 3 game character sprites? (Started by delete123 November 15, 2013, 03:41:39 am
 Board: M.U.G.E.N Development Help

did you google for dragon ball, xna lara ? xna lara has got a lot of model rippers, some models end up at deviantart.

Hi, what is XNA LARA... I just know it is a game models poser, isn't it? But most importantly, does it work by loading for example data files of a game and show the game models, and if so, does it support PS2? PS3? PS1? XBOX?
Thanks.
    

Re: How to make HD mugen screenpack?

 November 21, 2013, 03:19:22 am View in topic context
 Posted by delete123  in How to make HD mugen screenpack? (Started by delete123 November 19, 2013, 12:01:28 am
 Board: M.U.G.E.N Development Help

Thank you so very much! I really appreciate your help... Thank you (-SyN-) and (Imposter Mickey Mouse).

  :2thumbsup: it worked!
    

Re: I can't insert a transparent sprite??

 November 21, 2013, 02:31:17 am View in topic context
 Posted by delete123  in I can't insert a transparent sprite?? (Started by delete123 November 20, 2013, 01:42:53 am
 Board: M.U.G.E.N Development Help

Are you using fighter factory 3 to add the png?
It looks like whatever you used converted the png to an indexed sprite.
Make sure to save your .sff for 1.1

Hi buddy [: I'm using Fighter Factory 2.6 Ultimate, and I tried all of Fighter Factory versions to add the .png but nothing worked better than Ultimate 2.6 (the result picture you seeing above), and when I add the sprite to FF Ultimate it doesn't ask for my permission whether I want to index the .png or not.
When I tried FF 3 it asked whether I want to save the sff as 1.0 or 1.1 or Beta, I tried them all, no luck.
Thanks for you respond.
    

Re: How to make HD mugen screenpack?

 November 21, 2013, 02:20:17 am View in topic context
 Posted by delete123  in How to make HD mugen screenpack? (Started by delete123 November 19, 2013, 12:01:28 am
 Board: M.U.G.E.N Development Help

the red layer is applied first
then the green layer goes next with tran added
then the blue layer goes on top of the two with trans as well.

If done right then you will get the exact same image with no color loss.

And since you are familiar with photoshop, whatever image you are trying to include, make three layers of the image, use blending options on all. use the color overlay i think thats the name, the option above gradient, set the bottom image to all red, the next to all green, and the top to all blue. and in that same selected blending option have all images set to linear burn.

Finally, in the blending options default on top only for green and blue images make sure blend interior effects as group is checked and change blend mode to screen. and you will see the RGB effect  showing how the image will look like the original and will come out the same in mugen.

Save each image as 256 colors with a transparent index and layer them in the system sff.

I think I'm so close, now I'm in the layering and then I'll finish, is the layering done in the system.def or the Fighter Factory? Because I added the sprites of the green,red,blue into the .sff file using Fighter Factory, then I'm now playing with the [TitleBGdef] in the system.def, and I'm getting whether Blue or Green or Red, but I'm unable to make it right in the system.def, however, the quality was real HD, and that how I know I have done it right until now.

This is a picture of my system.def file showing where I'm trying to do it, if this is it (the layering) , can you please direct me?:

    

Re: How to make HD mugen screenpack?

 November 20, 2013, 03:30:35 pm View in topic context
 Posted by delete123  in How to make HD mugen screenpack? (Started by delete123 November 19, 2013, 12:01:28 am
 Board: M.U.G.E.N Development Help

basically that guide shows you how to take a single image thats more than 256 colors and make it work with in mugen with no color loss at all.

Are you familiar with photoshop? if so then I can make a simple guide.

also you are familar with adding images to an sff and getting coding the system.def for those images to show?
In that same guide he is tel;ling you to layer the images on top of each other and add tranns to the last two layer and you will get a perfect image with no color loss.

