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Explod opacity

Started by dragolink1, March 02, 2016, 04:28:56 PM

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dragolink1

Hi, i trying to make a explod go from 'no visible' to 'visiible'

[State 0]
type = explod
trigger1 = animelem = 1
anim = 6002
ID = 6002
postype = p1
sprpriority = 4
supermovetime = -1
removetime = 70
pos = 0,-25
vel = 2,0
scale = .6,.6
bindtime = 1
supermove = 1
removeongethit = 1
ignorehitpause = 1

-Whiplash-

Have you tried using the transparency setting in the air file?

You can make an animation any level of transparency in the air file, instead of dealing with stuff like helpers or modify explod.

dragolink1

Quote from: -Whiplash- on March 02, 2016, 04:42:19 PM
Have you tried using the transparency setting in the air file?

You can make an animation any level of transparency in the air file, instead of dealing with stuff like helpers or modify explod.

No, havent tried, but how i can set it?... I was trying that before, but isnt working...


HadeS

You change the opacity by changing the numbers of what it's in bold (which is called Source) in the AIR file: 0, 0, 0, 0, 0, , AS256D256
It goes from 256 to 0. Play with it :)

Of course, the 0, 0... thing is just an example. You use the group, sprite number, position, time and flip thing you're working on.

dragolink1

ok, Now... Thanks...
I was editing wrong...


Just set in the Alpha and modify the values...

Chronan

To fade a transparent image from "60000, 0, 0, 0, 1, , A" to invisible you can do the following. This will fade it out over the course of 8 ticks you can have "60000, 0, 0, 0, 1, , AS0D256" for fully invisible as well or "-1, 0, 0, 0, 1" also works.
In Mugen 1.0/WinMugen via the AIR:
60000, 0, 0, 0, 1, , AS256D256
60000, 0, 0, 0, 1, , AS224D256
60000, 0, 0, 0, 1, , AS192D256
60000, 0, 0, 0, 1, , AS160D256
60000, 0, 0, 0, 1, , AS128D256
60000, 0, 0, 0, 1, , AS96D256
60000, 0, 0, 0, 1, , AS64D256
60000, 0, 0, 0, 1, , AS32D256

In Mugen 1.1 via the AIR this can be simplified but the old way works too:
60000, 0, 0, 0, 7, , AS256D256
Interpolate Blend
60000, 0, 0, 0, 1, , AS32D256

In both of the above I assume the explod is killed after the anim completes.

The other option is to use a TRANS SCTRL set to add or addalpha and PalFX SCTRL and have a paladd = 0-(time*32),0-(time*32),0-(time*32). This will only work when 'ownpal = 0' on the Explod, and if there are multiple explods spawned at different time this method would fade them all at the exact same time, which may look odd depending on what you are aiming for. TRANS is changed in Mugen 1.1b so it might be worth checking the docs on that.



If you are fading in an Explod, then simply do everything in reverse. AS32D256 - AS256D256 or PalAdd = -256+(time*32),-256+(time*32),-256+(time*32).

If you want to fade in from nothing to a solid, non-transparent image color you'd effectively have something like this:
60000, 0, 0, 0, 8, , AS0D256
Interpolate Blend
60000, 0, 0, 0, 9, , AS256D256
Interpolate Blend
60000, 0, 0, 0, 1, , AS256D0
Or whatever the Mugen 1.0 equivalent is!

I didn't look at any examples / docs for this so hopefully it makes sense and I didn't screw stuff up! Good luck!

dragolink1

Quote from: chrono.st on March 02, 2016, 05:32:36 PM
To fade a transparent image from "60000, 0, 0, 0, 1, , A" to invisible you can do the following. This will fade it out over the course of 8 ticks you can have "60000, 0, 0, 0, 1, , AS0D256" for fully invisible as well or "-1, 0, 0, 0, 1" also works.
In Mugen 1.0/WinMugen via the AIR:
60000, 0, 0, 0, 1, , AS256D256
60000, 0, 0, 0, 1, , AS224D256
60000, 0, 0, 0, 1, , AS192D256
60000, 0, 0, 0, 1, , AS160D256
60000, 0, 0, 0, 1, , AS128D256
60000, 0, 0, 0, 1, , AS96D256
60000, 0, 0, 0, 1, , AS64D256
60000, 0, 0, 0, 1, , AS32D256

In Mugen 1.1 via the AIR this can be simplified but the old way works too:
60000, 0, 0, 0, 7, , AS256D256
Interpolate Blend
60000, 0, 0, 0, 1, , AS32D256

In both of the above I assume the explod is killed after the anim completes.

The other option is to use a TRANS SCTRL set to add or addalpha and PalFX SCTRL and have a paladd = 0-(time*32),0-(time*32),0-(time*32). This will only work when 'ownpal = 0' on the Explod, and if there are multiple explods spawned at different time this method would fade them all at the exact same time, which may look odd depending on what you are aiming for. TRANS is changed in Mugen 1.1b so it might be worth checking the docs on that.



If you are fading in an Explod, then simply do everything in reverse. AS32D256 - AS256D256 or PalAdd = -256+(time*32),-256+(time*32),-256+(time*32).

If you want to fade in from nothing to a solid, non-transparent image color you'd effectively have something like this:
60000, 0, 0, 0, 8, , AS0D256
Interpolate Blend
60000, 0, 0, 0, 9, , AS256D256
Interpolate Blend
60000, 0, 0, 0, 1, , AS256D0
Or whatever the Mugen 1.0 equivalent is!

I didn't look at any examples / docs for this so hopefully it makes sense and I didn't screw stuff up! Good luck!

Better Imposible... Thanks!!... :watchout: