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Mugen Portraits - How to? (Read 2995 times)

Started by -Thor, October 23, 2010, 11:42:47 am
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Mugen Portraits - How to?
#1  October 23, 2010, 11:42:47 am
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Re: Mugen Portraits - How to?
#2  October 23, 2010, 10:31:08 pm
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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 9000.5

You should use the sliver portrait as your 9000.5 and your regular lifebar portrait as your 9000.0. Should fix it more or less

Hope that helps

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Mugen Portraits - How to?
#3  October 24, 2010, 03:25:59 am
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I just cant find the portrait.spr = 9000,0 at system.def, but i understood all the rest! Ty btw.
Re: Mugen Portraits - How to?
#4  October 24, 2010, 04:02:20 am
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Its under character select definition. Just use ctrl+f. Glad I could help

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Mugen Portraits - How to?
#5  October 24, 2010, 01:39:22 pm
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I cant see anything like that in Character select definition  :-\
Re: Mugen Portraits - How to?
#6  October 24, 2010, 08:52:44 pm
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random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,1
cancel.snd = 100,2

portrait.spr = 9000,0     ;Do not change from 9000,0
portrait.offset = 0,0
portrait.scale = 1,1

Its 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).

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Mugen Portraits - How to?
#7  October 24, 2010, 10:26:50 pm
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I have only this:


Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows =   45
columns =  100
wrapping = 0              ;1 to let cursor wrap around
pos = -20,75              ;Position to draw to
showemptyboxes = 1        ;1 to show empty boxes
moveoveremptyboxes = 0    ;1 to allow cursor to move over empty boxes
cell.size = 10,50         ;x,y size of each cell (in pixels)
cell.spacing = 1,1          ;Space between each cell
cell.bg.spr = 150,0       ;Note: Don't use animation for cells
cell.random.spr = 151,0   ;Icon for random select (don't use animation)
cell.random.switchtime = 4;Time to wait before changing to another random portrait
p1.cursor.startcell = 7,2
p1.cursor.active.spr = 160,0
p1.cursor.done.spr = 161,0
p1.cursor.move.snd = 100,4
p1.cursor.done.snd = 100,0
p1.random.move.snd = 100,4
p2.cursor.startcell = 7,17
p2.cursor.active.spr = 170,0
p2.cursor.done.spr = 171,0
p2.cursor.blink = 1       ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 100,4
p2.cursor.done.snd = 100,0
p2.random.move.snd = 100,4
random.move.snd.cancel = 1;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,5
stage.done.snd = 100,6
cancel.snd = 100,3
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 159,223     ;Position of title (Arcade Mode, etc)
title.font = -1        ;Font of title (-1 for none)

;Big portraits
p1.face.offset = -5,10    ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p2.face.offset = 650,10
p2.face.scale = 1,1
p2.face.facing = -1

;Name
p1.name.offset = 2500,18500   ;Position to put name
p1.name.font = 3,4,1      ;Set to -1 for no display
p2.name.offset = 6150,18500
p2.name.font = 3,1,-1

;Stage select
stage.pos = 300,405
stage.active.font = 3,0,0
stage.active2.font = 3,2  ;Second font color for blinking
stage.done.font = 3,0
;Team menu
teammenu.move.wrapping = 1
p1.teammenu.pos = 30, 30
;p1.teammenu.bg.spr =
p1.teammenu.selftitle.font = 3,0, 1
p1.teammenu.selftitle.text = Team
p1.teammenu.enemytitle.font = 3,0, 1
p1.teammenu.enemytitle.text = vs team
p1.teammenu.move.snd = 100,1
p1.teammenu.value.snd = 100,1
p1.teammenu.done.snd = 100,2
p1.teammenu.item.offset = 0,10
p1.teammenu.item.spacing = 0,15
p1.teammenu.item.font = 3,0, 1
p1.teammenu.item.active.font = 3,3, 1
p1.teammenu.item.active2.font = 3,0, 1 ;Second font color for blinking
p1.teammenu.item.cursor.offset = -10, 0
p1.teammenu.item.cursor.anim = 180
p1.teammenu.value.icon.offset = 60,1
p1.teammenu.value.icon.spr = 181,0
p1.teammenu.value.empty.icon.offset = 60,1
p1.teammenu.value.empty.icon.spr = 182,0
p1.teammenu.value.spacing = 6,0
;p2 team
p2.teammenu.pos = 610, 30
;p2.teammenu.bg.spr =
p2.teammenu.selftitle.font = 3,0, -1
p2.teammenu.selftitle.text = Team
p2.teammenu.enemytitle.font = 3,0, -1
p2.teammenu.enemytitle.text = VS team
p2.teammenu.move.snd = 100,1
p2.teammenu.value.snd = 100,1
p2.teammenu.done.snd = 100,2
p2.teammenu.item.offset = 0,10
p2.teammenu.item.spacing = 0,15
p2.teammenu.item.font = 3,0, -1
p2.teammenu.item.active.font = 3,1, -1
p2.teammenu.item.active2.font = 3,0, -1 ;Second font color for blinking
p2.teammenu.item.cursor.offset = 10, 0
p2.teammenu.item.cursor.anim = 190
p2.teammenu.value.icon.offset = -60,1
p2.teammenu.value.icon.spr = 191,0
p2.teammenu.value.empty.icon.offset = -60,1
p2.teammenu.value.empty.icon.spr = 192,0
p2.teammenu.value.spacing = -6,0
;Sounds
Re: Mugen Portraits - How to?
#8  October 24, 2010, 10:35:32 pm
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I just add portrait.spr= 9000,5 and it keeps the select screen portrait in the in-game lifebar.  :'(

GOH

Re: Mugen Portraits - How to?
#9  October 25, 2010, 11:19:37 am
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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.
Re: Mugen Portraits - How to?
#10  October 25, 2010, 03:00:11 pm
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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.

GOH

Re: Mugen Portraits - How to?
#11  October 25, 2010, 03:11:56 pm
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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.
Re: Mugen Portraits - How to?
#12  October 25, 2010, 04:12:29 pm
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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)

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http://www.Trinitymugen.net/Hosted/CFJ2/
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thanks again Vans/Jesuszilla!
Re: Mugen Portraits - How to?
#13  October 25, 2010, 08:16:46 pm
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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.
Re: Mugen Portraits - How to?
#14  October 25, 2010, 08:17:20 pm
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