Yeah I am an graphics designer in photoshop, and I tried all .png, .pcx, .bmp extensions with 24,16,8 depths.
And yes, I know how to add/change images in the .sff using Fighter Factory.
About the layering, how??
Thanks for your reply [:
    

Re: How to make HD mugen screenpack?

 November 20, 2013, 01:51:56 pm View in topic context
 Posted by delete123  in How to make HD mugen screenpack? (Started by delete123 November 19, 2013, 12:01:28 am
 Board: M.U.G.E.N Development Help

This will help.

http://mugenguild.com/forum/topics/maintaining-color-stages-rgb-method-75678.0.html

And its not just for stages.

Thanks man this really seems to be useful, but I this thread you gave is still didn't get some point, she/he didn't explain what is "SFF compilation", and after I finish with the 3 blue,red,green exported images, what do I do with them, I'm used to change the sprites of the screenpack using another screenpack and editing it on Fighter Factory.
So, how can I combine these 3 images at the end?
Thank by the way buddy (:
    

Re: I can't insert a transparent sprite??

 November 20, 2013, 01:18:53 pm View in topic context
 Posted by delete123  in I can't insert a transparent sprite?? (Started by delete123 November 20, 2013, 01:42:53 am
 Board: M.U.G.E.N Development Help

Trans PNG only for 1.1
if you want to continue using PCX explods will have to separate, and emulate
but do not stay the same

I didn't understand what you said, by the way, I used .PNG extension.
    

I can't insert a transparent sprite??

 November 20, 2013, 01:42:53 am View in topic context
 Posted by delete123  in I can't insert a transparent sprite?? (Started by delete123 November 20, 2013, 01:42:53 am
 Board: M.U.G.E.N Development Help

Hi, I created this image to be the title of my mugen screenpack:


But, when I did it on Fighter Factory, this was the result:


See the white  around the text sprite, it should not be there... How can I do this please?

Thanks.
    

How to make HD mugen screenpack?

 November 19, 2013, 12:01:28 am View in topic context
 Posted by delete123  in How to make HD mugen screenpack? (Started by delete123 November 19, 2013, 12:01:28 am
 Board: M.U.G.E.N Development Help

Hi.
I just wanted to make a some screenpack, I created high quality pictures, when I applied them to my mugen game, the pictures were very bad quality, how some screenpacks I download online were very high quality?
Thanks
    

How can I make moving stars in the screenpack?

 November 18, 2013, 01:20:50 pm View in topic context
 Posted by delete123  in How can I make moving stars in the screenpack? (Started by delete123 November 18, 2013, 01:20:50 pm
 Board: M.U.G.E.N Development Help

So I almost finished my screenpack, only I want to add the last touches, like animated stars or something so, is this done by Fighter Factory or what? and how can I do it?

Thanks.
    

Re: How can I extract a PlayStation 3 game character sprites?

 November 17, 2013, 12:42:19 am View in topic context
 Posted by delete123  in How can I extract a PlayStation 3 game character sprites? (Started by delete123 November 15, 2013, 03:41:39 am
 Board: M.U.G.E.N Development Help

I googled for about 2 weeks, everything seems to be useless.. by the way thanks for replying (:
    

Re: How can I extract a PlayStation 3 game character sprites?

 November 15, 2013, 03:31:52 pm View in topic context
 Posted by delete123  in How can I extract a PlayStation 3 game character sprites? (Started by delete123 November 15, 2013, 03:41:39 am
 Board: M.U.G.E.N Development Help

Any help please?
    

How can I extract a PlayStation 3 game character sprites?

 November 15, 2013, 03:41:39 am View in topic context
 Posted by delete123  in How can I extract a PlayStation 3 game character sprites? (Started by delete123 November 15, 2013, 03:41:39 am
 Board: M.U.G.E.N Development Help

Hi, I have downloaded Dragon Ball Z: Ultimate Tenkaichi for PS3 on my PC, there is a lot of file extensions like .AFS .DAT .PAM .SFO and more.
Is there a way I can load/view/edit this game characters so I can capture sprites of this character to use these sprites to make a character for mugen?


Thanks